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Myth Done Quick - a Quick Explanation
Also known as MDQ, Myth Done Quick was a contest to beat the solo
maps of Bungie's Myth I and Myth II as fast as possible. The contest
ended a couple years ago, but people still try to improve the times.
This is also sometimes called Myth Speed Running.
Basic rules:
- Play online to include the clock and prevent saves and other cheats
- Legendary difficulty setting
- No vets (best to rehost fresh each time or vets may remain)
- No plugins, no local folder hacks (edited formations are OK)
- Film must not go OOS when viewed by others
- Casualties are fine, overhead map on is fine, teams are fine
- Time is determined by last time displayed by F7 before "GAME OVER" flashes
- Map had to be a win (of course) - advances to next map on restart (but see below)
A note on "winning" - the game still contines for a few seconds
after "GAME OVER" flashes. It is possible to lose, then satisfy
the win condition in the few seconds after "GAME OVER." When
this happens, even though the map ended as a loss, Myth will advance
to the next map when game is restarted, and this was considered a
win under the original MDQ contest rules.
However, when the game advances on restart in this situation,
the "Perm" results may not reflect a win. Most tournaments use
the "Perm" results, so arguably this should also apply to MDQ.
Mariusnet, for instance,
one of the two main Myth metaservers, tracks coop wins and losses
from the game packet which contains the "Perm" results. In
practice this means that the win condition must be met to trigger
GAME OVER, and overtime wins are (usually) not counted.
Players see overtime wins in regular play occasionally on maps
with time limits, like Landing. In MDQ, an overtime win happens
most often when a dream spell branches to kill all friendly units,
but continues and eventually kills all remaining enemy units.
This can happen with two Myth2 maps - Gate of Storms, and Muirthemne.
Under the original MDQ rules, this was good - as it resulted in a faster
"GAME OVER." However, if you go by the "Perm" results, Alric must
survive at end of Gate of Storms (or at least be the last
unit to blow up), and similar with Muirthemne. Note that the trick
for Murder of Crows does return a winning game packet to Mariusnet,
so there is no difference there. Just something to be aware of.
Also, some people care about the fastest solo MDQ time. Most of the maps
can be done faster with a team, so best solo time is an accomplishment.
Unfortunately, there is no longer a single person who verifies films
and maintains a database of best times, so nobody knows for sure what
are the best times now. The best times, as far as Savanarola knows,
are linked above.
If you have a film to contribute, email it here.
Check out other MDQ related sites in the links page.
Among those links, Mariusnet in particular tracks the best Myth II times
for legendary games on its server. These times are server-based, and
include the load time and post-game time. This adds 15 to 20 seconds
for a solo game, typically more for multiplayer. Mariusnet also doesn't
track the secret maps, and these games must satisfy the "strict win"
condition to register as a win, so it has its limitations.
Still, it's another reference. Mariusnet also tracks the
best Myth I times on its server, and since it is the main TFL
server (and for a long time it was the only TFL server), these
DO represent the fastest games for those maps, with one major exception.
On the TFL five heroes best time, the soulless at the end advance, which
many people have tried to repeat unsuccessfully. One theory is that
this film was done with version 1.0 or 1.1 of the TFL application and
something changed with 1.3 that affects the enemy AI. If that is the
case, a better time will never occur on Mariusnet since Mariusnet
only supports TFL version 1.3 and later.
Some of the maps have scripting issues which inappropriately limit the
minimum possible time. Even if you eliminate an enemy group very fast,
the script will not kick in until some time later, probably having to do
with script processing. This is most noticeable for Myth II Redemption
(until v.1.4), in everything could be cleared in about 8 minutes or so,
but it would take 3 minutes for the script to recognize you've won.
Similar issues exist with Breach, and to some extent also Wall.