XCOM: Enemy Unknown Bad Ending speedrun in 1:48.2[WR]

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Published on ● Video Link: https://www.youtube.com/watch?v=F_Mno-w5m8g



XCOM: Enemy Unknown
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Duration: 2:00
2,200 views
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I'm going to be straight up about this, but I want you to hear me out and let me state my case before you shoot me down.
I modified defaultmaps.ini and xcommaps.ini in the game files. (I will upload the changed files to speedrun.com as a resource, so everyone can use them) These files are configuration files that contain a list of all maps in the game. I removed all but one of the maps used for abduction missions. This forces the game to always use the Truck Stop map, because as far as it knows, there are no other maps to choose from. Here are my arguments why I made these changes, and why I think it's okay to do it.
The strat for this category is to finish the first mission as fast as possible, and then to click away all the missions and popups until you lose the game.
Truck Stop is by far the best map to get for this purpose, in fact it's so much better than any of the other maps that you have to instantly reset of you get anything other than Truck Stop if you want to get a good time. Since there are 25 possible maps, that means there is a 24/25 reset rate, or 96%, before you've even made any inputs. For the sake of preserving my sanity, I decided to remove the other 24 maps from the rotation completely. Doing this forces the game to always give me Truck Stop, but it has no other effect on the speedrun whatsoever. Everything you see here is very much possible with a completely unmodified game, it would just take 25 times as long to get it. No human input is removed from the speedrun.
We can look at some other speedgames for examples of how the "integrity" of the speedrun was compromised in order to make it more enjoyable: Half-Life 2 allows commands that are only available via the developer console, such as save deleting using the "reload" command, which only ever gets run when the player is dead. Many hl2 runners play on "ghosting mod", which is actually a heavily modded source sdk, not hl2. Portal has the Vault Save, which makes every speedrun technically a segmented run, but it cuts out 53 seconds of absolute nothingness at the start of the run - again, before any human input is needed. Hell, Portal 2 goes one step further and allows a default save 5 minutes into the run, after human input has already happened. On top of that, they literally allow cheat commands such as mat_fullbright to make it easier to see in a particular map.
I see my changes on the same level as the things I just listed. It compromises the integrity of the run to a degree, but it makes the run a lot more enjoyable, accessible, and it does not give you any unfair timesave.







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