NinjaLiquidator Posted May 28, 2017 @rdwpa Youre true. Before, I downloaded from idgames too, but there was done some update and the newest is from 27.5 0 Share this post Link to post
GoneAway Posted May 28, 2017 3 hours ago, rdwpa said: The final version posted in the thread wasn't final. 👌 1 Share this post Link to post
0xf00ba12 Posted May 31, 2017 Stardate 20x7 Map 08 UV-Max in 7:59. Plays back with """final""" version. 1 Share this post Link to post
Ribbiks Posted June 1, 2017 another righteous max :). cool strat in the hk/cyb tunnel, too 0 Share this post Link to post
Killer5 Posted June 5, 2017 Stardate 20x7 Map 09 UV Max in 18:56 s709-1856.zip 7 Share this post Link to post
Nate River Posted June 5, 2017 Awesome map and a really nice run! Would be cool if more people also streamed their attempts live but I can understand why not with the extra effort it takes and pressure it can put on the player. 0 Share this post Link to post
rehelekretep Posted June 5, 2017 why does sd20x7 not have a thread yet?! dew! :p 0 Share this post Link to post
0xf00ba12 Posted June 10, 2017 Stardate 20x7 Map 07 UV-Speed in 1:37. So bad it doesn't even beat par time! 1 Share this post Link to post
Lingyan203 Posted June 26, 2017 For Stardate 20x7 map05, is it possible to get max kills/secrets? I played that map and there's a teleporter to the room with 4 archviles and imps that teleport in seem unreachable without no clip... 17:06-17:10 is the problem. I hope someone can uv max this legit... I'm just not sure if it's possible to get 100% kills/secrets without noclip and would appreciate it if someone can help me out ;) 0 Share this post Link to post
Killer5 Posted June 26, 2017 (edited) @Lingyan203 Here is a demo to see how to get there. 20x7_map05_secretfight.zip prboom+ 2.5.1.5, cl9 yada yada 0 Share this post Link to post
Lingyan203 Posted June 26, 2017 (edited) 14 minutes ago, Killer5 said: @Lingyan203 Here is a demo to see how to get there. 20x7_map05_secretfight.zip prboom+ 2.5.1.5, cl9 yada yada Thanks! I didn't see that passage. I'll mention it on the video. 0 Share this post Link to post
Spectre01 Posted October 15, 2017 Stop, drop, open up shop. I'm here to bring y'all the map01 UV-Max everyone been waitin' for. Every item has also been collected. Fifteen minutes and five seconds. Can you handle the speed? st701-1505.zip 2 Share this post Link to post
rehelekretep Posted October 15, 2017 wait wait i thought you couldnt use longtics on boom demos?! 0 Share this post Link to post
Spectre01 Posted October 15, 2017 You can't. Entering the parameter does nothing as far as I know. I just kept it in since it's part of my copy+paste for recording stuff that supports it. 0 Share this post Link to post
NinjaLiquidator Posted October 17, 2017 @Spectre01 But you look up and down so thats not valid max 0 Share this post Link to post
Spectre01 Posted October 17, 2017 Says who? It's purely cosmetic while recording and doesn't change the actual aiming. All my other casual maxes on DSDA have it too. 0 Share this post Link to post
RjY Posted October 18, 2017 Interesting point to raise. In PrBoom+ freelook is only visual. In particular, if you delete the footer (or for playback use an engine that ignores it) the demo remains in sync, and completes normally. So it seems to belong in the class of enhancements we might call information leaks*, many of which are already widely accepted. ________ * by which I mean, the player can see or know more than he would be able to in vanilla: other examples being widescreen for a 20% or more increase in peripheral vision, turning off palette flashes to avoid being blinded on taking damage, or even on-screen totallive/sectorcount/leveltime display, which are helpful for knowing if you've missed something, or if your run is too slow to bother with continuing. Of these only palette flashes seem more than minoritarily controversial (cf. previous thread). 3 Share this post Link to post
Killer5 Posted November 11, 2017 Stardate 20x7 Map 02 UV Max in 18:03 s702-1803.zip 4 Share this post Link to post
0xf00ba12 Posted December 20, 2017 Stardate 20x7 Map 05 UV-Max in 9:38. 5 Share this post Link to post
DeletedUser Posted February 8, 2018 Stardate 20x7 - MAP01 - UV-Max in 7:15 st701-715.zip 7 Share this post Link to post
DeletedUser Posted February 23, 2018 Stardate 20x7 - MAP04 - UV-Max in 8:07 st704-807.zip 6 Share this post Link to post
Ribbiks Posted February 24, 2018 nice zerk strat in the 4-av room, unintended, but clever ;D. I keep trying to design encounters that force the player to abuse the reduced-vile-damage gimmick (by pressing against a ledge and taking 20 dmg vs. ~90) but to-date I can't recall seeing anyone actually do it that way. 2 Share this post Link to post
DeletedUser Posted February 24, 2018 5 hours ago, Ribbiks said: nice zerk strat in the 4-av room, unintended, but clever ;D. Thanks :) I did it to conserve shells and it makes sense to use for the initial two Archviles as you can trap them easily, and it's faster then using SSG if you get high damage rolls. I hope the luring imps and that lone hellknight strat at the purple pool fight was the intended method, otherwise it looks impossible xD Also can you explain how the friction enabled sectors work by the exit? Looking in Doombuilder it looks like they are tagged to have the effect permanently enabled by three sectors outside the playing area. However I had a few casual runs where I reached the exit and the friction didn't apply and was completely baffled, was it a glitch or do the crushers need to be perfectly in alignment with one another at a certain height? I tried replicating the effect to see if their's a consistent strategy but it puzzled me, I lost two runs because of that heh :D Since if it breaks I'd immediately lower the wall and run near the back and just have the Afrits infight with the Cacos and Revs while I shoot them in the back, I assumed I broke it on said two runs after messing about with the crushers in -nomonsters, only to be confused and disappointed ;_; 2 Share this post Link to post
rehelekretep Posted February 24, 2018 12 hours ago, Ribbiks said: nice zerk strat in the 4-av room, unintended, but clever ;D. I keep trying to design encounters that force the player to abuse the reduced-vile-damage gimmick (by pressing against a ledge and taking 20 dmg vs. ~90) but to-date I can't recall seeing anyone actually do it that way. pretty sure i did this when DWMC played it; or are you talking about in actual uv-max runs? 0 Share this post Link to post
Grain of Salt Posted February 24, 2018 11 hours ago, Bloodite Krypto said: Also can you explain how the friction enabled sectors work by the exit? Looking in Doombuilder it looks like they are tagged to have the effect permanently enabled by three sectors outside the playing area. However I had a few casual runs where I reached the exit and the friction didn't apply and was completely baffled, was it a glitch or do the crushers need to be perfectly in alignment with one another at a certain height? I tried replicating the effect to see if their's a consistent strategy but it puzzled me, I lost two runs because of that heh :D Since if it breaks I'd immediately lower the wall and run near the back and just have the Afrits infight with the Cacos and Revs while I shoot them in the back, I assumed I broke it on said two runs after messing about with the crushers in -nomonsters, only to be confused and disappointed ;_; I assume you saved at some point during these casual runs. Loading a saved game in prboom-plus breaks boom friction effects (ie, switches them off), for obscure and supposedly unfixable reasons. It's kind of annoying, and presumably a big part of why you don't see more mappers using the effect. 4 Share this post Link to post