Never_Again
Member
Posts: 307
Registered: 04-03 |
Comments for each final run
MAP01: Dropoff - 1:45
EXE: glboom-plus -complevel 2
First of all, to save time I didn't pick up the Green Armor; second, it turned out that the switch on the left behind the shotgun guy in the last room is not needed, so I didn't bother pressing it, trusting luck from then on. All in all, I'm happy, except for the two annoying misses at the end.
Nikolay "Heretic" Kamnev
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MAP02: Outpost 27 - 1:41
EXE: glboom-plus -complevel 2
Everything depends on how quickly the Hell Knights can be disposed of with a fist. Ideally, three punches should do. Overall, the first half of the demo is not that hot, neither flashy nor particularly fast; but in the end the time is pretty good :).
Nikolay "Heretic" Kamnev
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MAP03: Mars Base Alpha - 1:40
EXE: doom2+ (1.92.6)
I am happy with the time, despite the annoyance of missing the teleport.
-Hitherto-
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MAP04: Sewers - 5:11
EXE: glboom-plus -complevel 2
This time I decided not to stop by the room with the double barrels and saved a few seconds this way.
Nikolay "Heretic" Kamnev
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MAP05: Mission Control - 4:09
EXE: doom2.exe
The map's starts and ends in a completely idiotic way, but is not that bad overall: there are several possible routes and a little puzzle called "kill the Spidermind in ...". I think I solved it satisfactorily in theory, but in practice it didn't quite come off. With such a route four minutes is a real possibility. entryway? ;)
First my best time was 4:12, then three tries with 4:07, 4:09 and 4:04 and 99% kills (the last Sarge stubbornly refused to leave the corner, but in this demo I got him at last. :)
- Hitherto -
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MAP06: Splatterhouse - 7:56
EXE: doom2.exe
A large map with a rather retarded monster placement (in particular, the beasties on the wall and the two Sarges at the far end of the courtyard - what are they doing there?) Despite that, planning the route was fun in itself. The run is not the fastest or the most accurate, however I met the minimum objective - get it under eight minutes.
- Hitherto -
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MAP07: Deathstay - 3:18
EXE: glboom-plus -complevel 2
Could have been faster still if I had shot all the Imps in the Yellow Key area without missing any, if the barrels' explosion had destroyed more monsters and if not for all the missed shots at the Mancubuses at the end. 3:15 - this is what the time for this level should be :).
Nikolay "Heretic" Kamnev
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MAP08: Research Lab - 4:49
EXE: doom2+ (1.92)
"Dead exit" saves 25 seconds (the time it takes for the last platform to rise).
In two places - the Cyber and on the mountain - I keep playing "as God wills" :|. Perhaps the Cyber's Barons should be given more LocketRaunching loving.
= Hitherto =
- 03-11-07 -
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MAP09: Machine Gun Etiquette - 7:46
EXE: doom2.exe
Probably the most interesting level so far. Everything is good about it, except for the evil roaming Cacodemon fucker in the final area... The first exit was 99% kills, the second you can admire in 09MSC1HI (snuffed out the damn critter after all, wasting some twenty seconds). Later I decided to stop suffering and kill it in the very beginning, at the cost of slowing down the route.
- Hitherto -
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MAP10: Hollow Oblivion - 1:10
EXE: glboom-plus -complevel 2
Great, the time is very good I think.
-Heretic-
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MAP11: Mars Starport - 2:06
<no TXT file available>
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MAP12: Home Sweet Home - 7:18
EXE: doom2+.exe
The unfortunate monster placement and the shortage of ammo for heavy weapons make the speedrun a hard and viscous affair. :[
Sixth exit. Time more or less. The first three were too slow (8:00-8:30), and the two later were junked with 99% kills caused by the traditionally crude implementation of monster-only teleports.
- Hitherto -
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MAP13: Bloodlands - 5:30
EXE: glboom-plus -complevel 2
Got a little muddled towards the end, thanks to losing track of the zombieman. Later it turned out a Lost Soul chewed his ass. :)
Nikolay "Heretic" Kamnev
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MAP14: Die Hard - 9:18
EXE: glboom-plus -complevel 2
This is the last try, I'm not going to touch this map again. :)
P.S. All the same playing with mouselook is uncomfortable, and I'm not used to it.
Nikolay "Heretic" Kamnev
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MAP15: Infestation - 11:29
EXE: Doom2+.exe
A gigantic, terribly laid out map by the talented, but very lazy mapper Bob Berkowitz. The place I hate most if the gigantic cage with the Red Key. Easy to miss a Trooper or an Imp in there. The encounter with the Archie (after taking the Blue Key, before the BFG) is another unpleasant spot; and of course, the Yellow Key mountain.
A couple of times I managed to telefrag the Cyber, but it's a risky business.
The time turned out to be unexpectedly good - I was shooting for 12:30
Thanks to Heretic for his demo (without it I wouldn't have never decided on recording this level) and the base route.
= Hitherto =
05/12/07
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MAP16: The Wolf's Hour - 3:03
EXE: glboom-plus -complevel 2
Simply 30 seconds faster than the previous time, it just happened to turn out this way :).
Nikolay "Heretic" Kamnev
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MAP17: No Escape - 5:39
EXE: Doom2+.exe
Two Megaspheres, one Soulsphere, an Invisibility that is (a rare case) actually useful, a lot of Medikits - the level can be completed the easy-and-stupid way in about seven minutes. But should you want to do it quicker, you can't get by without aggressive tactics, constantly (especially in the beginning) trying to provoke in-fighting.
The Red Key room presents an opportunity to sic the Barons on the Spider (alas, it didn't turn out well this time).
There is no need to hurry to drop down after taking the Rocket Launcher: it's better to linger in the window a bit, dodging the Cyber's rockets and giving him the chance to do some of the dirty work wiping out the Specters. ;]
= Hitherto =
03/11/07
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MAP18: Dead Radio - 8:13
EXE: glboom-plus -complevel 2
85% secrets is the max here, because the secret in sector 25 is inaccessible (because of the error on the map's author's part)
The only serious mistake I made was at the end, at the four bridges: instead of raising I lowered it; almost got snuffed out as the result. On the other hand, I neutralized the Arch Vile with no problems; he never had a chance (or the time) to teleport.
Nikolay "Heretic" Kamnev
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MAP19: Port Fury - 6:47
EXE: glboom-plus -complevel 2
The most important thing is to dispose of the monsters in the room with the tons of Cacos as efficiently as possible; it's smooth sailing from that point on. The only trouble is at the very end, in the Blue Key area, I just can't manage to kill everything quickly enough.
Nikolay "Heretic" Kamnev
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MAP20: Teleporter Central - 3:13
EXE: glboom-plus -complevel 2
I killed several days on this map, yet never managed to get under 3:10. Too much depends on luck, and the Cyber at the end should be killed either with two shots or not at all (otherwise precious time is wasted).
Nikolay "Heretic" Kamnev
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MAP21: The Prison - 6:50
EXE: glboom-plus -complevel 2
First exit, thus not very fast. The difficult part is where the monsters sink into the floor, where you cannot see them at all in OpenGL; so you can only guess where to shoot. Plus you have to save cells for the final fight.
Nikolay "Heretic" Kamnev
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MAP22: Nova Akropola - 9:21
EXE: glboom-plus -complevel 2
A big fun map. If I hadn't stumbled a couple of times and acted faster at the end, it could have been under nine minutes.
Nikolay "Heretic" Kamnev
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MAP23: Ancalagon - 13:18
EXE: glboom-plus -complevel 2
Looks like this is the largest map in the whole megawad - 306 monsters and 19 secrets and time over 10 minutes.
13:18 is my third exit, the first two were over 15 minutes. Therefore in the beginning I was shooting for 14 min, but it turned out even faster, though not quite smooth still - for example, again I forgot the last secret with the BFG. :)
The first megasphere is redundant; not only can it be reached from several different places but also its location doesn't count as a secret. In short, I skipped that megasphere.
Nikolay "Heretic" Kamnev
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MAP24: Burnt Guts - 3:53
EXE: Doom2+.exe
At first look, not a big map, but rather unpleasant for speedrunning. Besides the uncomfortable monster placement, various space constraints get in the way, of which the most unpleasant are the 57-wide (only one unit wider than the player) halls in the Blue Key area.
After taking the Yellow Key I opted for waiting for the wall that separates the monsters from the teleporting line to lower completely, and only then let them know I was there.
It may have speeded up their exit, but I'm not quite sure. :|
- Hitherto -
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MAP: Castle of the HellKnights - 3:00
EXE: glboom-plus -complevel 2
<no comment provided>
Nikolay "Heretic" Kamnev
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MAP26: Above and Below - 8:58
EXE: glboom-plus -complevel 2
A very crazy and chaotic map. I have no idea how this run could be optimized. Two monsters regularly get stuck in an unknown place, just like this time. Long story short, this is my first normal exit.
Nikolay "Heretic" Kamnev
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MAP27: Venom - 9:55
EXE: glboom-plus -complevel 2
My main mission is completed - get it under 10 minutes. :)
Nikolay "Heretic" Kamnev
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MAP28: Fortress of Death - 5:52
EXE: glboom-plus -complevel 2
The biggest challenge on this map are the four barons in the water; hard to get them when they get too close to the bars. This time I managed to finish them off quickly enough, that's why the time is under six minutes. Before that I couldn't go faster than 6:13.
There are a couple of mistakes in this demo:
1) On the way to the Yellow Key the two Chaingunners with the Caco between them take two rockets, but only if the Chaingunner doesn't notice you first. This time, he did ...
2) The monster pack in the Blue Key area can be wiped out much quicker and more easily. This time I screwed up a bit and almost gave up the ghost ...
Nikolay "Heretic" Kamnev
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MAP29: The Fountain - 7:10 (90% Kills)
EXE: glboom-plus -complevel 2
It's impossible to kill all the monsters on this map - not enough ammo. Out of 18 Cybers I decided to leave 17 alone. Could have taken down a couple more, of course; but given the Time/Kills ratio I opted for Time. Thus 90% (153/170) kills on this map is the max.
The idea behind this level is simplicity itself: first pick up the BFG, then come back and use it to wipe out all the monsters as they huddle together.
Nikolay "Heretic" Kamnev
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MAP30: Apocalypse - 3:40 (30MSC2HR)
EXE: glboom-plus -complevel 2
First exit, and as a bonus the dumbest demo I have ever seen. Not only you have to rush about around the hordes of monsters and try to pick out the eight Barons (to make it a Max demo, not just Speed), but you get killed in the end, to boot. I was lucky there were no Arch Viles, otherwise I'd have kicked the bucket sooner. But that's not the funniest part yet. The funniest part is it gets out of sync around the 2min mark when played back with doom2.exe v1.9!
--ATTENTION---
!!! This demo works in prBoom+, prBoom and Eternity only; with the original doom2.exe v1.9 and Chocolate DOOM for an unknown reason it gets out of sync on the second minute, even though the demo was recorded strictly with the DOOM2 v1.9 compatibility on!!!
Nikolay "Heretic" Kamnev
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MAP30: Apocalypse - 2:46 (300246HR)
EXE: glboom-plus -complevel 2
Everything depends on luck, on how quickly you can get rid of the Barons. If the first two, like the rest, could be finished off with just two shots, it would have been considerably faster .
Nikolay "Heretic" Kamnev
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MAP31: The Mansion - 3:48
EXE: glboom-plus -complevel 2
This time the Archie never had a chance to resurrect anything, I killed him first (although sometimes he'd die right where he is and not even react to the shots). The only thing I failed to pull off is to sic the Baron on the Mancubus; also screwed up the ending a bit .
Nikolay "Heretic" Kamnev
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MAP32: Nowhere to Hide - 1:46
EXE: glboom-plus -complevel 2
Second exit, first being 1:58. Unfortunately, getting the Cyber to fight the other monsters and taking down the Spiderdemon with a single BFG shot doesn't happen every time. :(
Nikolay "Heretic" Kamnev
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