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This is a custom speedrun of the Capture The Flag mode in Unreal Tournament 1999. I followed the same map progression as seen in the campaign, but in practice session. No bots, single capture. Each individual run is clipped at the exact frame I capture the flag. TIMES (seconds) Niven: 16 Face: 23 Eternal Cave: 19 Coret: 25 Gauntlet: 12 Dreary: 16 Command: 12 Lava Giant: 19 November: 22 Hydro: 28 Orbital: 25 NOTES This is a project I've been meaning to work on for quite a while. After the completion of my campaign video, I decided to sit down and have a spot of fun. A lot of the run(s) come down to fortunate spawns. Obviously, the closer you spawn to the enemy base, the faster your run becomes. Luckily, in practice mode, you can reset as much as you want to get the most ideal spawn. My intention the other night was to narrow down the best spawns for each mission, and something happened then that I did not expect in the slightest. I loaded up the first mission and spawned directly beside the enemy flag. It took me an embarrassingly long time to realize this, because it has never happened to me, so I ended up running back to my own base. Somehow, I now had the ability to spawn in enemy territory. This was odd, but the furthest thing from a problem :D I recorded all of these runs in a single evening, so they aren't especially well polished, but I wasn't looking to claim this as a world record. This was just something I've wanted to do for a while. The runs are reasonably clean and quick, which is all I cared to do. NIVEN - 0:00 Not much going on here. The hammer boost saves roughly a second at the end. FACING WORLDS - 0:16 I actually managed an 18 second run spawning beside the opposing tower, but for years I've wanted to show off the trick where I launch the source module from the Translocator across the map with the Impact Hammer. It's slower, but I didn't want all the runs to simply be, "spawn next to enemy flag, race back." ETERNAL CAVE - 0:39 As near as I can figure, this is the best spawn for this mission. I feel I could perhaps do the bunny hop a little better, but I was happy with this run. CORET - 0:59 Before this project, I decided to set "AIR CONTROL" in the game preferences to 100%, because for years I've had it set to the default 35%. I was curious if I would suddenly have the ability to bunny hop around, Half-Life style. Sadly, no, but it seemingly made bunny hopping in this game (which is notoriously annoying for me) appreciably easier. For years, I have wanted to utilize the lift on Coret to bunny hop down the hallway at great speed, and at long last, I've realized my dream! Very satisfying run. GAUNTLET - 1:24 Perfect spawn, good execution of the bunny hop at the end. DREARY - 1:36 Fairly clean hammer boost. I suspect a 15 is possible. COMMAND - 1:53 I was hitting 13 seconds runs over and over again, knowing full well that I could achieve a 12 second run. Overall, this was pretty clean. Great spawn, good hammer boost, then dodging into that "lid" structure, for some reason, allows you to squeeze under it. A quick armor grab leads to a hammer boost and bunny hop to the finish. LAVA GIANT - 2:05 This is one of two ideal spawns in the enemy base. The first bunny hop was good, as was the second. My entry into the base wasn't the best, but good enough for me. NOVEMBER - 2:25 This is the god spawn on this mission. Without it, the best I was ever able to manage was a 24 second run. HYDRO 16 - 2:48 Quite the difficult mission. The first hammer boost out the window is harder than it looks. The bunny hop afterwards was quite good. I do wish the second one was better, but the entry into the subsequent window was clean, and the boost to the finish was excellent. ORBITAL - 3:17 I swear this level was added in the Game of the Year Edition... Regardless, a casual god spawn followed by a hammer boost bunny hop is all that's required on this mission. The bunny hop is surprisingly tricky, it's very easy to clip your head on the ceiling, but I pulled it off cleanly.