Important: This run is outdated as all hell and is very unoptimised. Please check the leaderboards down below for way better runs. As I'm writing this, Fresh Supply can be completed under 18 minutes. Leaderboards: www.speedrun.c...
Hey! If you're interested in Blood speedruns, I have tons of more runs(better than this one for sure), tutorials, and even some funny stuff on the side too. So yeah, if you feel like it, check the newer stuff out.
Extra crispy ain't that hard tho I want a "Shoe leather*" difficulty that just kills you the moment you start the game. Not Caleb, like you, the player. *in line with other difficulties named after steak temperatures
Just to make sure: are there any movement-increasing technics in Blood, like strafe running or jumping? Or: is there a console command to show current movement speed? Thanks in advance.
Yep, straferunning still works, even in the new engine. Bunnyhopping works the same way as in Quake, meaning you can buffer your jumps and do frame-perfect jumps,really useful in the train level . Strafing mid-air to increase your speed, however, does not work,and sadly, there is no built in feature in the game to track your speed.
nice speed run. A question tho. How to manage to take no damage at train when you fall down? I try it many times and each time i touch the ground i lose a lot of health.
Oh jesus this video is still getting views :D uhm, 90 FOV is what I played this on I think. 75 was the original FOV for MS-DOS but that only had 4:3 aspect ratio, whereas this is 16:9.
Old runs on the Build engine are to qualify under the original Blood game.New runs on the KEX engine are to be categorised in the new game which is Blood: Fresh Supply. As this goes into the latter category,and most runs(if not all)are uploaded to speedrun.com,this run,as of now,is WR.Of course,it is not flawless,which is expected in single-segment/RTA runs,and frankly I expect someone to beat it in a few days,if not me.People are still figuring out what stuff works in the new game and what doesn't,cause it's really fresh.I'll leave a link to the leaderboards in the description.
I believe the trigger damage detection is delayed,and since I'm doing buffered jumps which should be frame-perfect,I'm not taking any damage. The new beta version fixes this somewhat, with the same technique causing around 20 damage per jump.