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Jodwin
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Posts: 1604
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Two demos to get Eternal's latest epic, Long days, started:
8:29 UV-max
6:38 UV pacifist

Old Post 07-05-09 21:34 #
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TimeOfDeath
effing LAME as always


Posts: 702
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two demos on coopbuildlm by Toke (zdoom 2.2.0)

map02 max with deaths 6:36
map19 max no deaths 32:02

This wad was intended for infinite ammo and deaths, so no heckling plz. The map19 demo was also supposed to be reality, but I got hit and almost quit.

coopbuildlm dmflags: -host 1, no jumping, no crouching, no freelook, lose entire inventory after death, weapons stay

Last edited by TimeOfDeath on 07-06-09 at 20:19

Old Post 07-06-09 20:06 #
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Anima Zero
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Jumping on the train for Eternal's long days level, I did a UV-fast for it in 7:21. Second exit here since my first exit was a 7:59

Hope you enjoy your FPS getting pwned right away...or at least it was that way for the first couple of minutes in my case.

I'd suggest having the HUD stats on if you don't have them active. Just watch how fast that kill counter goes up within the first 2 minutes.

Could still go faster. It all depends on how much ground you have to cover to get to any pesky cacos that get blown to the edge of the map.

Attaching demo now.

Attachment: lodaf721.zip
This has been downloaded 19 time(s).

Old Post 07-07-09 00:07 #
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entryway
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TXT said:
Advanced engine needed : PrBoom-Plus 2.5.0.2+
Do not use PrBoom-Plus 2.5.0.1 or earlier.



Anima Zero said:
Exe/Port used: GLBoom 2.5.0.1 -complevel 9

heh


Anima Zero said:
Skill and Style: 4 (UV-Max w/ -fast monsters)

Is "fast" easier in comparison with normal UV? I think so. I did not see final archies at all in your demo :)

Last edited by entryway on 07-07-09 at 05:10

Old Post 07-07-09 00:20 #
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myk
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entryway said:
heh
Well, it should just say 'advanced' Boom compatible on the top, in my opinion, perhaps with a "(see below)" after it. And even if 2.5.0.2 were totally required, as opposed to being the optimal choice, it's easy to miss the detail of a minor version number. And "Core2Duo" is probably rather more than enough, as even on my system it's not that much slower than Nuts (unlike I thought it would be).

The 'advanced' Boom compatible requirement seems to be a fact, as in Boom, all the submitted demos desynch. I also tested it in Boom on UV (but with iddqd and superwep8) and while everything seemed to work (aside from visually, that is), Boom just froze when I walked over the exit line. I tried it twice, and the second time I noticed the screen melted slightly (I mean the screen transition effect) at the top and on the status bar. Is that some sort of memory overflow?

Old Post 07-07-09 06:15 #
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Jodwin
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Long Days UV-pacifist 5:44.

Old Post 07-07-09 07:31 #
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The Green Herring
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Here's a max demo on my recently-released 4th of July 24-hour speedmap. It was recorded on an updated version (fixing the inability to get 100% Kills in Boom) which is currently sitting in idgames/incoming/, so until the update is accepted and applied across all mirrors, it'll be included with the demo. (The WAD should be dated July 6, 2009, 11:26 PM, and have a CRC32 of 50993BDE.) Read the WAD's text file and play the WAD first before watching it. ;) If you want to record a demo on it yourself, please use the included version.

FWRX-249.ZIP - UV max on The Fireworks Factory (FIREWORX.WAD) by Eric "The Green Herring" Baker in 2:49
  • FIREWORX.ZIP - updated version of FIREWORX.WAD, required for playback

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Old Post 07-07-09 08:07 #
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entryway
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myk said:
The 'advanced' Boom compatible requirement seems to be a fact, as in Boom, all the submitted demos desynch

Wow. The same with prb+ 2.4.8.5 and earlier.

Old Post 07-07-09 10:46 #
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entryway
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entryway said:
Wow. The same with prb+ 2.4.8.5 and earlier.

Fixed in 2.5.0.3.test

Old Post 07-07-09 11:13 #
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Jodwin
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Long Days UV-max 7:06. Two differences compared to the earlier strategy were killing the masterminds behind the building (just like Anima Zero did) and lowering the pillar cybers down (I found out that those pillars are lifts only after looking at it in DB). Definitely improvable, especially with some luck in regards to the last lost monsters.

Old Post 07-07-09 13:42 #
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entryway
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Jodwin said:
Long Days UV-max 7:06

Stop using prboom+ 2.5.0.1 and 2.5.0.2 for demo recording on longdays.wad. These demos will not be supported in 2.5.0.3+. Use 2.5.0.3.test. Thanks myk for discovering

Old Post 07-07-09 13:48 #
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Jodwin
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No offense, but if you're going to tell people to use a test version of your port, at least provide binaries for it instead of expecting everyone to compile it themselves.

(or at least I couldn't find them anywhere, on prboom+ website, on sourceforge, DW, etc. that I looked)

Old Post 07-07-09 14:08 #
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Anima Zero
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An improved UV-fast for Long days. Yeah it was recorded with GLBoom Plus 2.5.0.2 so use that to watch this. I didn't realize a test version of 2.5.0.3 should have been used until after this run was completed.

I would bother to try improving this if the time wasn't such a massive improvement from before.

Old time of 7:21 was improved to 6:17. I thank the final clean up phase for going very smoothly. Best it has gone for me.

Doesn't help that little brain fart I had while in the process of cleaning up everything though :P.

Attaching demo now.

Attachment: lodaf617.zip
This has been downloaded 19 time(s).

Old Post 07-07-09 14:38 #
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entryway
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Jodwin said:
or at least I couldn't find them anywhere, on prboom+ website

http://prboom-plus.sourceforge.net/history.html

Old Post 07-07-09 14:57 #
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TimeOfDeath
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more on Toke's coopbuildlm (recorded with zdoom 2.3.1)

map05 max/reality 3:54
map15 max with deaths 24:36
map22 max/reality 13:07

Old Post 07-08-09 07:37 #
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The Green Herring
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After nearly a month, here's more Fiffy action, as promised. I would have done FIFFY3.WAD next, but its description directly referenced FIFFYWAR.WAD, which isn't on the idgames archive. Thankfully, I managed to find it on cd.textfiles.com, allowing me to record on it. E1M1 was his actual first level (or a "remake" of it, anyway,) rather than FIFFY.WAD, and E1M2 often has so many monsters (and, occasionally, ammo) on the screen at a time that it overloads Doom's visible sprites limit, à la NUTS. E1M8, meanwhile, is an edit of Doom's E1M8, which is probably why the WAD's not on idgames. Check the demos out.

FFWR-TGH.ZIP - UV demos on REoL TOUGH: The Total War package (FIFFYWAR.WAD) by George Fiffy
  • F1W1-004.LMP - UV speed on E1M1 in 0:04
  • F1W1-143.LMP - UV max on E1M1 in 1:43
  • F1W2-052.LMP - UV speed on E1M2 in 0:52
  • F1W2-826.LMP - UV max on E1M2 in 8:26
  • F1W8-131.LMP - UV speed on E1M8 in 1:31
  • F1W8-545.LMP - UV max on E1M8 in 5:45
More Fiffy action to come.

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Old Post 07-11-09 04:33 #
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skepticist
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I did UV-max runs for Espi`s Back II Basics.

e2m1 in 6:39 e2m6 in 11:18
e2m2 in 9:23 e2m7 in 10:21
e2m3 in 6:23 e2m8 in 3:59
e2m4 in 6:05 e2m9 in 2:52
e2m5 in 8:39

Attachment: b2b_lmps.zip
This has been downloaded 20 time(s).

Old Post 07-11-09 13:33 #
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Maes
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I managed to greatly improve my "silent pacifist" run of longdays.wad, by trimming it down to an incredible 5:29 (considering that I had to awaken monsters only by my presence, as firing is not allowed at all in "silent" pacifist).

Try beating that under the same conditions ;-)

I recorded it with GlBoom+ 2.5.0.2 -complevel 9.

Yeah, I know of the 2.5.0.3 issue but I was too lazy to discover where the download for that is.

Attachment: lodap529.zip
This has been downloaded 17 time(s).

Old Post 07-11-09 18:20 #
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entryway
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Maes said:
Yeah, I know of the 2.5.0.3 issue but I was too lazy to discover where the download for that is.

Few posts above :)
http://prboom-plus.sourceforge.net/history.html

PrBoom-Plus 2.5.0.3 will be able to play your demo with -emulate 2.5.0.2 (or 2.5.0.1).

2.5.0.3 will be released today or tomorrow

Old Post 07-11-09 18:41 #
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The Green Herring
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More Fiffy action! This time, it's on the third regular REoL Tough level, which sees you slaughtering the denizens of "Hell's finest hotel," although the accuracy of "finest" as a descriptor is under question. :p Check it out.

FIF3-635.ZIP - UV max on REoL TOUGH: The Under Arms 5-star hotel (FIFFY3.WAD) by George Fiffy in 6:35

More Fiffy action to come.

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Old Post 07-13-09 04:45 #
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skepticist
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Maxpack for mapgame.wad

Attachment: mapgame_lmps.zip
This has been downloaded 13 time(s).

Old Post 07-14-09 10:52 #
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Hitherto
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skepticist said:
I did UV-max runs for Espi`s Back II Basics.

Fine II fine! :)

-------------


Erik said (in Obtic thread):
now record ruinbros, the best theme wad evar.

Cool task.

In past days I was got 2 maxes and almost forget about it.
http://e1m2.net/hth/demos/rbr1-347.zip
http://e1m2.net/hth/demos/rbr2-835.zip

"The Brotherhood of Ruin" - RUINBROS.

Last edited by Hitherto on 07-14-09 at 14:41

Old Post 07-14-09 10:53 #
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vdgg
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About Ruinbros demos: Map01 demo was spectacular and Map02 demo wasn't lame at all (as its text file states). It just wasn't flawless, that's all.

Old Post 07-14-09 11:27 #
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Hitherto
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Just now watching own rbr1-347 and found it quite lame too (or not flawless in other words). :P

I think Erik should be able push it below 3:30 without strain.

Old Post 07-14-09 12:06 #
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Erik
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Thanks for recording on ruinbros. I know the gameplay isnt good for speedrunning but the wad has such great atmosphere and feeling.

Old Post 07-14-09 13:06 #
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The Green Herring
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Here's a collection of max demos for the second speedmapping session I participated in. Includes two speed demos.

dwspd021-TGH.zip - UV max demos for Doomworld Speedmapping Compilation #21 (dwspd021.wad)
  • dwspd021-01-218.lmp - MAP01 by Super Jamie in 2:18
  • dwspd021-02-408.lmp - MAP02 by Jodwin in 4:08
  • dwspd021-03-128.lmp - MAP03 by Hellbent in 1:28
  • dwspd021-04-042.lmp - MAP04 by The Green Herring in 0:42
  • dwspd021-05-314.lmp - MAP05 by Neon 3:14
  • dwspd021-06-412.lmp - MAP06 by ArmouredBlood in 4:12
  • dwspd021-07-158.lmp - MAP07 by Solarn in 1:58
  • dwspd021-08-409.lmp - MAP08 by Jodwin in 4:09

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Old Post 07-15-09 09:45 #
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Jodwin
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The Green Herring said:
Doomworld Speedmapping Compilation #21

Map 05 UV-speed in 1:27

Old Post 07-15-09 10:42 #
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Super Jamie
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The Green Herring said:
Here's a collection of max demos for the second speedmapping session I participated in. Includes two speed demos.


Totally awesome speedrun of my MAP01, I never even thought to do that!

I'm only about 30 seconds behind you on MAP07. I think with a good optimised run, less than 1:45 is not out of the question.

Your timing in dodging the Archvile hitscan attack is so precise, every time. It's really quite impressive.

Old Post 07-15-09 13:00 #
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myk
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The Green Herring said:
Jodwin's second level is a brown techbase, most of which is rather dark. You get the BFG near the end, but you get only one shot, leaving the remaining twenty cells completely unusable. This is actually my first exit ever; all previous attempts ended either with my getting slaughtered near the red key, or getting nuked by the cyberdemon at the end.
Good level for the ending. That reminds me of Knee Deep in the Dead, where all the cells gathered through backpacks are of no use. Here, though, the BFG will have 3 shots (instead of just double) in nightmare, which isn't bad for a level that's already pretty deadly to push.

Old Post 07-15-09 17:01 #
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Jodwin
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A little off-topic considering this is a demo thread, but heh... Letting the player have only one BFG shot in that map was intentional, lets say that the 20 extra cells are more like an unfortunate side effect of providing the player with a backpack. If given an extra BFG shot, depending where you would have used it it might have made the arch-viles or the slaughter fight too easy (as in, easier than intended). In general, I like giving players limited ammo on the big guns and making them use that ammo as well as possible or facing tougher fights because all the good stuff was wasted on zombies or imps... (see claus map27 :P)

Old Post 07-15-09 18:20 #
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