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BiZ

Sucker Punch series [-cl2/-cl9]

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Since Sucker Punch 2 is now on idgames, I thought a standalone topic would garner more attention for these awesome wads by @Rook, rather than the misc. demos thread.

These are small, punchy combat arenas that scale in difficulty according to the texture colors (green=easy, yellow=medium, red=hard).

 

Sucker Punch (sckrpnch.wad)

Requires cc4-tex.wad to be loaded alongside for textures, which can be downloaded from Community Chest 4

MAP01-08 work on -complevel 2, MAP09 requires -complevel 9

Naming convention: supu

 

Here are links to my UV-Fast table fill for sucker punch from misc. demo thread:

Spoiler

 

 

 

 

Sucker Punch 2 (sckrpnch2.wad)

All maps -complevel 9

Naming convention: supu2

 

Here is my UV-Fast table fill for sucker punch 2

 

MAP01 UV-Fast in 3:45

MAP02 UV-Fast in 4:14

MAP03 UV-Fast in 4:21

MAP04 UV-Fast in 2:53

MAP05 UV-Fast in 3:38

MAP06 UV-Fast in 3:43

MAP07 UV-Fast in 3:25

MAP08 UV-Fast in 3:42

MAP09 UV-Fast in 6:58

supu201f345.zip

supu202f414.zip

supu203f421.zip

supu204f253.zip

supu205f338.zip

supu206f343.zip

supu207f325.zip

supu208f342.zip

supu209f658.zip

 

Edited by BiZ

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Some great demos here! Speedruns didn't enter my mind while I was designing either of the mapsets (as is probably obvious), so it's a happy accident if they're good for that purpose.

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It's not quite clear, for the first sckrpnch, what complevel to use for maps 01-08, -cl 2 or -cl 9? Allowing both is not really wise as they would not be comparable in some cases.

Map05 UV Max 0:31 (cl2)

 

supu05-031.zip

Edited by GrumpyCat

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On 8/8/2021 at 10:35 PM, BiZ said:

MAP01-08 work on -complevel 2, MAP09 requires -complevel 9

 

 

I dunno how to make it much clearer? The wad txt file did not state what sort of advanced port was necessary to run or what format the maps were made in, and there were no other demos at the time I recorded. I played through the wad on -cl2 and everything worked fine, but not all enemies will teleport in on MAP09 without boom compat (cl9).

 

If you want to record on a unified complevel then it should be -cl9 to accommodate map09. I didn't think it would be that difficult since 88% of the maps are limit-removing and only one requires boom. But hey maybe someone with more experience can weigh-in, these were some of my first demos so I'm sure I made some mistakes.

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Pretty sure the only case where you'd run the rest of the maps on -cl9 is if you were doing a d2all uv-max, there's plenty of other wads on dsda that have a mix of complevels for individual levels.

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If the only issue with running MAP09 are some monsters that don't teleport in, I'd say using cl2 for the whole wad would be fine. However there's already cl9 runs for MAP09 so it makes sense to keep using cl9 for that level and cl2 for the rest, as has been done so far.

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Sucker Punch 1

Map 01 UV-Max in 1:36.

Map 01 UV-Fast in 1:50.

Map 02 UV-Max in 1:28.

Map 02 UV-Fast in 1:40.

Map 03 UV-Max in 1:34. (tic record)

Map 03 UV-Fast in 1:34. (tic record)

Map 04 UV-Max in 0:41.

Map 04 UV-Fast in 0:55.

Map 05 UV-Max in 0:28.

Map 05 UV-Fast in 0:40.

Map 06 UV-Max in 1:07.

Map 06 UV-Fast in 1:28.

Map 07 UV-Max in 1:12.

Map 07 UV-Fast in 1:28.

Map 08 UV-Max in 1:21.

Map 08 UV-Fast in 1:40.

Map 09 UV-Max in 0:57.

Map 09 UV-Fast in 1:12.

supu01-136.zip

supu01f150.zip

supu02-128.zip

supu02f140.zip

supu03-134.zip

supu03f134.zip

supu04-041.zip

supu04f055.zip

supu05-028.zip

supu05f040.zip

supu06-107.zip

supu06f102.zip

supu07-112.zip

supu07f128.zip

supu08-121.zip

supu08f140.zip

supu09-057.zip

supu09f112.zip

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Sucker punch 2

Map 01 UV-Max in 2:19.

Map 02 UV-Max in 2:08.

Map 03 UV-Max in 2:42.

Map 04 UV-Max in 1:56.

Map 05 UV-Max in 1:28.

Map 06 UV-Max in 1:06.

Map 07 UV-Max in 1:31.

Map 08 UV-Max in 2:19.

Map 09 UV-Max in 4:34.

Probably not doing -fast for these maps :p 

supu201-219.zip

supu202-208.zip

supu203-242.zip

supu204-156.zip

supu205-128.zip

supu206-106.zip

supu207-131.zip

supu208-219.zip

supu209-434.zip

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