Never_Again
Member
Posts: 308
Registered: 04-03 |
DeDo said:
I finally managed to do my long attempted TNT ep.1 max run.
http://competn.doom2.net/incoming/compet-n/5445ev01.zip
Congratulations on the completion of this project, DeDo! Nice to see the time brought down below one hour.
A very solid-looking run, and your movements are very smooth (is that because of low mouse sensitivity?), so your demo is more pleasant to watch than mine (watching my own demos is usually a hurtful process ;). I noticed that you don't use strafe-50 at all, though. You should try setting it up; it's fairly easy to learn. There plenty of long stretches on TNT levels where you basically have to run in a straight line, and strafe-50 can really save some time there. Not to mention a few shortcuts.
Here are some observations that you may find useful for your next run, be it -fast or plain UV Max.
MAP01: Tysoning here can be a hit-and-miss affair (unless your name starts with an X :); I found that switching to the shotgun as soon as possible is more efficient. Some time can be saved by backing onto the Blue Key while facing and unloading buckshot into the Chainees (I think stx-Vile was first to do it). In the exit room the most efficient weapon is the chaingun: you get as close to the Imps as you can and keep spraying the Chaingunners - the Imps provide a cover, and get into the crossfire between you and the Chaingunners. The shotgun's reloading time slows you down too much here.
MAP02: dealing with the Demons before the jump is a solid approach and is very safe, but I prefer not to release them too early to leave (most of) them for later for the SSG (which you do with the first three Specters). Even if they botch your jump to the stairs, you can restart the run - you have wasted two and a half minutes at most.
The trip to the Medikit in the start area is a waste of time, it's only useful on NM! - you have two Soulspheres and two other Medikits ahead, after all.
Missing the jump to the Blue Armor secret still happens to me occasionally. It spoils things enough for me to restart the run (still only four minutes wasted). Generally, you should have no trouble strafing back to the exit.
Last, you can strafe-50 from the second Supercharge back on the ledge pretty easily after a little practice. Even the regular strafe-40 will do, but that's not reliable. Time saved not having to run back to the Yellow Key door makes learning strafe-50 a good idea.
All this considered, your time is surprisingly good; but I think 4:00-4:10 is well within you reach. :)
MAP03: the time is great, not much to improve here. I'd use more rox on the Mancubuses, and I prefer to deal with the inhabitants of the two mini-bunkers in the open area from the entrance to that area, at a distance, rather than running around later (but that may be a matter of taste). Here the demo desynced for me, and I noticed that it was recorded with TNT.WAD as a pWAD. Really, you should record with the Final DOOM exec.
MAP04: it's annoying how you never manage to get that Chaingunner behind the Rocket Launcher with the first blast, isn't it? ;P The Specters or the Imps always seem to get in the way, like they're his bodyguards or something, heheh.
I was very surprised at your choice of route, I don't think I'd seen it before. So much running around, just not to have to deal with the Lost Soul pack? Or did you want to get rid of the Archie first thing? I think a more traditional, linear approach would be faster; plus the dumb Skeleton triggered those computer panels for you and released the Skulls anyway. :D
Still, the time is good, weird route or not. More rox could be spent on the Mancubuses, but being an inveterate ammo hoarder myself, I can understand wanting to save the rockets for later. They come in handy in the cell block on MAP07.
MAP05: I prefer to use the shotgun from the start up to the Blue Key room. The monstars are spread pretty thin early on, so reloading times don't matter; and the shotgun is good on Imps at close range.
In the Blue Key room some time is wasted on grabbing Medikits, which I think is the retribution for taking the Supercharge too early on the previous level (weird route, that ;). For the first time, I saw the signs of uncertainty in the Supercharge chamber. Yeah, the infight between the Barons and Revenants didn't work out too well. I prefer to immediately run from the Supercharge and quickly blast the Skeletons with a couple of rox; then, depending on the mood, either retreat into the twisting corridor, or manuever between the marble pillars and the Barons.
An the end, you can spare four-five rox on the Barons. That will speed up thing a bit without hurting your ammo balance too much. I usually get around 4:50 on this map, so your disappointment with 5:43 here is understandable.
MAP06: one of the best looking TNT levels, with the absolutely fantastic, mind-blowing music. This track begs for a 10min-long trance cover!
I see you took an aggressive approach at the start, no doubt wishing to make up for the previous map. There is little risk in it, as the map is probably the easiest in the first episode: there are no tricks, ambushes or really tight spots. You don't need to drop down from the walkway after grabbing the Yellow Key, though. I usually approach the YK with the rocket launcher ready, and quickly blast the Chaingunner then the first two Cacodemons.
Strafe-50 seriously speeds up this level, BTW. Also of note is the balcony leading to the Blue Key - you can wallrun there. Doesn't really save time, but never fails to cheer me up for some reason. =)
Lastly, if you blast the Archie quickly enough, you can jump onto the exit lift before it goes up, saving a few seconds. Still, the time is good!
MAP07: I agree with your definition of "the ultimate champion of 99% kills in the first episode", this map certainly can be frustrating in this respect. Just the other day I had 99% kills here for the first time in months. Still, I believe the amount of backtracking you did is a bit excessive.
After teleporting out into the open, I run around the building killing everything, then teleport back, usually telefragging anything that may have sneaked in. When done quickly and efficiently, it only needs to be done once. Then you must slow down when teleporting back to the start area; dropping down from the teleport pad wastes time.
You can even dispense with the running back and teleporting altogether, though the doubts will keep gnawing at the back of your mind until the tally screen then, of course. =)
Overall, I think this level can be improved by at least 30-40 seconds easily enough. The best part was telefragging the Mancubus - that never happened to me!
MAP08: The toughest thing for me on this level is making it onto the first rising platform in the huge final chamber, I am a clumsy mofo and never been good with jumps and stuff. I don't think you have to worry about 100% kills here, though; despite the level's size it is pretty liner and tight. It's a good idea to postpone dealing with the baddies on the ledges until activating the second platform - it takes a while to raise it, and if you killed them already, you find yourself with nothing to do.
I usually get about 30 seconds less here.
MAP09: what a nice, relaxing massacre, eh? Have you you tried this map on NM!? :P Pure adrenaline. I agree that the first part was played too cautiously, but the time was not bad at all in the end.
MAP10: played well, I see no reason to complain here, the time is good.
Overall, a nice solid movie. I think you can get closer to the 50:00 mark next time. The long TXT file is a bonus for me, as well.
DeDo said:
And Never_Again, where's the ep.3 max? :P
It's still on the cards. I just got sidetracked a bit with Plutonia -respawns, they turned out to be immensely fun. Now that I plugged up a couple of gaps in PRxxxxxx tables, I'll resume the third episode sessions.
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