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gggmork
I just felt like complaining about something


Posts: 1056
Registered: 06-07



entryway said:

Eternal's vision for maxkill route



All those secrets I missed would make it easier and a bit quicker. Then again, having 12 secrets makes it easy to accidentally forget one (thus not being max). Kinda doubt I'll try again; such long maps are probably better for playing with saved games than demos. Maybe a really fast max could be 50 minutes though (but on long maps you have to play cautious instead of fast, unless you want to replay long portions over and over due to dying).



EDIT: Oh, just saw belial's max, a much better route and run. Ha ha, that was entertaining watching you try to find the last secret (I think I know what it was- that radiation suit near the end in a hidden door in the lava part). At least the search led you to kill that last reverent (even though prboom's stats said 2008/2008 kills even before you killed the reverent..?)

Last edited by gggmork on 04-19-09 at 18:40

Old Post 04-19-09 17:39 #
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Belial
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The rev was resurrected as I made sure there were no lost monsters in the central hub. The missed secret was the megasphere room before the first invul, I hadn't realized it was the outer sector that was tagged until it was too late. Somehow I always managed to trigger it, but not in the demo.

Old Post 04-19-09 19:59 #
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TimeOfDeath
effing LAME as always


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Resurrected monsters don't have to be killed for max? :(

Old Post 04-19-09 20:44 #
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RjY
anARCHy


Posts: 414
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gggmork said:
Ha ha, that was entertaining watching you try to find the last secret (I think I know what it was- that radiation suit near the end in a hidden door in the lava part).
That's not a secret. The missing one was sector 1100. The player teleports into sector 1154 inside it, and it seems to be easy to run straight out and fail to enter 1100 properly.

This is probably because the player's front edge hits the raised edge of sector 1099, lifting up his feet, before his centre point is inside the actual secret sector (the player's feet have to be touching the ground to register a secret, it's not enough to be hovering over it - this is why you can't get 100% secrets on Doom2 map15, for example)

At least the search led you to kill that last reverent (even though prboom's stats said 2008/2008 kills even before you killed the reverent..?)
There is a monster still alive when the map exits, an imp hanging off the edge of sector 174, one of the towers.

Old Post 04-19-09 20:44 #
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Belial
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TimeOfDeath said:
Resurrected monsters don't have to be killed for max? :(

In a map with 2008 monsters, when they get revived only because their corpse was lying close enough to the edge for an archie moving around in a completely different area to be able to reach it... I sure wouldn't bother :P

Old Post 04-19-09 21:16 #
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gggmork
I just felt like complaining about something


Posts: 1056
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Hmm, the compet-n faq says:

UV Maxkills: finishing the level as fast as possible, in Ultra Violence, killing every monster at least once, except lost souls, and with 100% secrets.
(so that implies not having to re-kill resurrected monsters)

Still I think it'd be better to have to rekill resurrected monsters for max (it might not be easy to even tell whether a monster has been resurrected or not while playing in some maps, so thats kinda a dumb and chance based thing to give anyone a speed advantage in some maps).

compet-n also says 'Various DOOM spinning utilities are allowed'. I wonder if it'd be possible for an advanced spinning utility to make it so while you hold down a certain button, the screen remains centered on the nearest enemy. That would make tightly circling around enemies really easy (just hold down right and you'd constantly circle and face them) and maybe give a big but kinda cheap advantage.


EDIT:
oh yeah, I forgot about page 8 in this thread:
http://www.doomworld.com/vb/doom-sp...-demo-thread/8/
(where grazza says:
'The compet-n rules (with clarifications) set standards that the demo community has traditionally followed and, when desired, expanded upon.

Yes, there was an ambiguity in the compet-n rules, but AdamH clarified it: revived monsters must be rekilled.

If there are unkillable monsters, then they can be left alive.

If it is very difficult to kill everything due to lack of ammo or near-inaccessible monsters, then the demo with least left alive counts as Max until someone demonstrates that it is possible to kill more.

And lost souls need never be killed, regardless of how the engine you are using counts them.'

Last edited by gggmork on 04-19-09 at 22:25

Old Post 04-19-09 21:46 #
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TimeOfDeath
effing LAME as always


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Belial said:

In a map with 2008 monsters, when they get revived only because their corpse was lying close enough to the edge for an archie moving around in a completely different area to be able to reach it... I sure wouldn't bother :P


That does sound pretty annoying but I blame the mapper. ;)
Ok, after testing I see now that monsters only have to be killed once to get credit in the prboom-plus kills stat and that makes me sad (even though it's helpful for occasions like Belial mentioned). I wasn't dissing your demo, I just didn't realize until now that doom acted that way.

I wonder if an option for another kills stat could be made for prboom-plus that acts like the zdoom kills stat (add to the monster count when one is resurrected) without any incompatibility issues. I agree with ggg about it not being easy to tell what monsters have been resurrected.

Old Post 04-19-09 21:51 #
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myk
Super Charge


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gggmork said:
Still I think it'd be better to have to rekill resurrected monsters for max (it might not be easy to even tell whether a monster has been resurrected or not while playing in some maps, so thats kinda a dumb and chance based thing to give anyone a speed advantage in some maps).
Yeah, that's probably why most people just kill them all.


I wonder if it'd be possible for an advanced spinning utility to make it so while you hold down a certain button, the screen remains centered on the nearest enemy. That would make tightly circling around enemies really easy (just hold down right and you'd constantly circle and face them) and maybe give a big but kinda cheap advantage.
That would be autoaim, which is considered a cheat in DM. I'm pretty sure it would be considered TAS because while the spinning utilities allow keyboard users to turn more easily to catch up with some of the advantage of using a mouse, that would grant a benefit beyond the traditional and normal behavior of the game.

Old Post 04-19-09 22:14 #
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The Green Herring
Community Chest 4 Leader


Posts: 690
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Here's a UV max movie for one of the most infamous WADs ever. If you were ever interested in seeing a speedrun of this WAD, now you can. I strongly suggest reading the text file first.

UCLB-744.ZIP - UV max movie on U.A.C. LABS (UACLABS.WAD) by Eric Harris in 7:44

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Old Post 04-21-09 08:42 #
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The Green Herring
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As I suggested at the end of the text file for my previous demo, here is the UV speed demo for the WAD. Once again, I strongly suggest reading that text file first.

UCLB-124.ZIP - UV speed on U.A.C. LABS (UACLABS.WAD) by Eric Harris in 1:24 (includes an additional 1:29 demo)

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Old Post 04-25-09 07:19 #
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The Green Herring
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In response to this, I bring you this demo.

bree-009.zip - UV speed on Breed (Breed.wad) by "The Player" in 0:09.37

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Old Post 04-27-09 17:48 #
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The Green Herring
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Oh, God, I'm quadruple-posting again! :O Here are demos for two ancient wads from the days where you couldn't build your own nodes. Both wads are on the DSDA.

AGH1-TGH.ZIP - UV demos for Argh! Level 1 (ARGH!_1.WAD) by Joe Pantuso
  • AGH1-042.LMP - UV speed in 0:42
  • AGH1-133.LMP - UV max in 1:33
DKNS-TGH.ZIP - Demos for DARKNESS iN HELLsinki (DARKNESS.WAD) by Pasi Nikkanen
  • DKNS-003.LMP - UV speed in 0:03
  • DKNSn003.LMP - NM speed in 0:03
  • DKNS-112.LMP - UV max in 1:12
  • DKNSs021.LMP - NM100S in 0:21

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Old Post 05-02-09 12:20 #
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Guiddqd
Mini-Member


Posts: 58
Registered: 06-08


Allright, here is the best demo I produced so far. Still on the Ultimate Doom, ep3 in UV.

Attachment: ep3-0356.zip
This has been downloaded 20 time(s).

Old Post 05-05-09 16:17 #
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vdgg
Junior Member


Posts: 141
Registered: 08-07


FCDM6.WAD UV-speed in 6:42

Thanks to Hitherto's post I fell in love in this level.
This is UV-"speed". The demo follows the route from Hitherto's max run for a while (of course a few monsters are skipped). The demo has some lame moments and I am sure it would be easy to beat it.

Attachment: fds-642.zip
This has been downloaded 14 time(s).

Old Post 05-09-09 14:41 #
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The Green Herring
Community Chest 4 Leader


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Nice work, Andy, but I should note that Lost Souls are ignored by Doom's kill counter, and thus, they can be safely ignored when going for 100% Kills. ;)

Anyway, here are two new demos. One is for a level by a certain famous PWAD musician. The other is for a rather pointless edit of the level by another author. Only watch the latter if you want to witness an interesting bug. ;)

MKMN-342.ZIP - UV max on The Lost Mines (MKMINES.WAD) by Mark Klem in 3:42 (WARNING: spechits overflow)
CSW2-240.ZIP - UV max on Chainsaw Man (version 2) (ChainSw2.wad) by Sam Dickie (based on the above) in 2:40

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Old Post 05-19-09 05:33 #
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Anima Zero
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Posts: 539
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One day before my birthday and I decided to do a demo at random.

You know how I mentioned in one of my old diet32in24 txtfiles that any level that uses Megaman X3 music seems to almost always be a real kick in the pants in terms of difficulty on UV?

This demo was done on a level that has MMX3 music playing on it, coming from Toxic Seahorse's stage.

Yeah, a little visit to an old favorite from Community Chest 2, map 23, "Death Mountain". UV-Max isn't that painful honestly.

So how do I make it tougher? Turn it into a UV-fast run.

Yeah, this level is borderline not suited for playing on UV-fast. Meager weaponry to start out with + luck based crap + tight fighting quarters + bull demons & spectres on -fast = What the christ is this person doing a UV-fast on a level like this?

The answer...I don't know. I think I'm really crazy at times.

Anyways, the time for this UV-fast demo is 22:26. Could go faster, but I'm not going to try anytime soon. This level is just so painful on UV-fast.

Now then, I'm posting this, then going to shower, take some aspirin, and lie down because I'm all spent after this demo. Took me the better part of my afternoon to get this exit.

Demo will be attached now.

Attachment: c223f2226.zip
This has been downloaded 24 time(s).

Old Post 05-27-09 00:40 #
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Anima Zero
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Posts: 539
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Did another Community Chest 2 UV-fast this morning, but this time it's for map 17. Unlike the demo I did yesterday, this one didn't make me want to toss a pillow.

Time for the run is 6:40. Still could be improved in a couple places, but otherwise a pretty good time.

Attaching now.

Attachment: c217f640.zip
This has been downloaded 21 time(s).

Old Post 05-27-09 19:11 #
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emailking
Junior Member


Posts: 173
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Any interest in doing map 24? :)

That's my favorite map from that wad. There's still no max demo due to the switch bug, but there's been a patch for a while now.

Old Post 05-27-09 20:21 #
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The Green Herring
Community Chest 4 Leader


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This is the patch, in case you're wondering. And yes, I made it. ;)

Anyway, here are two demos I recorded today which a certain someone on this forum would appreciate. ;)

CMLB-TGH.ZIP - UV demos for CHEMLAB.WAD by Andy Olivera
  • CMLB-555.LMP - UV max in 5:55
  • CMLBo056.LMP - UV -nomonsters in 0:56, demonstrating a few trick jumps

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Old Post 05-31-09 05:02 #
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Andy Olivera
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Holy crap! Talk about a blast from the past. Yes, the design sucks, but the whole thing was basically me experimenting with editing(hence, no cohesive theme). I look back on that sometimes and think, "How could I have released such a bad level?" Unmarked secrets, teleporters with the linedefs facing the wrong way. But then I remember, "Hey, at least I got the gameplay right." :-)

Old Post 06-01-09 03:52 #
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The Green Herring
Community Chest 4 Leader


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Two demos on a 1994 level, inspired by the recent antics of its author.

FIFY-TGH.ZIP - UV demos on REoL TOUGH: Hell on earth (FIFFY.WAD) by George Fiffy
  • FIFY-109.LMP - UV speed in 1:09
  • FIFY-329.LMP - UV max in 3:29
More Fiffy action to come later. ;p

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Old Post 06-07-09 04:22 #
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Anima Zero
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To keep myself occupied for awhile until Claustrophobia 1024 comes out, I did a quick UV-fast for Community Chest 2 map 14, Shadow of Evil. Time is pretty good, 6:27.

Attaching demo now.

Attachment: c214f627.zip
This has been downloaded 20 time(s).

Old Post 06-09-09 18:03 #
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Anima Zero
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Did a UV-Max demopack for the 21st iteration of SargeBaldy's speedmapping session wad. Go grab the wad here.

Times for the demos are as follows...

Map 1 - 1:20. Also including a bonus demo for this map in 1:06 that gets 71% kills. Check the textfile for more info on this.
Map 2 - 3:56
Map 3 - 1:31
Map 4 - 5:34
Map 5 - 5:25
Map 6 - 1:58
Map 7 - 7:46

Maps 4 and 7 could see the best chance for improvements. Map 4 I might be willing to retry for a better time at some point. Map 7...no, just no. Map 7's the reason I gotta take aspirin for my headache and go lie down after posting this. I lost all levels of sanity on that map.

Attaching zipfile now.

Attachment: sbspd21demos.zip
This has been downloaded 17 time(s).

Old Post 06-14-09 23:51 #
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The Green Herring
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Never thought you could get an exit on MAP02 that's less than four minutes... nice! And I agree: MAP07 is a bitch and a half. Hell, I haven't even completed it yet!

In any case, here's more Fiffy action, after a long delay. Just a max demo, though; I'm not sure I want to try UV speed on this. ;p

FIF2-530.ZIP - UV max on REoL TOUGH: Satan's Castle (FIFFY2.WAD) by George Fiffy in 5:30

For additional entertainment, read the WAD's readme file. ;)

More Fiffy action to come later.

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Old Post 06-15-09 06:36 #
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RjY
anARCHy


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Following a thread on alt.games.doom I recorded a max demo on sewv12r.wad from dmsewv.zip in 26:33 EDIT: link removed, see below It's more or less a first exit (well, second exit) It is mildly cheated - I had the map cheat turned on. I also mistakenly recorded it with the wrong compatibility level (Doom2 v1.9 rather than Ultimate Doom v1.9). A command line similar to
code:
$ prboom -iwad doomu -file sewv12r.wad -playdemo sevw12r-2633.lmp -complevel 2
should play it back.

EDIT: made another version, 21:35. The old link was removed, but the contents included in the zip. This version was deliberately recorded in Boom complevel, for bugfixes to allow 100% kills.

Last edited by RjY on 06-23-09 at 19:53

Old Post 06-23-09 14:17 #
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myk
Super Charge


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Well, it's not really the wrong compatibility, just not what we're used to sharing; DOOM instead of The Ultimate DOOM.

Old Post 06-23-09 16:02 #
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The Green Herring
Community Chest 4 Leader


Posts: 690
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And now, for something completely different... ;)

NUTS-300.ZIP - UV Max using SUPRWEP8.DEH on NUTS (NUTS.WAD) by B.P.R.D in 3:00

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Old Post 06-30-09 06:52 #
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arrrgh
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Damn.

Old Post 06-30-09 08:30 #
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TimeOfDeath
effing LAME as always


Posts: 627
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Insane Trip 1 by darkdave1985 uvspeed in 1:14 (zdoom 2.2.0)
Dominion of Madess by Mechadon - uvspeed in 2:49 (complevel 9)

I assumed jumping is illegal in itrip, but I couldn't play it any other way and darkdave said to use ZDoom and didn't mention anything about not jumping...
There are a bunch of glide spots in Mechadon's map, but I couldn't do them so I just went the normal way.

Last edited by TimeOfDeath on 07-01-09 at 20:02

Old Post 07-01-09 16:44 #
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Jodwin
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Posts: 1536
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The Green Herring said:
And now, for something completely different... ;)

NUTS-300.ZIP - UV Max using SUPRWEP8.DEH on NUTS (NUTS.WAD) by B.P.R.D in 3:00


NUTS-256 :)

Old Post 07-04-09 13:44 #
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