![Factorio: Rocket Rush [DWM] in 2h 49m 32s](/images/yt/xv/factorio-rocket-rush-dwm-in-2h-49m-32s-oqnwh.jpg)
Factorio: Rocket Rush [DWM] in 2h 49m 32s
A speedrun of Factorio's Rocket Rush scenario with Death World Marathon settings in 2h 49m 32s. The measured time is from the first reveal of the chosen map through to rocket launch.
Map preview at: 15s
Rocket launch: 2h 49m 47s
So this is a new thing. It's a mess, many early misplays, the build is spaghetti, builds get improvised as if I don't quite have a plan. Forgot my opening copper strat, kind of ran out of space for petrochem, then had nowhere to build LDS either. Wave Defense doesn't really have cliffs, yeah? That's an adjustment. I'd intended to buy plastic for early prodmods in the green chips, but then forgot. Twice. Two hours in I wasn't even sure if I was going to space today. In retrospect, the prodmod / RCUs sushi splitter is my favourite disaster this run.
I've done Marathon settings before but the build geometries are new to speedrun. Turns out starter iron might be enough if I buffer it properly, and half a lane of ore for steel is more than required. Those are interesting lessons, that's why I'm here. The combat is all still just fine, even for a Death World.
I checked evo after the video finished and it was well short of 0.9, I don't think anyone will see behemoths on this mode. So while it's one combat dynamic through the entire run, there's still novelty for a rocket push meta in Factorio speedrunning. I probably still overpushed. More landmines might help defend outposts? Do I even want that pattern for green chips? There's just a lot to tinker with.
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