The Kama Sutra Demo Pack ------------------------ Recorded by (in alphabetical order): Graham "Grazza" Burgess, Vince "Peroxyd" Catalaá, Drew "stx-Vile" DeVore, Jakub "dobberman" Machata, Doug "Opulent" Merrill, Brian "Anima Zero" Nesser, Radek "Radeg" Pecka, Chris "Ryback" Ratcliff, Jakub "_MethoD_" Razak, Kristian Ronge, Jochen "Angus Thermopyle" Schneidau and Adolf "Gusta" Vojta. This is a collection of recorded demos (lmps) for all 32 levels of Kama Sutra, a Doom2 megawad by Adolf "Gusta" Vojta and Jakub "_Method_" Razak. It features: A full set of UV Max demos (skill 4 with 100% kills and 100% secrets); A full set of UV Speed demos (just reach the exit as quickly as possible on skill 4) - one for each level and two for those with secret exits; A variety of demos in other categories, most notably UV Pacifist (just reach the exit without harming monsters), and NightMare!. We have also taken the novel step of including some "alternative route" demos - ones that are not as fast as the main demo in that category, but feature an interesting trick, or else deliberately omit a shortcut trick, and feature the player going the long way round, battling his way through the monsters instead. In total there are 112 demos. As you will see from our comments, we think it's a good and entertaining pack. :) Many of these demos feature tricks - some intentionally allowed by Gusta and Method when they designed the maps, and others they hadn't foreseen. Some of these tricks will come as a surprise even to the most seasoned demo watchers. If you haven't watched many demos before - prepare to be amazed! Some demos were recorded with Doom2.exe, and others (the majority) with Prboom's compatibility mode for Doom2.exe. Sorry, I don't have complete information on this, but this could be determined if need be (say, if ksutra is added to compet-n :) ). In general, I believe Gusta, Method, and Radeg used only Doom2.exe. I (Grazza) used Doom2.exe for a few of the shorter ones, but PrBoom otherwise; Angus and Kristian both used Doom2.exe for at least one or two demos too. No cheats or TAS features were used to record these demos. Everything was done in real-time. There are various ways to play back these demos. With just four exceptions (ks284104.lmp, ks24-805, ks30-046.lmp and kx04-002.lmp), they will play back with Doom2.exe. If you wish to watch the demos with Doom2.exe, put them in your doom2 directory and type: doom2 -file ksutra.wad -playdemo demoname where "demoname" is the filename of the demo (without the .lmp extension). All these demos can be watched using Prboom (and probably Eternity too). You no doubt have your own preferred way(s) to watch demos in Prboom. Some possibilities: 1) One way is the same way as described above (replacing "doom2" with "prboom"). 2) You can set it up to play them just by clicking on the lmp file. 3) You can use the batch files included. Feel very free to edit these (using a text editor, such as Notepad) according to your preferences (depending on where your files are; whether you prefer glboom.exe, Eternity or Doom2.exe; or to split the demos up into short batches). Note that the batch files are set up to work if you have unzipped the pack into your Doom folder, with "Use folder names". In case you haven't already got the wad, Kama Sutra is available at http://ftp.sunet.se/pub/pc/games/idgames/levels/doom2/megawads/ksutra.zip (or other mirrors) or http://ksutra-n.wz.cz/ksfinal.zip Note that you need the version dated 25-March-2005, not the initial 9-March-2005 release. The Ksutra site is at: http://www.volny.cz/ksutra/ The Ksutra-N site, which got this pack moving in the first place, is at: http://ksutra-n.wz.cz/ The Doomworld forums thread via which we organized this demo pack can be found at: http://www.doomworld.com/vb/showthread.php?s=&threadid=31285 If you want to see some of the other demos that didn't make it into the pack, you can follow the links in that thread (or at Ksutra-N) or look in http://www.doomworld.com/sda/dwdemo/ PrBoom download link: http://sourceforge.net/projects/prboom Andrey Budko's version of PrBoom: http://www.geocities.com/e6y/doom.html Eternity site: http://www.doomworld.com/eternity General Pack Comments --------------------- Graham "Grazza" Burgess ----------------------- Kama Sutra is an enormously impressive megawad, and in my view the truest successor to Hell Revealed. It has a similar sense of fun both in the design and the gameplay. You can tell Gusta and Method enjoyed making it, and wanted people to have fun playing it too. The designs and layouts are clever and varied, with many imaginative touches and little pieces of realism throughout many of the maps. I don't particularly want to get into a "best megawad ever" discussion, but for me KS joins HR and AV in a trinity of immortal megawads. As befits a great megawad, there is masses of replay value - the maps can be tackled in a huge variety of ways, with many possible routes and several possible shortcuts available in most. Perhaps there are too many drastic shortcuts though, as some maps can be exited just by executing a trick - there is little need for any real Dooming at all in some cases. Still, that's why we have so many demo categories... I feel this pack does justice to Kama Sutra, but also that a great deal has been left for future exploration. There's just one UV -fast, few coops, no episode runs, no UV -respawns or Tysons, and lots of gaps in NM and UV Pacifist - that leaves plenty of room for further demos, quite apart from improving over existing times. But what there is in this large pack is very considerable - I believe the quality is high, and that all these demos should prove highly entertaining. Thanks and congratulations to everyone else who worked on this pack. I'll single out Anima for particular praise - his enthusiasm to tackle long and difficult Maxes (amongst other categories) kept things ticking along nicely. Vince "Peroxyd" Catalaá ----------------------- I started to play Kama Sutra in coop a couple months before its release. Method hired me as coop beta tester. I must say I was nicely impressed with the quality of work. It plays great in coop now; there are still a couple problems but Gusta and Method did a great job making the coop mode really fun (unlike many wads). My involvement in this demopack is almost irrelevant. I did 2 coop speedruns in map04 and a coop max on map01. Drew "stx-Vile" DeVore ---------------------- Congratulations on a successful megawad on every front, Adolf and Jakub! I'd say this was one of the surprise hits of Doom's history with some outstanding doom2.exe-compatible visuals and, of course, solid gameplay. I'm sorry that I didn't contribute more to this pack, having waning interest in Doom recording (I've done a lot though, sheesh) but my presence was not needed at all. Thanks to everyone who contributed to this monstrous demo collection, as it goes without saying, but I'll say it anyway... this wad definitely deserved the attention it got. :) Jakub "dobberman" Machata ---------------------- [none received] Doug "Opulent" Merrill ---------------------- yeah, my contribution is like submitting only the title screen. :P and my MBF :46 demo is a lot better than my doom2.exe demos... anyway... Brian "Anima Zero" Nesser ------------------------- Well, another demopack for a great megawad is finally done. Kama Sutra is an excellent megawad, right up there with the other classics (HR, AV, Scythe, to name a few). The gameplay, the level design, it's all there, and it's all nicely done. Props to Gusta and Method for releasing this gem! It's hard to choose some of my favorite demos from the pack, so I'll just say "watch them all!" and be done with it :). They're that good. Radek "Radeg" Pecka ------------------- It was a pleasure to be part of this making wad and recording demos proccess. Playing this wad was really something special for me, because I know both Gusta and Method personally. I had heard about ksutra long time ago they started making the first map. They kept me informed about the news all the year they worked on the wad. I'm glad it turned out to be one of the best megawads I've played. I just regret I didn't have more time to play it. Congrats to both! Chris "Ryback" Ratcliff ----------------------- I was very impressed with the overall quality of Kama Sutra, though I can't say I was surprised - speedrunners seem to have a knack for making great megawads (see HR, AV). Though it's a really difficult wad I think it's nearest rival would be Scythe, which was also well balanced for all kinds of gameplay. So you'll see quite a lot of variety in the demos on display here. Almost makes me wish I'd gotten around to doing more than one demo :) Jakub "_Method_" Razak ---------------------- Guys I am so sorry but I don't have time to write comments so release it w/o my comments. I am happy that I can see lots of great demos for KamaSutra and I want to give thanks to people who are partake on ksutra demopack. Kristian Ronge -------------- "Kama Sutra" came as a strike from out of the blue for most people, I guess. I was one of the few(?) who knew the WAD was in progress, and had high expectations. In short, even with these expectations, I was pleasantly surprised. This is an extremely impressive WAD in just about every respect. As Jochen points out, these maps are well suited for maxrunning as well as speedrunning, which is rare, to say the least! Even though I enjoyed playing KS through 100/100, what really caught my attention was the amount of insane time-saving tricks that were present in almost every map. So I was quite happy keeping almost exclusively to UV/NM speed. It is obvious these maps were designed by talented players, as the gameplay is top-notch, IMO on par with many of the classic WADs such as Scythe and HR. It seems the title pic and the "unique" map 30 caused some controversy (and I must say I didn't get the joke?) but this certainly doesn't detract from the rest of the WAD. Anyway, this pack should provide the viewer with plenty of entertainment. Some of the best active players were involved in its making... Oh, and I also did a few runs. ;-) The UV and NM speed demos are filled to the brim with tricks that WILL astound you if you haven't seen them before. The max runs all show perfect route knowledge and the kind of efficiency you'd expect from players as talented as these guys are. The other demos (pacifist demos, alternate routes, etc.) aren't less impressive and are a must-see. With a dozen players involved in the demo pack, and with many different playing styles, there is lots of variation. I'm especially glad some demos of routes that are "destroyed" by the trick routes (e.g. Jochen's wonderful map 25 UV speed 100S) were included. Thank you Gusta and Method for "Kama Sutra", thank you Grazza for finding and showing some marvellous tricks I used (maps 18, 20, 25, idea for 32... I still don't quite understand how you came up with them!), Vile for the map 23 trick, Anima Zero for the map 29 AV jump, Jakub Machata for the map 09 wallrun, and all the other players for your contributions to this pack. I'm proud to have been a part of it! Jochen "Angus Thermopyle" Schneidau ----------------------------------- Gusta and Method did an outstanding job. Kama Sutra is a very enjoyable set of superbly designed maps, and it belongs to my personal top 5 WADs (with The Plutonia Experiment, Alien Vendetta, Scythe and Scythe II). It's a great fun to play in various styles, because it's designed for max AND speed, which is rare nowadays. My only complaint: they have overdone it perhaps with too many early shortcuts (check the UV Speed tables and you'll see). I wish I had contributed more demos (especially maxruns) to this collection, but the other players did an even better job than I could have done. You'll find lots of amazing stuff. This demoset is not the end for me with KSutra. Like Scythe I'll play it for years, and I hope I'll do the runs one day I wasn't able to manage so far (Map28 UV Max for example). Adolf "Gusta" Vojta ------------------- Heh... I have to say that in September 2003 when Method got an idea to create some wad and I started to learn working with Wadauthor I really didn't expect I would ever start to write this text :) After a while when we got some experience we really enjoyed making newer and newer stuff and now I am glad there were so many people who enjoyed playing it. Especially if you watch whatever demo done by another player on the map you know from its genesis, you live through its long development and you finally complete it and wonder if somebody will play it, it's an indescribable feeling. So well, to be honest, when we released the whole thing I hoped that there would be some demos but I really didn't expect such a large amount of recorded demos by so many players. As a result this demopack is not a maxpack of first exits - there is a full maxpack of high-quality demos made by improving original times lower and lower, a full speedpack including some levels done more quickly than I had ever expected + many levels done in pacifist, nightmare, fast and even some new demo categories such as an alternative speed routes. And all these demos are very enjoyable to watch. I have to surely give a credit to many people who were involved in creating this pack: Firstly I have to mention Anima_Zero whose keyboard play skills amazed all of us and who came with a big interest, completed and improved most of the maxruns, and beat all the expected times. Probably my favourite demo from him is ks241131. Secondly Mr. Angus Thermopyle who made a great effort on map26 which resulted in demo ks26-922, more than twice improvement than his first original run. Then I have to mention my Czech mate Radeg who created some excellent and almost optimized maxruns as we know from him. His ks17-738 is my favourite, he dance great there :) The credits also goes to Grazza, man of the shortest demos. I really hadn't expected that the maps he made could be done so quickly. This especially goes for his great ks13-011. Also big thanks to him for giving this pack together and releasing. More great speed and nightmare runs were made by Kristian Ronge; his ks09-015 is my favourite and a greatest example of his speedy skills. Also it's cool to welcome in this pack some demos from living doom legends: stx-Vile who came with his "how could I beat this by at least a second?" demo ks21-326, Ryback who really haven't disappointed us with his great ks284141 run and Opulent who played only the last map of this wad :) but his ks30-037 looks like a nearly optimized run. Credits also have to go to Mr Rich Agnew who made many great runs and built strategies for some of the harder maps. It's just a pity that he doesn't have any demos in this pack. I mustn't forget Dobber, who helped us with publishing the demos on ksutra-n and who at the beginning started to record many speedruns like a madman. His ks03-004 is the one I like the most from him, because I thought it's impossible. Pity, I haven't heard from him for a long time. OK and the rest of credits which I have go to Method. I have to thank him that he gave me this big opportunity and motivation to do something for doom. I am happy that he came with some great demos too. His ks22-824 is simply excellent. All in all there is just one disappointment in the whole thing. We made KS to be doom2.exe compatible but I have seen that most of the people used ports for playing and recording. It's just sad for me to see good old doom2.exe slowly go... so I would say: "People if you still have a chance to use doom2.exe, do not replace it with ports!!!" [Heh, we talk a lot, don't we? ;) On to the demos themselves...] ------------ UV MAX DEMOS ------------ Here is a quick table listing all lmps - detailed descriptions come later. Level Level Name Recorded by Time ----- ---------- ----------- ----- 01 Into the Underground Radek "Radeg" Pecka 1:07 02 The Hidden Engine Jakub "_Method_" Razak 1:53 03 Mr. Adolf Kill You! Radek "Radeg" Pecka 1:19 04 Water Base Radek "Radeg" Pecka 3:23 05 Klondike Adolf "Gusta" Vojta 3:55 06 Research Complex Jakub "_Method_" Razak 4:55 07 Colosseum Radek "Radeg" Pecka 2:10 08 Time is Tickin' Out Brian "Anima Zero" Nesser 6:00 09 The Holocaust Radek "Radeg" Pecka 3:26 10 To Be or Not To Be... Brian "Anima Zero" Nesser 11:23 11 Execution Brian "Anima Zero" Nesser 5:41 12 King Arena Adolf "Gusta" Vojta 3:03 13 The Holocaust II Brian "Anima Zero" Nesser 7:05 14 Dog Eat Dog Adolf "Gusta" Vojta 7:23 15 Miss Sporty Brian "Anima Zero" Nesser 6:54 16 Leeds Castle Adolf "Gusta" Vojta 8:27 17 Cyber Machine Radek "Radeg" Pecka 7:38 18 The Train is Approaching Brian "Anima Zero" Nesser 12:35 19 Natural Jakub "_Method_" Razak 8:39 20 Traps Brian "Anima Zero" Nesser 11:12 21 Diablo's Heart Drew "stx-Vile" DeVore 3:26 22 Fire Play Jakub "_Method_" Razak 8:24 23 A Little Big Massacre Brian "Anima Zero" Nesser 7:30 24 The Gift From GOTT Brian "Anima Zero" Nesser 11:31 25 Cow Face Jochen "Angus Thermopyle" Schneidau 3:44 26 Kill Bill Jochen "Angus Thermopyle" Schneidau 9:22 27 Stairway to Heaven Brian "Anima Zero" Nesser 11:35 28 Hard Target Chris "Ryback" Ratcliff 41:04* 29 I'm Just a DOOM Addict Brian "Anima Zero" Nesser 28:22 30 <|> Doug "Opulent" Merrill 0:37 31 Devastation Brian "Anima Zero" Nesser 13:23 32 Anger Management Brian "Anima Zero" Nesser 5:45 Total time for UV Max demos: 4 hours 22 minutes 51 seconds. * = MBF demo ------------ Descriptions ------------ The descriptions were written by the team member who recorded the map. Map01 - Into the Underground - 1:07 (Radeg) ------------------------------------------- A beauty map for a starter. Small and SSG, all that doomer needs. Implemented a kind of jump-over-teleport trick, that helps to get the SSG quickly. That's it, not much to say. Map02 - The Hidden Engine - 1:53 (Method) ----------------------------------------- [none received] Map03 - Mr. Adolf Kill You! - 1:19 (Radeg) ------------------------------------------ Easy playing all the way to the exit, little bit of tysoning here and there, but still very easy. The weapon usage coulda been better tho. Map04 - Water Base - 3:23 (Radeg) --------------------------------- An interesting map with ships and something. :) The demo is pretty much a joke, should be taken out of the demopack imo, I just accidentally sent it to Gusta. I wasnt sure about the route much and it all looks sorta lousy. Map05 - Klondike - 3:55 (Gusta) ------------------------------- For the first year during the progress of KamaSutra I had a worse computer (486) and this was the only map of mine that I was able seriously play so it became my favourite. This demo I made for it is a result of effort making it below 4mins. I did it right after the first version of KS was released. Somehow it still stays unbeaten and it's in this final pack. Well there were some mistakes such as missed shots but I was satisfied with the demo because the infighting at the end of the map went perfectly. Map06 - Research Complex - 4:55 (Method) ---------------------------------------- [none received] Map07 - Colosseum - 2:10 (Radeg) -------------------------------- Cool map! I looked forward to playing map07 and all I'd expected was in there. Mancos, RL and BFG :) I'm not AdamH, map07 spcialist neither, but I did pretty much all I can to record a decent demo. Map08 - Time is Tickin' Out - 6:00 (Anima) ------------------------------------------ Small level, fast-paced gameplay, full of monsters. That describes this level. There's an issue with a couple monster teleporters that might make fast 100% kills a very tough goal to achieve here. They teleported in a bit slow here, but otherwise went quick. Map09 - The Holocaust - 3:26 (Radeg) ------------------------------------ Dunno where the Ada's inspiration came from, prolly some evil Prague street. :) Anyway, I was honoured to play the very beta-version, so basically it was my duty to record a demo of it for the demopack too. Nothing too hard, but the BFG area gets overcrowded sometimes and its easy to die. Map10 - To Be or Not To Be - 11:23 (Anima) ------------------------------------------ A difficult map with some tough fights, that's for sure. I'm happy with how the demo turned out, mainly because I made the jump to the invis. sphere secret on my first attempt. Map11 - Execution - 5:41 (Anima) -------------------------------- Fun level. The opening fight can be a killer if you're not prepared for it. Cells are somewhat limited, so I saved some to deal with the huge horde of monsters late in the level. Not a bad demo, but I did miss some SSG shots here and there. Map12 - King Arena - 3:03 (Gusta) --------------------------------- This is tricky map. I made it's old version for doom1 many years ago. And it's possible I played that old version many more times than this new one because I learned there how to quickly punch barons and imps. A good time on this map depends mostly on good infights and how the player is able to utilize barrel explosions. In my demo went everything rather well, but I think it could be done about 20 secs faster though. Map13 - The Holocaust II - 7:05 (Anima) --------------------------------------- A good monster-blaster level. Also not that hard with the proper strategy. A group of monsters (some revs and a couple archies) were slow to teleport in while I was at the BK area. Otherwise a good demo. Map14 - Dog Eat Dog - 7:23 (Gusta) ---------------------------------- I want to dedicate my demo to Richie Agnew who made some excellent runs on this map and built this route which means to release everything altogether and rocket like a madman. I think I found a faster and more hazardous route which could bring the time down by maybe almost a minute but sadly I didn't manage to complete. So my demo using Rich's route stayed as a result. I liked the gameplay of this map anyway. Map15 - Miss Sporty - 6:54 (Anima) ---------------------------------- Good SSG blaster level. There is a BFG, but not till the near-end of the level. I wait to kill the enemies in the tennis room and area with the RSK until I get the BFG, then it's payback time on those enemy hordes! Rest of the level wasn't hard, especially when I had a surplus Soulsphere and Megaarmor, which let me enter the shootout in the final area with a full 200/200, making that simply easy to get through. Map16 - Leeds Castle - 8:27 (Gusta) ----------------------------------- It's probably one of the easiest maps in the second episode, just rocket and plasma wasting, and it surprisingly stayed undone for a long time. Then I did this demo almost simultaneously with Anima who used a different and perhaps slower route. It's just a little pity that this run stayed without reply which could bring the time down to 7mins. Anyway I was satisfied with the demo as there wasn't any general mistake. But I haven't competed with anything, just enjoyed the play. Map17 - Cyber Machine - 7:38 (Radeg) ------------------------------------ This map includes 2 parts from my point of view. The first one is little bit boring, or better say routine that you can't speed up. But when you kill the 4 cybies, it becomes a very good action. I'm sad I haven't recorded a better demo than this one; I certainly had some better tries with unlucky deaths near the exit. This was prolly my last demo ever anyways. Map18 - The Train is Approaching - 12:35 (Anima) ------------------------------------------------ Non-linear level, which means that several routes can be taken here. Credit for the initial route and demo goes to Gusta. I added some of my own route tweaks as well, namely getting the BK which the cybie guards ... when it's still alive. Messed up the jump down there and was surprised that the cybie didn't plant a rocket into my back. Went down to single-digit health here too thanks to a manco, some barrels, and a caco at the half-way point of the level. Map19 - Natural - 8:39 (Method) ------------------------------- [none received] Map20 - Traps - 11:12 (Anima) ----------------------------- Fun level with some traps that can catch one off-guard if they're not paying attention. The invul. sphere secret should be saved until the big group of archies guarding the RSK are cleared out. After getting the RSK, a massive horde of monsters start teleporting in. With the BFG and invul. sphere, clearing out some of the horde is easy. After invul. wears off, the rest of the horde shouldn't be too tough to take out. Last half of level is easy. I thought the time here was good too. Map21 - Diablo's Heart - 3:26 (Vile) ----------------------------- This map demonstrates innovation in its intended route, which can appear rather daunting at first. The player is not given the implements to handle the monstrous army of archviles at the start and must instead run past them in search of a weapon... and into the midst of even more horrors. I'm satisfied with the time, having followed my intended route without any major errors. There's a huge surplus of cells waiting at the map's exit, so all of those rocket boxes at the spiderdemon's island are going to be neglected in this run. The inclusion of the invulnerability at the start was a very wise decision, and it provides great entertainment once I return to exact my revenge on the archvile hoard. :) Map22 - Fire Play - 8:24 (Method) --------------------------------- [none received] Map23 - A Little Big Massacre - 7:30 (Anima) -------------------------------------------- Great level with constant action all the time. Best fight goes to the YSK battle where there's 5 cybies and 80 revs. So amusing to see such a large rev horde fall before the cybies, then seeing the cybies die at my hands. Map24 - The Gift From GOTT - 11:31 (Anima) ------------------------------------------ Ouch, this level can be very tough without a good strat. Getting the 1st cybie telefragged is important for a quick time here. BSK room is also tough on the first visit there. Lots of enemies, archies in the central part of the room, that all makes for one tough situation right there. I handled it well here ... until I go to rocket a lone archie and end up hitting an arach at point-blank range. There goes most of my health and armor. Other than that though, rest of level went pretty quickly. Map25 - Cow Face - 3:44 (Angus) ------------------------------- Constant action! I love this map. At first I thought this would be too hard for me and there wouldn't be enough safe places. What? Safe places? You don't need them. Play this map aggressive and you're at the safe side! And use the invulnerability wisely. Thx to Gusta, who convinced me it could be a waste to use it for the archviles at the BFG and cyberdemons - this saved more than 30 seconds. There are some unused cells in the northwest, and I wasted two BFG shots for the last chaingunner ... could it be faster with getting the BFG early? Funny sidenote: I overlooked the possibility of lowering the plasma gun platforms for several months and always grabbed the guns. Stupid, eh? Map26 - Kill Bill - 9:22 (Angus) -------------------------------- This is my favourite KSutra map and one of the best maps ever. It has a great design and awesome gameplay. Especially the plasma gun start is very exciting! The bad guys here are the cyberdemons at the red key switches, but the rest of the map isn't very hard. It's one of my most hardworked demos. I remember my first exit: over 24 minutes, all ammo used and I had to punch the remaining demons. Hehe :) At that time I thought 15 minutes would be excellent and under 12 minutes would be out reach for me, now I think 8:xx would be cool. With less unnecessary search for ammo (I wish I could better remember where I've left some cells and where not) this would have broken that barrier. Nice demo though! Map27 - The Stairway to Heaven - 11:35 (Anima) ---------------------------------------------- This happens to be one of my favorite levels from Kama Sutra. Good challenge, fun gameplay (new weapon for each area you get to). I do freely admit my punching skills aren't 100%. The first part of the RSK building is an example of that. Ate a cybie rocket late in the map by strafing right into it. That was smart. Other than that, everything else went off without a hitch. Map 28 - Hard Target - 41:04 (Ryback) ------------------------------------- This is the really ultra-hard, huge-map-sized level from the megawad. You might be daunted by the size of the task ahead of you, but there's no real need to be because once you start playing it becomes clear there's only a few tough situations ahead (mostly involving the Cybers up on the bridge). Gameplay has been expertly juggled - you have *just enough* ammo and *just enough* radsuits to make it through. And amazingly, this level will even run on vanilla Doom2. I wouldn't recommend it though, disappearing sprites are a tiny problem... Note: This demo was recorded with MBF, so will not play back with Doom2.exe. Map29 - I'm Just a DOOM Addict - 28:22 (Anima) ---------------------------------------------- Another level that I like. It's huge (probably the biggest level in KS), but it's darn fun to play through. I get the BFG early on, which helps me clear out some cybies much quicker. Quite happy with the demo since infights went well (Cybie after Mastermind ... wow, never got the Baron to hit the Cybie that quickly before). Map30 - <|> - 0:37 (Opulent) ---------------------------- Super-easy, super-fun map with lots of replay value. Oddly, the "hard" side is easier than the "easy" side, but maybe that was intentional. Although I assume the telefrag-action was intentionally built-in to the map, Grazza first showed how this could be optimized. Potentially 6 or even 7 Cybers could be telefragged with a lot of luck; allowing for about a :23 run. Now go watch the others play the real maps. :) Map31 - Devastation - 13:23 (Anima) ----------------------------------- Excellent level which happens to be my favorite level from KS. Monster-blaster level to the extreme, which leads to mass killing with the BFG and RL. Start can be tough, but slowly goes down from there. 2nd half of demo went a little slow since I had to look for stragglers near the end. The time is sub 13:30, which was my goal for the level. Map32 - Anger Management - 5:45 (Anima) --------------------------------------- Small level, but pretty tough. The cybies are tough to deal with since there's not exactly a whole bunch of room to dodge, so splash dmg can add up quickly. Happy with how the demo turned out, save for a couple BFG shots that could have been better aimed. -------------- UV SPEED DEMOS -------------- Level Level Name Recorded by Time ----- ---------- ----------- ----- 01 Into the Underground Jakub "dobberman" Machata 0:35 02 The Hidden Engine Jakub "dobberman" Machata 0:05 03 Mr. Adolf Kill You! Jakub "dobberman" Machata 0:04 04 Water Base Graham "Grazza" Burgess 0:04* 05 Klondike Graham "Grazza" Burgess 0:22 06 Research Complex Jochen "Angus Thermopyle" Schneidau 0:09 07 Colosseum Radek "Radeg" Pecka 1:27 08 Time is Tickin' Out Jakub "dobberman" Machata 0:10 09 The Holocaust Kristian Ronge 0:15 10 To Be or Not To Be... Jakub "dobberman" Machata 0:05 11 Execution Graham "Grazza" Burgess 0:32* 12 King Arena Jakub "dobberman" Machata 0:10 13 The Holocaust II Graham "Grazza" Burgess 0:11* 14 Dog Eat Dog Adolf "Gusta" Vojta 0:18* 15 Miss Sporty (normal exit) Brian "Anima Zero" Nesser 1:40 15 Miss Sporty (secret exit) Graham "Grazza" Burgess 0:52 16 Leeds Castle Adolf "Gusta" Vojta 0:39 17 Cyber Machine Jakub "_Method_" Razak 0:43 18 The Train is Approaching Kristian Ronge 0:17* 19 Natural Adolf "Gusta" Vojta 0:40 20 Traps Kristian Ronge 0:56 21 Diablo's Heart Jakub "dobberman" Machata 0:26* 22 Fire Play Brian "Anima Zero" Nesser 3:19 23 A Little Big Massacre Kristian Ronge 0:12 24 The Gift From GOTT Brian "Anima Zero" Nesser 8:05** 25 Cow Face Graham "Grazza" Burgess 0:01* 26 Kill Bill Brian "Anima Zero" Nesser 1:48 27 Stairway to Heaven Brian "Anima Zero" Nesser 2:18 28 Hard Target Jochen "Angus Thermopyle" Schneidau 0:10 29 I'm Just a DOOM Addict Kristian Ronge 2:56 30 <|> Doug "Opulent" Merrill 0:17* 31 Devastation (normal exit) Jochen "Angus Thermopyle" Schneidau 2:44 31 Devastation (secret exit) Jochen "Angus Thermopyle" Schneidau 3:21 32 Anger Management Kristian Ronge 0:20 Total time for UV Speed demos: 32 minutes 30 seconds * = also pacifist ** = Boom 2.02-format demo ------------ Descriptions ------------ The descriptions were written by the team member who recorded the map. Map01 - Into the Underground - 0:35 (dobberman) ----------------------------------------------- [none received] Map02 - The Hidden Engine - 0:05 (dobberman) -------------------------------------------- [none received] Map03 - Mr. Adolf Kill You! - 0:04 (dobberman) ---------------------------------------------- [none received] Map04 - Water Base - 0:04 (Grazza) ---------------------------------- You start off with the exit just behind you. To reach it, all you need is to be dead and to have a bit of momentum. The imps help in both respects. Map05 - Klondike - 0:22 (Grazza) -------------------------------- Two shortcut tricks enable much of the map to be skipped: a glide past a pillar (no need for the yellow key), and a weird step-jump-glide sort of thing to cut out the need for the red key. The former is quite easy, but the latter is rather awkward. I'm reasonably happy with this as there aren't any big screw-ups, but obviously it could go quite a few seconds faster. Map06 - Research Complex - 0:09 (Angus) --------------------------------------- The key here is to reach the elevator switch as fast as possible. It's not easy because of the chaingunners; they can kill you in no time. The jump itself isn't hard at all. Route credits to Dobber. Map07 - Colosseum - 1:27 (Radeg) -------------------------------- Cool map! I looked forward to playing map07 and all I'd expected was in there. Mancos, RL and BFG :) Im not AdamH, map07 spcialist neither, but I did pretty much all I can to record a decent demo. Map08 - Time is Tickin' Out - 0:10 (dobberman) ---------------------------------------------- All credits go to Vile and his NoMo on this map. By the way, his time is :06 - so feel free to beat this crap :) Map09 - The Holocaust - 0:15 (Kristian) --------------------------------------- This is probably the speedrun I've worked most on, so far. It took nearly all my spare time for a little more than three days to get 0:15 here. Ironic, then, that the demo looks sloppy. I just kept getting frustratingly low 0:16 exits. I felt more relief than joy when I finally made this one. I only got the wallrun trick to work when strafing to the left, inward towards the wall. Strange... Map10 - To Be or Not To Be... - 0:05 (dobberman) ------------------------------------------------ Damnit, I didn't made quick start again... But it's nice to say: 'Uff, it was hard work' - 3 hours of playing yesterday without exit! Today I made it; this is my second try and I'm satisfied with this in spite of the fact that I had :04 in an older version of Ksutra. Grazza's :07 is still record in Pacifist table. Map11 - Execution - 0:32 (Grazza) --------------------------------- A memorable map, with a start area surely inspired by Duke Nukem. Unfortunately, it's a rather ugly demo (I get held up at various points), but it features a difficult trick jump onto a rising platform. More often than not a caco blocks the jump entirely, but occasionally you can even get a useful bump off it. Apart from the jump, it's a straightforward run, though you need to be careful towards the end, as there is a nasty map bug that you can trigger. I think 0:25 would be a good time here. Map12 - King Arena - 0:10 (dobberman) ------------------------------------- [none received] Map13 - The Holocaust II - 0:11 (Grazza) ---------------------------------------- A cool map with a great helicopter. I'm pretty happy with this - all elements of the intended route go well, except that I don't get cleanly past the hell knights. Can't have everything. :) Credits for the archie exit jump to Jochen "Angus Thermopyle" Schneidau, although I've modified it quite a bit: a different angle, and the jump is done from mid-air to save time. Note that for this form of the exit jump to work, you need to have lost some height - otherwise you are blocked by an invisible ceiling/sky. This makes it quite awkward to arrange since if you fall too low, the archie tends to lose sight of you. Getting killed by the blast is helpful too (and maybe essential), since it means you have a better chance of fitting through the gap. A clean run on this route would probably be 0:09. Angus reckons the hell knights here are the most annoying monsters in the wad. I certainly know what he means (I got past them about 1 time in 5, and cleanly about 1 time in, er, too many), but reckon the former humans in the exit area of map12 are worse. Map14 - Dog Eat Dog - 0:18 (Gusta) ---------------------------------- This demo is more a demonstration of the tricks than a real speed run. The rocket jump is not a trivial one but it could be done faster. And taking blue armor is not necessary too, because you can run around the sergeants with enough saved health to survive following archie jump which could be done better too. All in all I think 10-12 secs could go here. Map15 - Miss Sporty (Normal Exit) - 1:40 (Anima) ------------------------------------------------ This is a tough run in a couple spots, namely the run back from getting the RSK, and the battle at the pool where the YK is located. The run back from the RSK wasn't the best (I've had better returns than that), but the battle at the pool went very well, as I got the YK pretty quickly and made my jump to the megasphere secret on the first attempt. Ending was real easy. SSG to upside-down cross = skipping the entire shootout there. Map15 - Miss Sporty (secret exit) - 0:52 (Grazza) ------------------------------------------------- A very distinctive map with some great touches of realism. There isn't much choice about the route - I basically follow the same path as in Anima's and Kristian's earlier demos, but use a different trick to reach the exit - a switch trick rather than an archie jump. It seems to save a few seconds, and of course you don't need as much health. Map16 - Leeds Castle - 0:39 (Gusta) ----------------------------------- Similar to map14 I just made the trick for the first time and didn't bother about time optimization. Sadly nobody tried to beat this so it stayed. The second archie jump in this demo is the thing I love :) Map17 - Cyber Machine - 0:43 (Method) ------------------------------------- [none received] Map18 - The Train Is Approaching - 0:17 (Kristian) -------------------------------------------------- A fun map, with a strange title. It can become confusing to get around in max playing, because of all the interconnected areas, but thanks to the trick jump at the end, it's easy to run through. You don't really need to shoot anything either, as the monsters very rarely get in your way. You can just charge through the packs of imps and Cacos. The jump is strafe-50 only. Time could have been a little bit better, but I'm still not disappointed with this run. Especially since it's done Reality style, i.e. not taking any damage. :-) Map19 - Natural - 0:40 (Gusta) ------------------------------ My best speedrun in this collection I think. Grazza came with the route including cool archie jump for a yellow key, but I thought that saving health and simple running for the key would be faster. My previous times for this map were 0:58 and 0:55 so I think everything went well, especially going through imps and cacos. I had some good luck there. The last jump is not hard; it's even more bug than a trick, but squeezing to the exit place is not a trivial thing. Map20 - Traps - 0:56 (Kristian) ------------------------------- My favourite map of "Kama Sutra". Magnificent fight at the invuln, followed by an intense imp slaughter, and then the epic ending with the hill climb. Woo! :-) I had great competition from Jochen on this map. After Grazza pointed out the trick jump (from the teleporter to the ledge with the Arachnotrons) which allows one to skip the blue key, I quickly did a 1:15, and uploaded it. Jochen then did 1:08. I replied with a 1:04 and later I did 1:01. Then Jochen replied with a 0:59, and finally I did this one. So, thank you very much for the competition -- together we pushed this one to a fast time! The start here was definitely so-so, but I was lucky with the ending (note the Cyber rocket brushing past me in the final ascent). I should mention that Jochen discovered a trick possibility here, which saves probably at least 5-6 seconds (double AV jump to the BFG while invulnerable). The difficulty of that trick is very high, though, and succesfully including it in an otherwise hard run such as this is a daunting task. Map21 - Diablo's Heart - 0:26 (dobberman) ----------------------------------------- I had 0:27 ready to upload but I wasn't satisfied with it so... Here you got it, still beatable :) This is pacifist as well of course. Map22 - Fire Play - 3:19 (Anima) -------------------------------- Tough to speed quickly, as there are monsters that you have to kill to advance quickly. The keygrabs are also tough, but I got those within a few attempts each. Otherwise, rest of demo was good, but I did miss some shots here and there. Map23 - A Little Big Massacre - 0:12 (Kristian) ----------------------------------------------- There's a design "bug" here, which allows for a quick speedrun. The back of the yellow key door is tagged as a normal door (not requiring a key). So, by waking up the Cyberdemon on the other side of this door, you can have it opened for you. Then it's just a matter of passing the Cyberdemon without it planting a rocket in your face. It was quite courteous on this occasion. ;-) Map24 - The Gift From GOTT - 8:05 (Anima) ----------------------------------------- Ok, let me get one thing straight here: this level is not good at all for speedrunning. Lots of monsters you must plow through. Also, there's one time-saving trick in here (archie blast up to where BSK is), which must be executed in order to get a good time. Not my best demo for this megawad (pretty crappy I'd say ^_^, and probably the worst one from me), but this level really got on my nerves trying to get a good run, so I just settled for any kind of exit. I had to do the archie jump twice because I missed the BSK on my first blast up there :P. Also, I had -complevel 5 set on accident, so you get to see 2 archies from where the barons are get knocked down to the floor and start resurrecting stuff. Boy was that fun when I came back from the RSK area :). Map25 - Cow Face - 0:01 (Grazza) -------------------------------- I have mixed feelings about this demo, since Angus had been doing some very nice runs via the intended route. However, the player starts within the exit, and just needs to skip a teleport line. I don't know if you can in theory skip it just by running, but the cybers lend a helping hand. You still need a lot of luck to exit rather than teleport though. Map26 - Kill Bill - 1:48 (Anima) -------------------------------- The boost I need to get from an archie here is hard to get for one reason: Archie just loves to get distracted by enemy fire. Other than that, not too hard of a run. Map27 - The Stairway to Heaven - 2:18 (Anima) --------------------------------------------- No real tricks to exploit here, just straight on pure running. Got lucky in the RSK building. Rest of level went smoothly. Map28 - Hard Target - 0:10 (Angus) ---------------------------------- Yay, the first rocket jump I've discovered myself! It's trickier than NM Speed because the cyberdemon often refuses to help you with decimating the imps in front of the exit. I went back to doom2.exe for this, because I needed the extra time at the start and better positioning for the rocket launcher. Is 0:09 possible? I hope it's not ;) Map29 - I'm Just a Doom Addict - 2:56 (Kristian) ------------------------------------------------ This was one of three undone speedruns left (the other two: map 24 and map 31 secret exit). And when attempting it, I immediately understood why nobody had done this one yet. It's hopeless for speedrunning! Wonderful for max running, though. It's a large map, and I like the theme -- the "descent" into hell -- but there are lots of places you don't have to visit. That's not a bad thing when speedrunning, though... The demo is just a table filler; a first exit after some hours of trying. I managed to screw up everywhere, I even missed the AV jump often (strafe-50 makes it easier, but it's still not easy. Timing is important!). I played carefully almost all the way through, but the demo is still slow and poor, even by my standards. For example, it took me 4 seconds to realise the Cyber at the end was dead... :-( Map30 - <|> - 0:17 (Opulent) ---------------------------- Super-easy, super-fun map with lots of replay value. Oddly, the "hard" side is easier than the "easy" side, but maybe that was intentional. I don't believe :16 is possible in a speedrun. Map31 - Devastation (normal exit) - 2:44 (Angus) ------------------------------------------------ One of my favourite KSutra maps. This is just a plain run to the exit without any tricks. It looks like there are some AV jump shortcuts possible, but I'm not crazy enough to try it. Without this it's exciting enough :) It's not easy to get past the archviles in the southwest corner, you have to be very precise there. My demo is not bad (despite some faults featuring an imp and a badly timed BFG shot for a single revenant), but even with this route it should be sub-2:30 - for a better time take more risk with getting the red key, with the jump to the chaingunner building (I clear the area below before I jump because of blocking monsters) and try to use BFG only for the revenant hordes in the blue door zone (I was successful once). Map31 - Devastation (secret exit) - 3:21 (Angus) ------------------------------------------------ I don't know why I thought this would be too hard. I kill all revenants in front of the blue door, so there aren't any behind me when I go for the cyberdemon. It's not necessary to kill him, but every time I tried to go straight to the secret exit he shot me just after teleporting. Finally this should be only a few seconds slower than the normal exit speedrun. Map32 - Anger Management - 0:20 (Kristian) ------------------------------------------ This map is plain yet beautiful. Like something out of "Thy Flesh Consumed" perhaps, only more violent. The glide used here is very similar to the glide in map 05, "Klondike". It's hard to get a decent success rate for it, though, and that's probably why this demo is in the pack. The first part of the run isn't particularly fast -- I got stuck on some demons, for example -- but I got the glide to work on my first try. I had lots of quicker, better looking attempts where the trick just wouldn't work. Typical! ----------------- UV PACIFIST DEMOS ----------------- Level Level Name Recorded by Time ----- ---------- ----------- ----- 01 Into the Underground Graham "Grazza" Burgess 0:55 02 The Hidden Engine Graham "Grazza" Burgess 0:05** 03 Mr. Adolf Kill You! Jakub "dobberman" Machata 0:05 04 Water Base Graham "Grazza" Burgess 0:04* 05 Klondike Jochen "Angus Thermopyle" Schneidau 0:24 08 Time is Tickin' Out Graham "Grazza" Burgess 0:10** 09 The Holocaust Kristian Ronge 0:18 10 To Be or Not To Be... Graham "Grazza" Burgess 0:07 11 Execution Graham "Grazza" Burgess 0:32* 13 The Holocaust II Graham "Grazza" Burgess 0:11* 14 Dog Eat Dog Adolf "Gusta" Vojta 0:18* 18 The Train is Approaching Kristian Ronge 0:17** 21 Diablo's Heart Jakub "dobberman" Machata 0:26* 23 A Little Big Massacre Graham "Grazza" Burgess 0:23 25 Cow Face Graham "Grazza" Burgess 0:01* 28 Hard Target Jochen "Angus Thermopyle" Schneidau 0:11 30 <|> Doug "Opulent" Merrill 0:17* 32 Anger Management Graham "Grazza" Burgess 0:45 Total time for these UV Pacifist demos: 5 minutes 29 seconds * = also current UV Speed record ** = equals the current UV Speed record ------------ Descriptions ------------ The descriptions were written by the team member who recorded the map. Map01 - Into the Underground - 0:55 (Grazza) -------------------------------------------- A pacifist run on a map like this will never be terribly elegant, but I put some effort into making it vaguely presentable. I don't try the run to the yellow key platform while it is still rising, as I think that would mean setting off before you know you've pressed the switch, but I do use a little exit trick: dying means I can fit through the gap and exit a little earlier. Map02 - The Hidden Generator - 0:05 (Grazza) -------------------------------------------- A straightforward archie jump, though accuracy/luck is needed as there is little margin for error. Also, it seems you need to be alive to make it to the exit. This runs really only differs from dobber's UV Speed in that I avoid hitting anything with the wake-up shot. Map03 - Mr. Adolf Kill You! - 0:05 (dobberman) ---------------------------------------------- Okay, now I'm satisfied with this. Still beatable with LOTS of luck. Map04 - Water Base - 0:04 (Grazza) ---------------------------------- [Same as UV Speed] Staying pacifist just means being a bit careful with the wake-up shot. Map05 - Klondike - 0:24 (Angus) ------------------------------- It's a nice trick route Grazza found here. And not hard at all except the second trick. Without the blocking imps this could be perhaps faster than his speed record. Map08 - Time is Tickin' Out - 0:10 (Grazza) ------------------------------------------- [Equals the UV Speed time]. This is basically the same as nomo and Speed, but you need a fairly big dose of luck if the imps are to get out of your way at the end. My impression is that the imps on the right-hand side are more likely to let you through than the ones on the left-hand side. It should be quicker, of course. Credits for the shortcut jump (through the window) to Drew "stx-Vile" DeVore. Map09 - The Holocaust - 0:18 (Kristian) --------------------------------------- I dare say that UV pacifist wouldn't be possible in this map, had it not been for the wallrun. This was just something I did while attempting the map09 speedrun. To those of you who think this is as easy as it looks in the demo: think again! ;-) It's almost impossible not to get caught on any monsters... I just got lucky here, that's all. Map10 - To Be or Not To Be... - 0:07 (Grazza) --------------------------------------------- An archie suicide jump, but it's amazing how different this is from NM, where I got a 0:03 (pacifist too) without difficulty. Here the archie is slow, and the other monsters quickly close in if you release them. But if you don't release them, they can't damage you, and the archie blast is unlikely to kill you on its own. Therefore I get a hell knight to hit me while I'm waiting for archie. I can't say I'm happy with 0:07, but this was the only time I got it below 10 seconds in rather a lot of attempts. Map11 - Execution - 0:32 (Grazza) --------------------------------- [Same as UV Speed] Keeping this one pacifist isn't so difficult - a jump from the chair at the start helps a lot. Once you've skipped the SSG, there's not much point shooting at anything, so you just have to hope nothing parks itself in your way. Map13 - The Holocaust II - 0:11 (Grazza) ---------------------------------------- [Same as UV Speed] Actually, my UV Speed route originated with my attempts to do this map pacifist-style, and this turned out to yield better times than picking up the SSG. Unfortunately, it also brought in the annoying need to barge past the two hell knights, and requires a cooperative archie. Map14 - Dog Eat Dog - 0:18 (Gusta) ---------------------------------- [Same as UV Speed] Map18 - The Train Is Approaching - 0:17 (Kristian) -------------------------------------------------- A natural extension of the speedrun. The only difference is that I didn't shoot at the zombiemen or the chaingunner at the end. They almost never cause problems anyway, so why shoot at them? Other than that, it's just the same run. I got a bit stuck in the final doorway, but I don't think it affected the final time. Map21 - Diablo's Heart - 0:26 (dobberman) ----------------------------------------- [Same as UV Speed] Map23 - A Little Big Massacre - 0:23 (Grazza) --------------------------------------------- The yellow key door only needs a key on one side, so the trick is to get a monster to open it. The UV Speed route involves shooting the cyber, but Pacifist is feasible thanks to the archie opening the door à la Doom2 map27. It's not all that difficult to get the archie to open the door (my initial 0:34 first exit came after just a few minutes of trying), but getting it to do so quickly is another matter (this 0:23 was the product of a two-hour recording session). The route I use here involves skipping the soulsphere and also makes it more likely for the archie to get distracted. But, when it works, it is quicker. The exact time is 0:23.03, annoyingly. On the other hand, for the archie to open the door without even blasting you *once* is a big slice of good luck, so I'm not going to complain too much. :) Map25 - Cow Face - 0:01 (Grazza) -------------------------------- [Same as UV Speed] I was trying to find a way to do this map pacifist-style, and after fruitlessly looking for glides or archie jumps, I returned to the "obvious" idea, and found that it could be done. Map30 - <|> - 0:17 (Opulent) ---------------------------- [Same as UV Speed] Map28 - Hard Target - 0:11 (Angus) ---------------------------------- A luck-based run. Does the cyberdemon kill enough imps or not? I was lucky here, but with one more dead imp this also could be 0:10. Sad. (It's recorded with doom2.exe.) Map32 - Anger Management - 0:45 (Grazza) ---------------------------------------- A nice and chaotic little map. I had been trying to find a way to reach the exit without shooting the Keens, and raised the idea of an exit glide (the gap is 32 units, but I don't recall previous glides with this exact set-up). Kristian Ronge then showed that it could be done. Unfortunately I need three bites at the glide in this demo, but the rest of it goes reasonably well. ------------------------------------------ NIGHTMARE AND NIGHTMARE 100% SECRETS DEMOS ------------------------------------------ Level Level Name Recorded by Time ----- ---------- ----------- ----- Nightmare Speed: 02 The Hidden Engine Jochen "Angus Thermopyle" Schneidau 0:05 03 Mr. Adolf Kill You! Jakub "dobberman" Machata 0:05* 04 Water Base Graham "Grazza" Burgess 0:03*+ 06 Research Complex Jochen "Angus Thermopyle" Schneidau 0:12 10 To Be or Not To Be... Graham "Grazza" Burgess 0:03+ 12 King Arena Graham "Grazza" Burgess 0:41 13 The Holocaust II Jochen "Angus Thermopyle" Schneidau 0:17 18 The Train is Approaching Kristian Ronge 0:18 21 Diablo's Heart Jochen "Angus Thermopyle" Schneidau 0:30+ 23 A Little Big Massacre Kristian Ronge 0:13* 25 Cow Face Kristian Ronge 0:00+ 28 Hard Target Jochen "Angus Thermopyle" Schneidau 0:10+ 32 Anger Management Kristian Ronge 0:31* * = also NM100S + = also Pacifist NM 100% Secrets: 12 King Arena Brian "Anima Zero" Nesser 2:18 25 Cow Face Jochen "Angus Thermopyle" Schneidau 0:45 28 Hard Target Jochen "Angus Thermopyle" Schneidau 0:45 Total time for these NM and NM100S demos: 6 minutes 56 seconds ------------ Descriptions ------------ NM Speed -------- Map02 - The Hidden Engine - 0:05 (Angus) ---------------------------------------- This was possible because sometimes an archvile attack only steals 20 health from you. Map03 - Mr. Adolf Kill You! - 0:05 (dobberman) ---------------------------------------------- 4 secs. is definitely possible. Map04 - Water Base - 0:03 (Grazza) ---------------------------------- Very similar to UV, but the imps kill you a bit quicker. The exact time is 0:03.26, so 0:02 is surely possible. Map06 - Research Complex - 0:12 (Angus) --------------------------------------- Even with the goodies from the secrets the chaingunners can kill you in no time. Sorry for the bad jump. Map10 - To Be or Not To Be... - 0:03 (Grazza) --------------------------------------------- It's a 3-second demo - what is there to say? The archie jump gives height, and the corpse can fit through the gap. Map12 - King Arena - 0:41 (Grazza) ---------------------------------- I can't see how the direct route (see the UV Speed demo) could be made to work on NM, since the revenants won't budge, and the pistol won't clear them out of the way anything like quickly enough. Therefore I grab the nearest good weapon (the berserk), and then come back and deal out some punishment. I was surprised to be able to exit with just two revenants dead - if I'd known that was going to happen, I wouldn't have started punching a third one (I decided to make a run for it when I saw my health was ticking down too quickly). The trick jump into the exit area is a thing glide - presumably it's possible without it, but the glide makes it far easier. Map13 - The Holocaust II - 0:17 (Angus) --------------------------------------- The two hellknights in front of the door are perhaps the most annoying monsters in the whole WAD. I hate them! I wasted hours and hours trying to get the speed record back from Grazza without any luck. So I spent more hours with stealing his NM record and finally got this one, but I'm sure Grazza will get it back ;) Map18 - The Train Is Approaching - 0:18 (Kristian) -------------------------------------------------- The monsters tend to hit you harder than in UV, so you have to shoot some of them. This, combined with the fact that they're not generally as keen on moving out of the way for you, of course costs a little time. The soulsphere on this route -- it's down in that nukeage -- was probably added for NM speedrunning, but as you can see it is not needed (nor is the megasphere, heheh). I got stuck at the doorway at the end, but I was kindly helped to the exit quickly anyway. ;-) And I was lucky with the exact time... Map21 - Diablo's Heart - 0:30 (Angus) ------------------------------------- Cool map. But ugly demo. I've touched too many walls. And the cyberdemon pushed me around - it's of course possible to avoid this. Map23 - A Little Big Massacre - 0:13 (Kristian) ----------------------------------------------- The difference between UV and NM is enormous for such a short run, even though you use the same route and the same trick. Strange. For one thing, the Cyberdemon invariably plunges a rocket in your face. Also, you can get held up by an Arachnotron right at the bend after grabbing the blue armour. In this attempt, I got lucky and survived the rocket blast, so I could pass the Cyber and exit the map. Note that I did get hit again, and died, just as I exited... BTW, this was my only successful attempt. Map25 - Cow Face - 0:00 (Kristian) ---------------------------------- On the one hand, this is the first demo I've ever recorded that's optimal and unbeatable. So I should be happy, right? Well, on the other hand, Jochen's previous demo here, using the "intended" route, was a much classier, and more hard-worked run (that demo is also of course included in this pack, as it is still the fastest NM 100S demo). And I also know that this map is one of Jochen's favourites, so I want to apologize to him. After the trick was found, this was just unavoidable. :-/ Time is 0:00 instead of 0:01 because one of the Cybers fires immediately at you in NM (it takes a bit more time to fire in UV). All you need is a bit of luck to pass over the teleporting line and instead trigger the exit line. Map28 - Hard Target - 0:10 (Angus) ---------------------------------- It's much easier than UV Speed. My success rate is very high, and surprisingly I seldom get a cybie rocket into my face. Busy with other things, that guy. This is my first doom2.exe demo after more than a year, so it looks a bit shaky. Map32 - Anger Management - 0:31 (Kristian) ------------------------------------------ Just another NM equivalent of the UV speedrun. However, it's much harder to get to the exit part. You seldom reach it, and even if you do, you have to hope that you can get the glide to work quickly. That's why this run, where it took me five attempts to get through, was the fastest exit I had during the short time I attempted it. NM100S ------ Map12 - King Arena - 2:18 (Anima) --------------------------------- Tough run at the point where I jump out of the building and go claim the invis.+soulsphere secret. Monsters just love to block my jump and screw the run over right there. Other than that, wasn't too overwhelming. Thought I was gonna die though when waiting to get access to the BK. Map25 - Cow Face - 0:45 (Angus) ------------------------------- Far from perfect. I did the keygrab the slow way and some other minor mistakes. But overall I'm happy that I've done this without being pushed around too much from the archviles. 0:3x would be nice, it's perhaps easier to get this time with lowering the plasma gun platforms ;) I must admit I wasn't very happy about the change from NM Speed to NM100S, but Kristian's NM Speed record is cool; even Sedlo could not beat it. Map28 - Hard Target - 0:45 (Angus) ---------------------------------- This is nothing special. You are invulnerable most of the time. ------------------- MISCELLANEOUS DEMOS ------------------- These are demos that are either in unusual categories, or are in standard categories but demonstrate alternative routes and are deemed by general consent to be of sufficient interest to be included. Level Level Name Category Recorded by Time ----- ---------- -------- ----------- ----- 01 Into the Underground coop UV Max Vincent "Peroxyd" Catalaá/Jakub "_Method_" Razak 0:59 03 Mr. Adolf Kill You! UV Pacifist alt. route Graham "Grazza" Burgess 0:07 04 Water Base coop UV Speed Vincent "Peroxyd" Catalaá/Jakub "_Method_" Razak 0:02 04 Water Base coop NM Vincent "Peroxyd" Catalaá/Jakub "_Method_" Razak 0:02 04 Water Base net1 NM Graham "Grazza" Burgess 0:02 04 Water Base UV Speed alt. route Brian "Anima Zero" Nesser 0:47 08 Time is Tickin' Out UV -nomonsters Speed Drew "stx-Vile" DeVore 0:06 09 The Holocaust UV Speed alt. route Brian "Anima Zero" Nesser 0:55 11 Execution UV -nomonsters Speed Graham "Grazza" Burgess 0:25 12 King Arena UV -nomonsters 100S Graham "Grazza" Burgess 0:50 16 Leeds Castle UV Speed alt. route Radek "Radeg" Pecka 0:42 23 A Little Big Massacre UV Speed alt. route Brian "Anima Zero" Nesser 2:01 25 Cow Face UV fast Jochen "Angus Thermopyle" Schneidau 4:45 25 Cow Face UV Speed 100S Jochen "Angus Thermopyle" Schneidau 0:35 30 <|> UV Max with MBF Doug "Opulent" Merrill 0:46 Total time for these miscellaneous demos: 13 minutes 4 seconds ------------ Descriptions ------------ Map01 - Into the Underground - coop UV Max - 0:59 (Vince/Method) -------------------------------------------------------------------------------------------------- Vincent: We needed a couple tries to find a decent route and to storm the map within a minute. It is still far from perfect though. Method: [none received] Map03 - Mr.Adolf Kill You! - UV Pacifist (alternative route) - 0:07 (Grazza) ---------------------------------------------------------------------------- Apparently this combined archie/rocket approach was the intended shortcut, but it is slower than the purely rocket route, as getting the archie into position takes a little time. Nevertheless, it's quite an elegant idea. 0:06 is clearly possible with this route. Map04 - Water Base - coop UV Speed - 0:02 (Vince/Method) ------------------------------------------------------------------------------------------ Vince: This map features a coop assisted death slide which makes the map extremly easy. I wonder if 0:01 is possible, since we got 0:02.17 in one of the demos. Method: [none received] Map04 - Water Base - coop NM Speed - 0:02 (Vince/Method) ------------------------------------------------------------------------------------------ [see coop UV Speed above] Map04 - Water Base - NM Speed "1-player coop" (net1) - 0:02 (Grazza) -------------------------------------------------------------------- There's a nice archie in multiplayer, which I use here to speed up exiting. Exact time is 0:02.97. :) With this being a "1-player coop" demo, you'll need these two *separate* command lines to watch it with prboom/glboom (edit the paths as necessary): c:\doom2\prboom_server.exe -N 1 -w ksutra.wad c:\doom2\glboom -net localhost -playdemo kx04-002 Map04 - Water Base - UV Speed, Alt. Route - 0:47 (Anima) -------------------------------------------------------- Not hard on this route, but I did manage to almost get killed several times in the process. Map08 - Time is Tickin' Out - UV -nomonsters Speed - 0:06 (Vile) ---------------------------------------------------------------- Despite the slow rocket death, I wouldn't have gotten 0:05. Map09 - The Holocaust - UV Speed, Alt. Route -0:55 (Anima) ---------------------------------------------------------- I decided to do this as Grazza wanted to see a run done without the trick jump. This was a pretty easy run too. Some minor mess-ups, but nothing too drastic. Map11 - Execution - UV -nomonsters Speed - 0:25 (Grazza) -------------------------------------------------------- The jump is a bit different with -nomonsters - there's no caco to get in the way, but it also isn't there to help you either. That means the jump needs to be even more accurate, and so my success rate was quite poor here too. Map12 - King Arena - UV -nomonsters with 100% Secrets - 0:50 (Grazza) --------------------------------------------------------------------- Just showing a couple of trick jumps (both of which I get only at the second attempt, unfortunately, but that's by far the best I've managed). The first one (into the "furnace") enables you to reach a secret (and the red key) that would otherwise be inaccessible with -nomonsters. The jump from the blue armour secret just saves some time, compared to visiting the secret and then doing the "standard" trick jump into the exit area. The furnace jump doesn't need strafe-50, but is very awkward. The blue armour secret jump is probably strafe-50-only, but is quite straightforward. Good luck to anyone who tries to implement these in a NM100S run. I might have tried if I'd got anything like a decent success rate with the furnace jump. Map16 - Leeds Castle - UV Speed alt. route - 0:42 (Radeg) --------------------------------------------------------- [none received] Map23 - A Little Big Massacre - UV Speed, Alt. Route - 2:01 (Anima) ------------------------------------------------------------------- This was fun to do. The cybie behind the YSK door can be a major pain and end the run right there if one is unlucky. Here, the cybie almost did just that, but I lived, haw! Map 25 - Cow Face - UV fast - 4:45 (Angus) ------------------------------------------ I have to take the invulnerability sphere early, so it's not possible to rush the archviles in the middle of the map with the rocket launcher. Using the BFG instead helps here a lot. Overall it's not much harder than UV Max. Map25 - Cow Face - UV100S - 0:35 (Angus) ----------------------------------------- Cool, a new category :) Perhaps I'll try it again to improve it to 0:30 or perhaps 0:29, which is my dream here. I'm satisfied with this demo though, especially the last part looks pretty good. To reach the exit can be annoying, but here the cybies cooperated very well. Grazza, there's no need for you to apologize. You did it in 0:01, which is great, and not I. It was my own fault not to try this shortcut seriously. I hope for you that 0:00 is not possible. Map30 - <|> - UV Max with MBF - 0:46 (Opulent) ---------------------------------------------- ... my MBF :46 demo is a lot better than my doom2.exe demos... [Note by Grazza: this demo was recorded with MBF using the compatibility option that not all monsters can telefrag on map30 - this means that the cyberdemons don't telefrag each other.] ***** Total time for the whole pack: 5 hours 18 minutes 55 seconds ***** That's it - enjoy the lmps! Graham "Grazza" Burgess Vince "Peroxyd" Catalaá Drew "stx-Vile" Devore Jakub "dobberman" Machata <8umper@seznam.cz> Doug "Opulent" Merrill Brian "Anima Zero" Nesser Radek "Radeg" Pecka Chris "Ryback" Ratcliff Jakub "_MethoD_" Razak Kristian Ronge Jochen "Angus Thermopyle" Schneidau Adolf "Gusta" Vojta This pack and text-file was assembled by Graham "Grazza" Burgess. The text-file is based on sc_lmps.txt, which was in turn based on fduvdemo.txt.