Killing the zombies fast is really just luck. Killing the boss makes all of the zombies unborrow immediately, so dynamites from the village level are used to kill it as fast as possible. Mission 2 Part 4 (boss1): All zombies and the boss need to be killed in order to finish this level.
Some sloppiness in this level overall, could be done few seconds faster. Rest of the enemies in the hallways are very predictable. The last room is also very random and deadly. Making noise with the rifle usually makes some of them come out of their hiding spots. In the altar room the 4 elite guards are spawned at random spawnpoints.
Mission 2 Part 4 (church): Map objectives include killing all the elite guards. Mission 2 Part 3 (crypt2): A zombie knight blocks me in one of the trap rooms but I don't think I lost any time there. At the very end, hitting the switch past the zombie is quite tricky but saves a bit of time. There's an invisible wall in the middle section of the bridge, preventing me from just jumping there. More of the map is skipped with a grenadejump. This prevents the gate from closing and allows me to backtrack, skipping a part of the map.
First pulling the switch is timed so that a zombie is under the falling gate. Mission 2 Part 2 (crypt1): In this level almost any of the zombies can block you in the hallways. Kicking adds some damage while I'm shooting the crypt entrance. Mission 2 Part 1 (village1): Throwing a grenade at the right place makes Kessler run towards the first waypoint he has to go through, saving about 2 seconds. Added stamina from the beer is carried over to the next level. There's an invisible, angled blockade near the end of the icy wire. I jump twice on the wire to somewhat time the grenade. This is another quirk of the physics engine jumping against moving things can give you vertical speed. To jump to the ledge from top of the tramcar, you must jump against the moving tramcar. Pressing the first button that activates the tramcar is one of map's objectives, so it can't be skipped. Riding the tramcar is skipped completely. Mission 1 Part 3 (tram): Tramcar starts moving up only after you hit the switch and visit a trigger at the door. I make sure to pick the Mauser rifle at the end. I didn't find any reliable way to ensure that happening though, sometimes he won't move at all. Visiting the radio room in second floor can be skipped if the radio guy shows up on the bridge. This level includes two triggers that are activated only when certain number of enemies are killed.
RETURN TO CASTLE WOLFENSTEIN FOREST FULL
Ammo gotten from dropped weapons is randomized, it's an amount between 4 and full clip size. Mission 1 Part 2 (escape2): I needed good ammo drop from the first 2 enemies here. Could have done more attempts to finish with more ammo, this is quite the minimal you want for the next level. Mission 1 Part 1 (escape1): Kicking opens lightweight doors faster than the 'activate' button would. All settings affecting physics were left at default values (com_maxfps 85, pmove_fixed 0, sv_fps 20, g_synchronousclients 0). With RTCW singleplayer physics you can bunnyhop on flat ground, but there's still some delay between consecutive jumps, preventing instantaneous bunnyhop. Features of Quake 3 physics used in this run to move faster include: strafejumping, bunnyhopping, damage knockback, wallstrafing and corner skimming. RTCW is based on the id Tech 3 engine and so the movement physics are similar to Quake 3. Thanks to pupup0x for originally giving me the idea to attempt this speedrun. I used many of his routes where I thought they were optimal. Thanks to KhanFusion who posted the earlier run of 36:58 here on SDA.