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Grazza
omg lolcano


Posts: 9587
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Here's a little suicide exit trick on Exquisite Corpse (currently in /newstuff). This is the multi-author map born out of this thread.

UV Speed in 0:28 (Doom2.exe-format demo, recorded with glboom 2.2.4)

Untidy, but it took numerous attempts and a generous helping of luck.

Old Post 09-11-04 08:53 #
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Kristian Ronge
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Grazza said:
Also, it is often hard to judge which of one's own demos will be of interest to others (at least that's my experience), so if you have something sitting on your hard-disk that has some quality to it, why not share it?


I have tons of stuff (probably > 20 MB of demos); most of it is not of particularly high quality. It's basically playing sessions where I casually play through various maps in various styles. I guarantee you, it is of no interest to anyone but myself. :-)

Come to think of it, I did earlier in the summer record a full max demo pack of MM on the lower skill levels (there are good healthy reasons for this, before you start laughing. ;-D I have beaten every map of MM on UV several times...I can normally beat a couple of the times in the mmuvlmps pack also of course). Most of the demos are basically copies of the reigning COMPET-N UV max demos routes, but very much quicker because of the lack of challenge and/or monsters -- for example, map 28 in 9:39, map 18 in 7:40ish and map 21 in 7:50ish. Some have a bit different routes (which would probably work well in UV as well, for example in map 18); most have different weapons/monster handling. Perhaps they make for interesting comparisons or whatever... I made them for my own personal amusement, but if anyone wants to see them I'll wrap 'em up and upload... But basically everything else I have sitting on my HDD is not of interest to anyone but myself. Sometimes not even myself. ;-)

EDIT: Corrected grammatical errors.

Last edited by Kristian Ronge on 09-11-04 at 15:40

Old Post 09-11-04 15:33 #
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Schneelocke
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Grazza said:
Here's a little suicide exit trick on Exquisite Corpse (currently in /newstuff). This is the multi-author map born out of this thread.

UV Speed in 0:28 (Doom2.exe-format demo, recorded with glboom 2.2.4)

Untidy, but it took numerous attempts and a generous helping of luck.



Nice. :) Too bad you weren't recording when you got 0:26...

Old Post 09-11-04 17:29 #
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Grazza
omg lolcano


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I've done a few more UV Speeds on DEM.WAD. I've put them (together with the four earlier ones) here. Not terribly polished, but a fair amount of thought went into the routes and execution.

The new ones are, with comments from the text files ("I often quote myself. It adds spice to my conversation." - George Bernard Shaw):

Map01 0:16: "Short but tricky. You pick up the RL at a very inconvenient moment, but the imp generously decided not to get in the way on this occasion. Could save some time by using a rocket on the demon at the exit, but that strategy has a high rate of failure."

Map02 0:58: "Just avoid getting blocked by the cacos. Two invulns are a bit generous for a speedrun, but in a Max they would be very welcome."

Map04 1:10: "It's tricky to climb the hill without getting blocked too much. It's a shame that the PE decided to muck me about (he got some rocket salad for his trouble though), and that I wasted a few seconds on the run to the exit. This was only the second time I reached the blue key; on the first occasion my jump away from that area got blocked. I had no luck trying to get archie assistance - he's very easily distracted."

Map06 0:50 (also Pacifist): "Just a case of not getting blocked (too much) or falling down anywhere. It's annoying that I fumbled at two of the doors here, as everything else went well."

Map07 0:36: "A fairly straightforward run. The trickiest moment is getting to the switch trick, since you're likely to have just picked up the RL, and there is a former human normally blocking the way."

Map09 2:03: "This map is quite a fight. The route required some planning. I skip the red key thanks to a little jump to get the yellow key. I take a slight detour to pick up the RL, since the exit room with all the arachnotrons is a bit of a problem without it. The first invulnerability lasts long enough to help illuminate an area that is otherwise totally dark. I had tried picking up the light amp to solve that problem, but couldn't work it into a viable route."

Old Post 09-17-04 20:01 #
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Grazza
omg lolcano


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Here is a UV Max on map01 of Area 51. The time is 16:02. Nice map; average demo.

Old Post 09-18-04 16:56 #
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Opulent
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Grazza, the area51 demo won't playback for me.
Does it work for you?

Old Post 09-19-04 00:49 #
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Schneelocke
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Opulent said:
Grazza, the area51 demo won't playback for me.
Does it work for you?



Works for me using prboom 2.3.0.

Old Post 09-19-04 00:59 #
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Szymanski


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Works fine in prboom

Old Post 09-19-04 01:00 #
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Grazza
omg lolcano


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Yes, tested with Doom2.exe (with deusf -app), Eternity 3.31d prealpha and GLBoom 2.2.4.

Old Post 09-19-04 01:07 #
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Opulent
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:(
tried: prboom224/glboom224/prboom230/doom2/eternity5-331 no dice
exits on 'I_SignalHandler: Exiting on signal: signal 11' -- stderr.txt
Doom2.exe just crashes.
even tried prboom with the deusf'd wad.
--------
okay, now I'm perplexed. It does the same thing on my other computer too.
even tried 640x480.
I can PLAY the wad, but the demo doesn't work.
You guys are running winXP?(even though I wouldn't think that would make a difference)
What is signal 11 in Prboom terms?
one of those weird demos, I guess. (IIRC, that wad is not bug free)

Old Post 09-19-04 02:13 #
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Schneelocke
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I'm running Windows XP at least. Signal 11 is a segmentation fault (not just in prboom, but generally).

Old Post 09-19-04 02:31 #
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myk
The Disciple of Lüt


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Opulent said:
Grazza, the area51 demo won't playback for me.
Does it work for you?
Works fine all the way for me... and I'm using Windows 98 and Doom2. Did you try another copy of the demo? Unless your systems have quite similar specs the only thing in common is the demo... unless it's the dry Arizona air... or maybe some weird substance escaped from Area 51, which might well be close to your place, out there in the desert.

Old Post 09-19-04 09:50 #
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Grazza
omg lolcano


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It was recorded on my XP desktop machine. I have just tested it on my Win98 machine: worked fine with prboom 2.2.4 (standard version) and Doom2.exe. Edit: also tested OK with my brand new notebook, which presumably has whatever the latest build of XP is.

File sizes and CRCs:
area51.wad (before deusf): 2,637,056 bytes; 19da6c03
ar511602.lmp: 135,630 bytes; ea1c8254

Old Post 09-19-04 10:14 #
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Opulent
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man, this is strange.
verified the CRCs, even verified a clean doom2 install.
tried deusf'd wad with doom95 (thinking that it might be directx/nvidia related). that doesn't work either.
I'm completely stumped now... only thing I have left to try is to boot to XP and try it there.
(Doug closes his eyes and imagines those fences, the trademark "Hey, Get him!" sounds, the moving floors, and stylish teleporters... and Grazza chaingunning like a madman.)
:(

Old Post 09-19-04 18:28 #
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Opulent
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AH HA! conquered!
thought about it objectively for just a second and realized that it has to be the demo file.
tried a couple of things and my third option was successful. LPMC convert the demo to text then back to binary.
Yay... not your best work(looked like a first successful exit to me), but I really enjoyed this one. hadn't seen the map the whole way through, so I was riveted on the screen. :)
http://www.doomworld.com/sda/dwdemo/ar511602b.zip

Old Post 09-19-04 19:49 #
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Grazza
omg lolcano


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I was thinking of suggesting that, but couldn't see any reason why it should work.

It was my second exit without any missed monsters (first was 18:05; missed a telefrag and needed to berserk some later barons, etc.).

Old Post 09-19-04 20:01 #
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Grazza
omg lolcano


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Here are seven Nightmare demos on Doom Lands by B.P.R.D. Mostly quite easy, but map08 was a bit of a struggle. Most of my time was actually spent attempting map09 (with no luck).

Old Post 11-07-04 15:07 #
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Grazza
omg lolcano


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I decided at least to do something on Doom Lands map09, after all the time I'd spent on it. Here's UV Pacifist in 1:11. I think this one should be quite entertaining to watch. :)

Old Post 11-07-04 23:24 #
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Opulent
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coolness

Old Post 11-08-04 02:14 #
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Grazza
omg lolcano


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For some reason I decided to do one of the connecting maps in Equinox. Just a quickie: Map08 UV Max in 0:32. Feel free to beat it if you like; sub-30 would be nice.

Old Post 11-18-04 01:46 #
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Kristian Ronge
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Grazza said:
For some reason I decided to do one of the connecting maps in Equinox. Just a quickie: Map08 UV Max in 0:32. Feel free to beat it if you like; sub-30 would be nice.


I felt like taking requests... ;-)
Hope you'll find this nice, Grazza!
Equinox map 8 UV max in 0:27.
Also, I did a UV speed + pacifist in 0:05.

Recorded in ZDooM 1.22. Enjoy.

Old Post 11-19-04 09:27 #
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Schneelocke
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You forgot the ".zip" at the end of the second link. ^_~

Old Post 11-19-04 15:37 #
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Grazza
omg lolcano


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Fixed.

In opening that last door (which I didn't mean to have to go back for), I was intending that the imps would get involved in the infighting. I still think it is a good idea if it is done without losing any time and if you time the sidestep into the secret so that it doesn't cause the monsters to walk back into their rooms.

Old Post 11-19-04 18:01 #
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Kristian Ronge
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Grazza said:
I still think it is a good idea if it is done without losing any time and if you time the sidestep into the secret so that it doesn't cause the monsters to walk back into their rooms.


Yeah, that'd be sweet, if it ever worked in practice and not only in theory. ;-P
The problem with doing that is the imps almost always, for me anyway, get in the way (either scratching your back or blocking plasma shots to "bigger" monsters, in particular the Pain Elemental, which then wreaks havoc!).

EDIT: BTW, thanks for fixing the post, Grazza. I was in a hurry earlier today. :-)

Old Post 11-19-04 22:00 #
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Grazza
omg lolcano


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Kristian Ronge said:
Yeah, that'd be sweet, if it ever worked in practice and not only in theory. ;-P
Oh, it can work alright. It can also have the added benefit that the imps can reopen the door for you later, when it is time to exit. I'd have a 0:25 or 0:26 demonstrating that, if only I had exited rather than wasting a few seconds looking for a non-existent missed monster. :(

Old Post 11-20-04 03:20 #
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Kristian Ronge
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Grazza said:
Oh, it can work alright. It can also have the added benefit that the imps can reopen the door for you later, when it is time to exit.


Yes of course. It will require quite a bit of luck, though. I had an 88% kills 0:24 exit where that part went perefectly (but I believe 2 demons hid) ... Getting the imps involved in the infighting is of course probably better than to leave them. Often you can get a Revenant or the Hell Knight to open the door, though, while you're ducking into the secret alcove. (didn't happen in the 0:27 demo, typical...) Once the imps are out, you surely need some luck for them not to screw things up, but of course you can get a good time if they don't. As I said previously, I doubt it's a very big loss if they stay put and you open the door in the end. I mean, if you can't get another monster to open the door for you, you still lose the time it takes to open the door (at least) once anyway. And if you have plasma ammo left, it takes little time to kill them off at the end.

Old Post 11-20-04 10:22 #
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Grazza
omg lolcano


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Eq08x025.zip

Includes: the 0:29 I mentioned above (where I wasted time after killing everything); an edited version of that (0:25) - the last two seconds are TAS; and a 0:27.

The route/plan is a fair bit different from yours. As you can see, the imps getting behind the player is never a problem because he doesn't move in front of the imps. The main problems I found were the PE and/or a revenant getting stuck in the central passageway (maybe monsters stuck on doortracks was a problem too sometimes).

I also tried the strategy of getting monsters to open both the chaingunner and imp rooms. That can work sort of OK, but the monsters aren't provoked into infighting when their rooms are not opened by the player.

Old Post 11-21-04 00:53 #
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Kristian Ronge
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Okay, here is a non-cheated 0:25 max of Euqinox map 8. Easy, took no more than 20 minutes (although I suspect I was simply very lucky; the player has little control over how the monsters line up). Sorry it took so long to reply, I'm going through "Eternal DooM" and map 20 was a real bitch -- it took me almost two days to stroll around finding all the swtiches, monsters, and secrets (okay, I had to use an editor to find out that green torch/teleporting Arch-Vile thing). :-)

Anyway, I was thinking of maybe going for at least 0:24 but I'll leave it to someone else. To tell you the truth, I'm fed up with this map; it's not very interesting to begin with, and I believe it's gotten far more attention than it deserves. So, good luck with 0:24 and lower.


Grazza said:
Includes: the 0:29 I mentioned above (where I wasted time after killing everything); an edited version of that (0:25) - the last two seconds are TAS


Ah, while we're on the topic of "would've, could've, should've" I should mention that I had a near flawless 0:21 run (sadly, one monster got away). This means of course a good player could certainly do sub 0:20. But it requires so much luck it's almost ridiculous. Let's do some other maps instead.

BTW, how about a CC2 demo pack (if it ever comes out?) ;-)

Old Post 11-23-04 13:30 #
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Ryback
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Kristian Ronge said:
BTW, how about a CC2 demo pack (if it ever comes out?) ;-)

What, the wad or the demopack? ;)

Old Post 11-24-04 07:20 #
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Grazza
omg lolcano


Posts: 9587
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Here are three short demos:

Hell Gate NM (+Pacifist) in 0:14. Running between demons mainly.

DOOMED to Run Amok v1.1 UV Pacifist/Speed in 0:22. Run to the exit and "bump" the cyber out of the way.

Titan Manor (one of the Master Levels - manor.wad) by Jim Flynn, UV Pacifist in 0:35. A switch trick, and then a whole lot of luck needed not to get blocked from then on. Easy enough if you take your time, but I wasn't happy with the idea of a 0:4x exit.

Old Post 11-24-04 13:03 #
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