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j4rio
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SAV88 said:


Well, once again I'm going to record some tough, time-consuming demos. And being busy with job makes my progress even slower.



You could try some slaughtermap max (ng/hr2/etc). I thought you liked h229.

Old Post 11-30-12 16:29 #
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Memfis
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Blue Room Doom: BETA
MAP04 UV-Max in 1:16

Nothing's better than a slaughter map with jazz music.

Attachment: brb4-116.zip
This has been downloaded 6 time(s).

Old Post 11-30-12 18:19 #
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Zahid
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Shatan's Luck map 22 at 8:35

Attachment: sl22-835.zip
This has been downloaded 11 time(s).

Old Post 12-01-12 22:54 #
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Memfis
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PHOBOS3
MAP03 UV-Max in 6:04

Andy, don't confuse this with another phobos3.wad (for doom.wad).

Attachment: p303-604.zip
This has been downloaded 8 time(s).

Old Post 12-02-12 18:01 #
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vdgg
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FBase 6 - this one should be well known, it was (it is?) distributed together with DoomBuilder. UV Max in 6:54

Attachment: fb6-654.zip
This has been downloaded 7 time(s).

Old Post 12-03-12 01:08 #
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Ribbiks
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Combat Shock 2
MAP03 UV-max in 9:41

Edit: attachment deleted, demo was recorded on wrong version of wad

Last edited by Ribbiks on 12-03-12 at 07:02

Old Post 12-03-12 05:56 #
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Rizera
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Ribbiks said:
Combat Shock 2
MAP03 UV-max in 9:41

This demo desyncs to me no matter what I do.

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You are very welcome to watch my Doom speed demos: http://www.youtube.com/user/1ntru

Old Post 12-03-12 06:12 #
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Ribbiks
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played back with the /idgames final version right? I remember for a little while the version that was on the dsda was the 'release candidate'

I hope I recorded on the right wad -.-

Old Post 12-03-12 06:20 #
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Rizera
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Ribbiks said:
played back with the /idgames final version right? I remember for a little while the version that was on the dsda was the 'release candidate'

I hope I recorded on the right wad -.-

I tried to playback the demo with both, and both desynched. Maybe it's just me, I don't know :O But I did try playing it back with the final version on /idgames and it desynched.

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You are very welcome to watch my Doom speed demos: http://www.youtube.com/user/1ntru

Old Post 12-03-12 06:25 #
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Ribbiks
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hmmm, I see the problem! danne must've updated the wad, hotfixed it or something? The version I have (which I could've sworn was 'final') says it was last modified oct 20, but the one from /idgames now says nov 2. so my demo works on the slightly outdated version, but desyncs almost immediately on the new one.

hmm... guess I'll just try again with the right wad this time.

Old Post 12-03-12 06:37 #
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dannebubinga
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I uploaded a hotfix for map 3 yes :) max it again!

Old Post 12-03-12 10:19 #
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Memfis
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DE2106.WAD
UV-Max in 3:28

Attachment: de2106-328.zip
This has been downloaded 7 time(s).

Old Post 12-03-12 11:02 #
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Ribbiks
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Combat Shock 2
MAP03 UV-max in 8:42

I'm kinda glad I had to record this again, managed to shave a minute off :)

Attachment: cs23_842.zip
This has been downloaded 18 time(s).

Old Post 12-04-12 07:36 #
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The Green Herring
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Memfis said:
DE2106.WAD
UV-Max in 3:28

This is actually a version of DAVES2ND.WAD from this pack, which is a collection of finalists for a Doom 1 level design contest PC Zone ran in 1994. The version you played is identical apart from switching out textures that don't exist in Doom 2. The actual DE2106.WAD, available in that pack, is a completely different map.

Similarly, COMP.WAD from this page is actually CHAOS.WAD edited in the same way, and JEFF247.WAD from this page is actually JAIL.WAD. The real versions of COMP.WAD and JEFF247.WAD can be found in the finalists pack.

Old Post 12-04-12 16:10 #
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Memfis
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Hmm, interesting, thanks for the info TGH. I wonder how all this stuff with wrong names happened? Some new sophisticated form of sabotaging the archives?

Old Post 12-04-12 16:52 #
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rrwoods
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Three uDoom MMH demos that are better than my previous:

http://userpages.umbc.edu/~woorich1...13h_0004669.zip -- e1m1, 113h, :46.69
http://userpages.umbc.edu/~woorich1...00h_0011637.zip -- e1m2, 200h, 1:16.37
http://userpages.umbc.edu/~woorich1...00h_0035009.zip -- e1m3, 200h, 3:50.09

More aggressive play, better reaction times, whatever. I recorded these while I couldn't find my previous ones and I ended up improving them -- e1m3 is actually a different route, to avoid the slime tunnel required to get to the secret exit. I think the secret exit route is faster but whatever :-P


But the real meat of this post...

http://userpages.umbc.edu/~woorich1...00h_0020374.zip -- e1m4, 200 HEALTH, 2:03.74

fuck. the. slime. This is easily the hardest 200-health run to record in episode 1 (and possibly all of Ultimate Doom, as I think episode 1 has the highest frequency of hitscanners), and I say that confidently not having made any runs on e1m7.

EDIT: just discovered that 200-e1m4 is actually not a table-filler, and that my time beats Rini's by a second. But I don't know what the rules were for COMPET-N regarding the tiebreakers for MMH; is 200-r1m4 in 2:04 beaten by 200-e1m4 in 2:03 (no respawn)? Meh, whatever, I'm still happy either way to have gotten this :-)

EDIT EDIT: Oh jesus, just watched Rini's route. 200-e1m4 is doable under a minute if you take the rail...

dammit. :-P

Last edited by rrwoods on 12-04-12 at 21:36

Old Post 12-04-12 19:18 #
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Zahid
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http://www.doomworld.com/idgames/index.php?id=16913
Sparta map 19 at 18:42 :(

Attachment: sparta19-1842.zip
This has been downloaded 8 time(s).

Last edited by Zahid on 12-05-12 at 16:15

Old Post 12-05-12 09:30 #
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Zahid
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http://www.doomworld.com/idgames/index.php?id=16913
Sparta again its map 20 at 12:00

Attachment: sparta20-1200.zip
This has been downloaded 7 time(s).

Old Post 12-05-12 23:18 #
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myk
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rrwoods said:
Three uDoom MMH demos that are better than my previous:

[...]

But the real meat of this post...
Are these vanilla demos... or were they recorded with CnDoom? The text files don't say!

Old Post 12-06-12 08:27 #
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rrwoods
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myk said:
Are these vanilla demos... or were they recorded with CnDoom? The text files don't say!

CNDOOM. I'm using the Competition Doom text file format... it doesn't have a spot for the engine. I'll add one though. EDIT: Files updated, same links should work.


I'm thinking about giving up on a :45 200-r1m4... The route is just so aggressive, and the stupid slime is just awful. This is my route right now:

Charge the three zombiemen in the first room while firing. Use your movements to line them up so only one or two of them can see you at a time, and kill them or leave the room when the last one is targeting an imp. Enter the room with the slime river, at around :04.5.

Take the slime plunge, get the RL, and back up and fire a rocket at the shotgunner. Take his shotgun and the rocket and get on the lift.

Go through the entry room onto the switched lift, and switch to the RL while on the lift. Go through the obelisk room. Fire one rocket at the right side of the imp's cage, and the other into the alcove with the yellow key (hopefully all three imps die here). Use Rini's trick to make the rail jump.

Take the key (actually somewhat finicky sometimes), hit the switch, open the door. Kill the first two shotgunners, but only take one shot at the other two as you move up the stairs.

Final time is usually :44 - :46, but this route is probably way more impossible than it feels. Rini's "Unbeatable" comment in his text file is just asking for it though! :-P

It might also be possible to do the long jump without being hit instead of the rail? Dunno. If it is it would save a ton of time.

EDIT EDIT: http://userpages.umbc.edu/~woorich1...t_the_slime.lmp -- here's a demo of the route. I added the secret room at the beginning so I could have a third rocket in the penultimate room.

I'd love to see someone else do this, but for now I think I'm going to give up :-/

Last edited by rrwoods on 12-06-12 at 09:52

Old Post 12-06-12 08:57 #
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rrwoods
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rrwoods said:
but for now I think I'm going to give up :-/

NOPE

http://userpages.umbc.edu/~woorich1...00h_0005289.zip

this run is a miracle. Basically everything that could have gone wrong in the last fifteen seconds did go wrong: The first rocket didn't kill the imp (who then hurled a fireball at me), the demon tried to block my way, the yellow door bug happened for a good 3 seconds... and yet, somehow, I'm still intact at the ending.

I ended up changing the route just a tad; it's faster to get the third rocket by saving it instead of taking it from the secret room (and besides, rocketing the shotgunner proved more luck-based than pistoling him).

MMH might not be a COMPET-N category anymore but I'm extremely proud of this recording. I'd still love to see someone smash it with a :45 though.

EDIT: minor updates to text file, had the date/time wrong. same link should still work.

Last edited by rrwoods on 12-06-12 at 23:17

Old Post 12-06-12 21:38 #
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rrwoods
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Random question (maybe this deserves its own thread if there's enough discussion) -- If there was a database specifically for MMH demos, would there be interest? Probably with the same categories as COMPET-N: speed, max, pacifist, respawn, fast, nm, etc.

I don't have the swath of free time necessary to set such a database up at the moment, but I'm seriously considering it for the future if there's interest. I'd probably call it MMH-N :-P


EDIT instead of a quad-post :-P -- http://userpages.umbc.edu/~woorich1...00h_0054111.zip -- 200-e1m6, 5:41.

Last edited by rrwoods on 12-07-12 at 07:26

Old Post 12-07-12 00:52 #
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Memfis
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rrwoods said:
If there was a database specifically for MMH demos, would there be interest?

Probably not, I think you're the first person to publish a MMH demo in years...

Spire Complex
MAP02 UV-Max in 2:03

Attachment: sp02-203.zip
This has been downloaded 6 time(s).

Old Post 12-07-12 17:20 #
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vdgg
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In 2009, there was this (Kimo's ml09-014.lmp = UV Speed/Reality/MMH 200%) on Mini Level Megawad. Also a few reality max demos. I think reality is more unforgiving, less interesting, but has one advantage: the rules are simple :)

Old Post 12-07-12 18:39 #
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Memfis
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vdgg said:
...but has one advantage: the rules are simple :)

Haha, that's true.

Necromantic Thirst: The Lost Tiles
MAP02 UV-Max in 5:08
Awesome moment at ~2:40, one of the coolest tricks I performed in Doom. (even if unintentionally :P)

Attachment: ntl2-508.zip
This has been downloaded 10 time(s).

Old Post 12-07-12 20:05 #
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rrwoods
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Memfis said:

Probably not, I think you're the first person to publish a MMH demo in years...


That's what I thought.


vdgg said:
the rules are simple

Also true. Most MMH ends up being reality anyway, except that you also need to find the soul sphere/megasphere/all the health potions. I like the options MMH could possibly give you on a level where you're required to take damage: which health pickups to get before taking damage, which ones to get after; etc.

Old Post 12-07-12 20:39 #
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Zahid
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895 kills are possible in Seej.wad? i experimented here ;)
Caution:Too crappy to view complete just a starting trick needs attention...:)

Attachment: seej1751.zip
This has been downloaded 4 time(s).

Last edited by Zahid on 12-08-12 at 16:23

Old Post 12-08-12 02:47 #
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Memfis
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Lunatic
MAP04 UV-Max in 5:02

Attachment: lu04-502.zip
This has been downloaded 15 time(s).

Old Post 12-08-12 18:36 #
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dew
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loved the headshake. :)

Old Post 12-08-12 20:07 #
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rrwoods
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http://userpages.umbc.edu/~woorich1...90h_0074057.zip

This is hard. I might be eating my words on this one: 200-e1m7 might possibly be harder than 200-r1m4. I don't even want to think about 200-r1m7... Satisfied with 190 for now. Hitting that soul sphere unscathed is *difficult*. The rest of the level is honestly not that hard, I have done everything post-supercharge without taking any hits on several occasions. Just have to do it in the same run as getting to the soul sphere unscathed!

Old Post 12-09-12 11:22 #
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