Andrea Rovenski Posted January 1, 2015 MAP17 UV Speed in 1:53 this map is the worst map for speed in the whole set, and by that I mean, it is like top 5 or something. My point is, fuck it!mm17spd153.zip 0 Share this post Link to post
Andrea Rovenski Posted January 1, 2015 ok sorry for spam uploads but I did fast (in 6:07) and respawn (in 3:04) too. Done with this map now.moremm17.zip 0 Share this post Link to post
Andrea Rovenski Posted January 1, 2015 OK, just kidding. One last MAP17 run. NM100 in 3:21. Took one try haha.mm17nms321.zip 0 Share this post Link to post
Andrea Rovenski Posted January 2, 2015 MAP19 max in 4:44mm19max444.zip 0 Share this post Link to post
Andrea Rovenski Posted January 3, 2015 MAP19 UV -Fast in 6:24mm19fast624.zip 0 Share this post Link to post
Andrea Rovenski Posted January 4, 2015 Episode 2 UV Max Movie in 1:31:50 0 Share this post Link to post
Andrea Rovenski Posted January 4, 2015 Episode 1 UV Max Movie in 50:49mmep1max5049.zip 0 Share this post Link to post
Andrea Rovenski Posted January 5, 2015 MAP21 UV Speed in 2:52 Uses the rocket jump that Kristian found, but it isn't a very good run. Maybe someone more consistent with it could try.mm21spd252.zip 0 Share this post Link to post
Andrea Rovenski Posted January 6, 2015 Episode 3 UV Max* Movie in 1:34:24 *I got that bug on MAP29 where the pillar breaks, and couldn't max the map, so I just completed the run just for the sake of completing it because I didn't want to do any more EP3 runs. As a result of this, I also got lazy and missed some other guys, too. :( Next stop: D2ALL 0 Share this post Link to post
GoneAway Posted January 6, 2015 Cyberdemon531 said:Episode 3 UV Max* Movie in 1:34:24 *I got that bug on MAP29 where the pillar breaks, and couldn't max the map, so I just completed the run just for the sake of completing it because I didn't want to do any more EP3 runs. As a result of this, I also got lazy and missed some other guys, too. :( Next stop: D2ALL I tracked this down for you because I was curious what the problem was. The ssg by the start is surrounded by walk triggers that lower the switch wall that covers the red key, sector 135. This sector has a walk trigger that causes the caco floor to get pushed upwards, which breaks it. However, you can bump this red key, and thus you avoid crossing the ssg walk lines and prevent the caco from getting blocked. The reason it only sometimes caused a problem for you is probably because you can get the red key without entering the sector enough to trigger the walk line. Of course this also means that if you accidentally trigger the ssg lines you can still get the red key without breaking the caco if you just brush it carefully. (I tested this as well to be sure). 0 Share this post Link to post
Andrea Rovenski Posted January 6, 2015 Alright, I see. Thanks for looking into it, I was going to later, but now I don't have to. At least now I know, and it shouldn't ever happen again. 0 Share this post Link to post
Andrea Rovenski Posted January 7, 2015 MAP29 Respawn in 7:41mm29respawn741.zip 0 Share this post Link to post
vdgg Posted January 8, 2015 Lols at the ending. However, when you look at the kill counter in PrBoom+, it kind of spoils the category. This is a luxury which previous recorder(s) couldn't afford. May I ask you to switch it off for -respawns for fairness? 0 Share this post Link to post
tatsurd-cacocaco Posted January 8, 2015 Like vdgg said, kill counter HUD has an unfair advantage in respawn. Similarly, kills/secrets HUD also has an unfair advantage in movie. You avoided missing a secret in map 4 for HUD on your Ep1 max movie in 50:49. It would have been failed attempt if you did not use HUD. Vanilla doom do not have such convenient tool, so a compet-N player often spends time for checking enemies before exit in a very long movie run. For example, D2ALL in MM would be over 4 hours. I don't want to use agressive strategy like missing monsetrs or secrets easily in the later maps, but HUD lets me use such strategy. The records between HUD users and non-HUD users are not incomparalbe, especially respawn or movie. I deny using HUD for fair competition, but I cannot force everyone to do it. I just said that you should not use HUD and you should have correct understanding for fair competition. 0 Share this post Link to post
TimeOfDeath Posted January 8, 2015 Last time I checked, this thread is "Memento Mori demos [-complevel 2]", not the compet-n thread. 0 Share this post Link to post
Andrea Rovenski Posted January 8, 2015 I personally prefer having the advanced HUD on while playing, and I understand if you want to view my demos under a different light or so from the others, then that's fine with me. I feel like it is much easier and makes the runs look better as well. I'll make note of it in my demo txt files if that's any consolation. Technically, anything possible with the HUD is also possible without it. And even though it wouldn't be "fair comparison" or what have you, I hope you won't disregard mine or vice versa. 0 Share this post Link to post
Looper Posted January 8, 2015 I would say it is Respawn+ or something like that if you use the advanced HUD, not the typical "Respawn". HUD OP in respawn and movies :D 0 Share this post Link to post
j4rio Posted January 8, 2015 Respawn in c-n is exceptionally stupid anyway, I'd say spoil the hell out of it with hud so that the category of praying for having enough kills and then exiting will be but a thing of the past that can remain there. At least it would make that "forbidden" category more tolerable, even enjoyable. 0 Share this post Link to post
Memfis Posted January 8, 2015 It's a little sad situation. Some people want to have a fair competition, and some want to make speedrunning more enjoyable by getting rid of some annoyances like missing a monster\secret and not noticing. Both sides have a good point and they can understand each other but they won't agree to play by the same rules. The best thing we can do is to always provide as much information about our runs as possible. So yeah, please at least make it 100% clear when you use the HUD. 0 Share this post Link to post
Andrea Rovenski Posted January 8, 2015 ...and with that, I did some more respawn demos. MAP14 in 2:49 MAP20 in 4:41 MAP21 in 7:41respawn1-8-15.zip 0 Share this post Link to post
Andrea Rovenski Posted January 8, 2015 MAP15 Nightmare in 3:49mm15nm349.zip 0 Share this post Link to post
Andrea Rovenski Posted January 9, 2015 MAP14 NM 100s in 1:28mm14nms128.zip 0 Share this post Link to post
Andrea Rovenski Posted January 9, 2015 MAP25 Nightmare in 0:31mm25nm31.zip 0 Share this post Link to post
Andrea Rovenski Posted January 10, 2015 Annnnnnnnnnnd here it is! UV Max movie in 4:10:52! Download link 0 Share this post Link to post
AD_79 Posted January 10, 2015 Excellent. Now I'm curious as to how fast a TAS would be able to do it. (Oh don't look at me, I'm not doing it) 0 Share this post Link to post
MD922 Posted January 10, 2015 (edited) . Edited April 12, 2019 by jasonfeeds 0 Share this post Link to post
Andrea Rovenski Posted January 10, 2015 and back to nightmare MAP20 NM100 in 2:23mm20nms223.zip 0 Share this post Link to post
Andrea Rovenski Posted January 14, 2015 This is a *TAS* demonstration of getting a BFG9000 on MAP14. I'm posting this here, because it is not really a run of any kind, more just a demo to prove that this is a thing. I might try to practice this for a real-time speed run, but we'll see. Would definitely be useful in a 30mm run, either max or speed, I would say. But yeah, cool trick :)mm14bfgarchvilejump.zip 1 Share this post Link to post
vdgg Posted January 14, 2015 Well this is hard but awesome. Maybe even Kristian R. didn't know about it? :-P 0 Share this post Link to post
Andrea Rovenski Posted January 14, 2015 After trying for a long time, I managed to only get it once with saves non-tas. I doubt I'd be able to pull it off in the middle of a run, but it's still cool nonetheless, haha. 0 Share this post Link to post