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myk

Miscellaneous demos (part 2) [please post in part 3 instead]

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Nice one (omg, that 1 hp moment!). Cool to see a map that isn't improperly balanced but still makes even speedrunners play quite cautiously, heh. btw skepticist posted map02 uv-max with 2 missing monsters (chaingunners on the towers near the exit) on i.iddqd.ru but the link is dead now... And I think I had his map03 uv-max but I can't seem to find it. I pointed him to this thread, I'm sure he will share his demos since you ask.

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Memfis said:

Nice one (omg, that 1 hp moment!). Cool to see a map that isn't improperly balanced but still makes even speedrunners play quite cautiously, heh. btw skepticist posted map02 uv-max with 2 missing monsters (chaingunners on the towers near the exit) on i.iddqd.ru but the link is dead now... And I think I had his map03 uv-max but I can't seem to find it. I pointed him to this thread, I'm sure he will share his demos since you ask.



yep, really fun moment ;)

and i'd like to see skepticist's uv demos. these maps don't drown you in enemy corpses like slaughter wads, but how they're placed, how you can come under attack from any angle is just fiendish.

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Memfis saw me playing through these maps already, so I guess the request was put for stronger players to record some really fast demos. Anyway, here's my m03 playtest UV-MAX. That m02 run (with two chaingunners left alive) seem to be lost forever.

skep03.zip

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Memfis said:
Heh, so MBF wads actually exist.


I think artica4 is also MBF wad, iirc. Haven't seen too many otherwise.

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This is really random, but...

rrwoods said:

Heh, I don't know how interested people are in MMH demos (by the looks of things on C-N, not very), but I did a couple of runs on pl01 and pl02 for fun a while back. They were done with PrBoom so they aren't C-N qualifiable (and I suck at speedrunning) but the routes are solid nonetheless.

http://userpages.umbc.edu/~woorich1/100-pl01.zip
http://userpages.umbc.edu/~woorich1/128-pl02.zip

rrwoods said:

http://userpages.umbc.edu/~woorich1/102-e3m1.zip
http://userpages.umbc.edu/~woorich1/102-r3m1.zip
Heh, I played this one in :56, and then realized, "Hey, this wouldn't be any harder on -respawn"... and then did that in :54.

http://userpages.umbc.edu/~woorich1/108-re01.zip
Weeee... :19! This one was fun to do, a lot more speedrunny that most other MMH's.

http://userpages.umbc.edu/~woorich1/113-r1m1.zip
I noticed that the C-N demo for this looked kinda slow, so I thought I'd improve it. Same route, if I remember correctly.

http://userpages.umbc.edu/~woorich1/200-e1m2.zip
So... many... hitscans....

http://userpages.umbc.edu/~woorich1/196-e1m3.zip
After I did this, I realized that you could prolly get through with 200 by not taking the secret exit, but I was just too tired at that point to care. I may go back and redo this with that route.

http://userpages.umbc.edu/~woorich1/200-e1m5.zip
Gah, this is 9 minutes long... Probably took me like 9 billion years to do too.

http://userpages.umbc.edu/~woorich1/200-e1m6.zip
Kinda boring, really, and probably can be drastically improved.


... does anyone have any of these lying around? I seem to have removed them from my webspace at some point, and I've switched computers a million times since then :-(

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cannonball said:

A Taste For Blood
Map01 UV max in 1:59

cool, don't stop. this wad deserves attention (um, ignore credits in the textfile, haha). it should be demo friendly quite enough!

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Maybe I would like atfb.wad if I played with 1/4x.wad or something. You know like there is that 10x.wad for zdoom that multiplies the amount of enemies? Well, atfb needs 1/4x.wad because the author apparently thinks that killing 8 imps with a shotgun is somehow more fun than killing 2 imps.

Anyway, shouldn't you play it with -complevel 11? ("Advanced engine needed : A Boom-compatible source port that supports MBF.")

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Memfis said:

Anyway, shouldn't you play it with -complevel 11? ("Advanced engine needed : A Boom-compatible source port that supports MBF.")


Heh, maybe, I'd be honest I've never recorded a demo on a wad which doesn't use complevel 2,3,4 or 9. So if I have made a gaffe then my bad, I might redo the map using the correct complevel then.

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