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Memfis
Honestly, semen doesn't taste that bad.


Posts: 7112
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Two decent attempts at SOD map11 max

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Old Post Mar 19 2013 00:57 #
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Memfis
Honestly, semen doesn't taste that bad.


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OH FFS NOT AGAIN

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Old Post Mar 19 2013 01:33 #
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Cacatou
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Journey to Hell MAP18 Ultra-Fail 44:44. I die when 4 monsters remain out of the 921 (which includes arch-vile spawns and lost souls). GZDoom demo. :( This sucks

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Old Post Jun 11 2013 17:05 #
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Nevan
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Stardate 20X6's map04 fail.

What a win for the Archvile.

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Old Post Jun 11 2013 17:58 #
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Veinen
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10 Sectors Map29

Such a hilarious map. Every single time something goes wrong and I just can't seem to UV-Max it properly whatever I do. It's not even about surviving anymore, it's about monsters deciding it's a great time to take a vacation and not show up. Either not teleporting in or one goddamn caco getting stuck in a fucking hole, like in this demo. The most depressing part is that it's killable with blast damage but surprise surprise, I don't have enough rockets to do the deed. This is the second time this happens and then I have three or four other finishes where 10-5 monsters don't teleport in. This run was the fastest so far, however. In my practice run I maxed this with saves so it's not impossible or anything either. Just really fucking frustrating.

Edit: Aaaand then I maxed it :D Only 14:13 though so I dunno if I'm just done yet.

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Last edited by Veinen on Jul 9 2013 at 22:00

Old Post Jul 9 2013 20:31 #
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Plut
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Can't Run From Evil (Part I) MAP01 UV-Max fail (20 mins of playing, killed - 820/1174). I already spent about week with it %).

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Last edited by Plut on Sep 7 2014 at 15:30

Old Post Sep 7 2014 14:38 #
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Cyberdemon531
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Scythe UV Speed ss attempt that ended on map 28 because I fell off of the area by the blue key. Such a silly mistake I can't believe it... the run was pretty decent too, still pretty disappointed.(port is gzdoom1.8)

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Old Post Sep 8 2014 05:49 #
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Ancalagon
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This is worth uploading, pain decided to indefinitely infight with a stuck lost soul in an area that autoaim couldn't aim... ugh
btw demo is 10 mins long, all goes fine until that

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Old Post Jan 11 2015 20:12 #
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Aqfaq
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I can't recall posting this before. So, this is my best tyson attempt on Plutonia, map 13. I managed to kill 43 out of 65 monsters. I attempted a much riskier strategy than z0diac. It seems to pay off timewise.

I got:

43/65 monsters killed in ~16 minutes.

z0diac's record has:

43/65 monsters killed in ~25 minutes.

So, up to that point I was seemingly nine minutes ahead. This shows that the current record should be relatively easy to beat. It just requires "a lot of" patience with the chaingunners.

Recorded with prboom-plus-2.5.0.6.

Attachment: pt13fail.zip
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Old Post Jan 29 2015 09:27 #
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Aqfaq
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Hell Revealed map 13, tyson attempt.

I killed 228/266 monsters in 82 minutes.

Disregarding a dozen of quick deaths in the first room, this was my second attempt! I had not practiced the ending at all, so I totally panicked and died. I was also unaware of the blue armor secret as I have not played HR that much. What a blunder.

Considering my inexperienced stupidity with the map, this is totally possible. I would even say this is very easy. You just need patience, nothing else. Rushing is bad, real bad. At the end, the game had me rushing in panic. Damn, Doom. Damn...

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Old Post Feb 13 2015 00:04 #
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xit-vono
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Oh my god! How did I survive this for so long? (comment is about rn14f2.lmp)

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Old Post Feb 27 2015 20:00 #
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degree23
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xit-vono said:
Oh my god! How did I survive this for so long? (comment is about rn14f2.lmp)

I'd say you got a bit unlucky with the damage near the end there. (On your f2 run) I'm pleased you're still trying this. I watched the demos you had on Youtube of the attempts at this run when you uploaded them ages ago and thought long and hard about the route, but I think the way you're going about it should work. You just need a bit of luck at points it appears.

Old Post Feb 28 2015 11:44 #
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Aqfaq
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I secrete stress hormones while watching xit-vono's rn14 attempts.

Old Post Mar 1 2015 16:50 #
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Never_Again
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I thought I had seen an rn14 run some years ago and, sure enough, there it is, on the first page of this thread. So in the intervening four years you made it through another little courtyard and a set of stairs. ;) Amazing persistence.
Perhaps j4rio should try this map, too. Going by his long Eternal NM100Ses, it might be right up his alley.

Old Post Mar 1 2015 17:49 #
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40oz
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Nice fuckin shot, doomguy.

joe-ilya's lost maps, map07

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Old Post Mar 6 2015 15:36 #
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Aqfaq
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Scythe, map 22, tyson attempt. I played less than a half an hour to get this. 36/40 monsters killed. I know I could get it to 39/40. This should be easy to finish, if you can telefrag the cybie. It is important to stay pacifist until getting the keys. Otherwise the teleporting monsters will ruin the run.

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Old Post Mar 12 2015 22:42 #
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Linguica


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40oz said:


Nice fuckin shot, doomguy.

joe-ilya's lost maps, map07

The hell? My first thought was it was a blockmap edge, but it doesn't seem like it:



It does look crazy though:

Old Post Mar 13 2015 00:01 #
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JudgeDeadd
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Obviously all the buckshot just happened to pass under the imp's arm

Old Post Mar 13 2015 00:36 #
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40oz
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I couldn't believe it either. I nearly threw a fit.

Old Post Mar 13 2015 01:13 #
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Linguica


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This is really weird. I added in a bunch of print functions to Chocolate Doom to try and figure it out. This is what happens for the first pellet of the final shot:
code:
pellet angle = 4, damage = 10 P_BlockThingsIterator: checking thing of type 0 at 286, 472 checking thing of type 17 at 165, 501 checking thing of type 11 at 99, 473 checking thing of type 11 at 90, 481 checking thing of type 11 at 88, 530 checking thing of type 11 at 119, 491 checking thing of type 11 at 109, 495 checking thing of type 11 at 170, 482 checking thing of type 11 at 81, 478 checking thing of type 11 at 39, 495 checking thing of type 11 at 31, 491 checking thing of type 11 at 16, 511 checking thing of type 11 at 72, 555 checking thing of type 11 at 16, 543 checking thing of type 11 at -431, 607 checking thing of type 1 at -656, 713 checking thing of type 1 at -608, 667 doing PTR_ShootTraverse for type 0 at 286,472 can't shoot self! doing PTR_ShootTraverse for type 11 at 170,482 corpse or something doing PTR_ShootTraverse for type 17 at 165,501 hit thing, apparently hit thing of type 17
The imp is at approximately 230,464 in that tic... AND DOESN'T GET CHECKED AT ALL. At least as far as I can tell. But it's not even in a different blockmap block??

I thought it might be an intercepts overflow, but... it doesn't seem to be??

Old Post Mar 13 2015 01:17 #
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Linguica


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OK, I rechecked in Chocolate Doom, and turns out PrBoom-plus doesn't actually use the blockmap for the grid, because... uh.... anyways, here's the REAL blockmap:



So yeah, looks like the imp was just barely on one side of a blockmap block boundary and you were on the other side. Tough luck.

Old Post Mar 13 2015 01:39 #
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dew
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Linguica said:
OK, I rechecked in Chocolate Doom, and turns out PrBoom-plus doesn't actually use the blockmap for the grid, because... uh.... anyways, here's the REAL blockmap:

Uhm, wouldn't that cause desyncs left and right? Or does that mean the prboom-plus automap draws some made-up grid while using the proper one internally?

Old Post Mar 13 2015 11:25 #
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TimeOfDeath
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dew said:
Or does that mean the prboom-plus automap draws some made-up grid while using the proper one internally?

Yeah I think it always draws the automap grid starting at 0,0 and uses whatever grid number you choose in the cfg. I posted about that in the pr+ thread thinking it was a bug, but I don't remember if I got a reply.

Old Post Mar 13 2015 14:16 #
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Linguica


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dew said:
Or does that mean the prboom-plus automap draws some made-up grid while using the proper one internally?

Yes, apparently. Seems like an odd change to make.

Old Post Mar 13 2015 17:47 #
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TimeOfDeath
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I'm not a programmer, but I assumed it was just easier for them to make an arbitrary grid at 0,0 after the "grid spacing" setting was introduced.

Old Post Mar 13 2015 18:22 #
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RjY
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TimeOfDeath said:
Yeah I think it always draws the automap grid starting at 0,0 and uses whatever grid number you choose in the cfg. I posted about that in the pr+ thread thinking it was a bug, but I don't remember if I got a reply.

I never saw that before, sorry. I've looked at it and I'm convinced it is a genuine bug. I see entryway replied to you but perhaps he misunderstood what you were getting at.

Linguica said:
This is really weird.
[...]
OK, I rechecked in Chocolate Doom, and turns out PrBoom-plus doesn't actually use the blockmap for the grid, because... uh....

It's never nice to find your time wasted by chasing ghosts, sorry about that.

Old Post Mar 13 2015 21:35 #
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Cyberdemon531
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ultimate doom episode 3 tyson attempt, failed because the spider died before I killed the baron on Dis

ahhhhhhhhhhhhhh

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Old Post Mar 18 2015 05:32 #
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AD_79
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Cyberdemon531 said:
ultimate doom episode 3 tyson attempt, failed because the spider died before I killed the baron on Dis

ahhhhhhhhhhhhhh

ouch D:

Old Post Mar 18 2015 05:34 #
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[WH]-Wilou84
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An attempt on Stardate 20X6 Map 05. Didn't even think this could happen :/

Also, this is the furthest I could get so far in the map. Overall it seems a bit easier than "Tanagra", but this particular trap tends to end all my attempts.

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Old Post Mar 22 2015 10:32 #
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Nevan
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Oh that spiderdemon tele. Bad luck with that Wilou! The Cacodemon/PE is real annoying for clearing out quickly which hindered my time quite a bit, so I definitely will be doing that again. Recently I've practiced map06 so when I'm on holiday from next week I should have something for it. Tangara is definitely easier than most of the maps - second easiest for me personally. Map03 is still harder than 06 because of the Cyber + Revenant trap which I don't have the senses to keep attention to what's going on.

Coorporate with me, racist Cyberdemon.

Old Post Mar 22 2015 11:57 #
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