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odysseyofnoises
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Posts: 289
Registered: 09-10


Total time: 1:15:47

see text file for more info

plenty of tricks to keep you interested :)

note that you can skip to the next map by pressing the "end" key.

Edit: fixed a typo in the txt file :P

Attachment: plutonia done 100% quickest.zip
This has been downloaded 65 time(s).

Last edited by odysseyofnoises on 05-26-12 at 23:44

Old Post 05-26-12 23:37 #
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entryway
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This demo is full of action and pain, I like it.

Old Post 05-27-12 08:36 #
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Rizera
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Posts: 513
Registered: 12-07


That was a real great watch, nice job! Got me interested throughout the whole run even though some times the times were very similar (or even worse, in MAP11's case) than human times. The third episode maps (21 and on) were just really nice.

And another quick thing, I've never dealed with TASes but how hard is it to manipulate damage on them? Because a lot of times Cacodemons (which easily die in two rockets) had to had three rockets to drop. Not that it would change time much, I'm just wondering.

What's next? TNT 100% Max? :)

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

Old Post 05-27-12 10:01 #
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jongo
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Posts: 281
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I have watched only a half for now and it's pretty fun to watch. UV-Max tases are a rarity, great that you put effort into producing one. Even though i agree with 1ntru about sloppy damage manipulation. I'll try to beat it some day though, hope you don't mind competition :)

I've never dealed with TASes but how hard is it to manipulate damage on them? Because a lot of times Cacodemons (which easily die in two rockets) had to had three rockets to drop.

It's quite easy to manipulate it for normal damage values like 2-rocket caco kills (takes few tries). Even 2-shotting arachnotrons usually takes less than 20-30 tries (i.e. just restarting from a point few secs prior to shooting. No magic or special knowledge is required. Although "-tracethingshealth" helps). 4-shotting barons is usually not time consuming either.
Of course it depends on luck too, and how hard you're pushing it. When i was recording a uv-max tas for map07, i've spent a good hour in order to kill each arach in 2 shots. 5 ssg shots + 1 rocket for 4 revs in pl01 took about the same time. And stuff which Andy Olivera does probably takes weeks worth of work.

Old Post 05-27-12 10:58 #
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vdgg
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OK so I have two TAS demos, one "normal" (saves+slowmo), one built.

With a normal TAS I found cheating RNG very painful. Just repeat, repeat, repeat until you get bored or give up.

In a built speedrun, it's easier.

- decide what weapon you want to use and what you want to achieve
- easy example, a hell knight with two rockets. Chances are about 1/6,4. HK hit points = 500. Rocket damage = 148,168... 288. So you fire the first rocket on the first available tic and get 168 HP. Fail, with your second rocket you cannot kill the HK. So you fire your rocket on the next tic. You get 266. Good. Now you need >=234 on your second rocket. You wait 20 tics (minimum time between two rockets fired) and either you kill the HK or you fire on the 21st, 22nd, 23rd... tic. Even if you wait 5 extra tics, it's worth it since the other way you'd have to wait 20 tics for your third rocket.
- some encounters are not worth it. Optimum for berserk+caco is two punches, but you should try it only if you get exactly 200 HP (maximum) on your first punch easily
- the hardest part I built was two revenants with two rockets
- there is some stuff I cannot do, this is chaingun and especially plasma. You have to fire your plasma gun repeatedly or you lose too much time. I saw, however, stuff like dark2-08.lmp, in which Andy kills spectres with a chaingun in no time (as if it were an SSG!). Easy weapons include RL (unless long range since monster moves and you miss your shot :-P), berserk, SSG and BFG, though it may be hard to evaluate how much havoc you can wreck (as a maximum) with every BFG shot in a crowded area.

Old Post 05-27-12 14:58 #
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Looper
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vdgg said:
So you fire your rocket on the next tic.

Well, if it's a built demo, why don't you just move little different for a better RNG? No waiting at all :-)

Old Post 05-27-12 16:51 #
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Andy Olivera
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vdgg covered most of it, but here's my take on damage manipulation.

Fist: Easy with trace_thingshealth. 200s are rare, which is why you don't see too many Caco/PE kills in two punches (many times I don't even bother). If you don't have the Berserk Pack, use the blood spot method below.

Pistol/Chaingun: I just use the size of the blood spots to gauge the damage, rather than use trace_thingshealth.

SG/SSG: Same as Pistol/Chaingun.

Rocket Launcher: Short range is easy, like Fist. The biggest difficulty is long range (hardest of all), thanks to the RNG being accessed both on launch and impact. So, if you launch a rocket while one or more are in the air, it affects the damage of the rockets already in flight. The hardest I've done would have to be from my first built demo: Eternal MAP04 at the seven minute mark (four rockets in flight, simultaneously).

Plasma Rifle: I only manipulate on enemies that can be killed in a few shots (no trace_thingshealth). Manipulation wouldn't be very noticable on larger monsters.

BFG: Large crowds are too complicated, so I just experiment until it looks good. Trace_thingshealth is useful for manipulating ball damage against Cyberdemons.

Old Post 05-27-12 16:57 #
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vdgg
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Paska said:

Well, if it's a built demo, why don't you just move little different for a better RNG? No waiting at all :-)


Well, I don't know how it works really and what affects RNG and what does not affect it. I think I tried what you said and didn't notice any changes.

Old Post 05-27-12 16:59 #
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odysseyofnoises
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1ntru said:


What's next? TNT 100% Max? :)



Haha im working on a movie for prcp at the moment :P

Old Post 05-27-12 18:29 #
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