entryway Posted February 26, 2006 Ultimate Doom Episode I - "Knee Deep in the Dead". The Ultra-Violence TAS Speed Movie. Level Map Time Kills Items Secrets <e1uv-405 Hangar E1M1 - 0:08 3% 2% 0% -0:01 Nuclear Plant E1M2 - 0:19 13% 2% 0% -0:01 Toxin Refinery E1M3 - 0:31 29% 8% 0% -0:02 Command Control E1M4 - 0:11 1% 6% 0% -0:01 Phobos Lab E1M5 - 0:36 26% 13% 0% -0:05 Cewntral Processing E1M6 - 0:41 15% 12% 50% -0:04 Computer Station E1M7 - 0:57 39% 30% 25% -0:04 Phobos Anomaly E1M8 - 0:22 12% 0% 0% -0:02 ---------------------------------------------------------------- total episode E1 - 3:45 -0:20http://www.geocities.com/e6y/doom.html 0 Share this post Link to post
Grazza Posted February 26, 2006 That was nice - very smooth-looking too (and I have smooth playing turned off). Just one question: did you try to get the barons on E1M8 to die closer together (i.e. so the second dies during the death animation of the first), so as to lower the walls a little earlier? Might that not save a second? 0 Share this post Link to post
entryway Posted February 26, 2006 Grazza said:did you try to get the barons on E1M8 to die closer together (i.e. so the second dies during the death animation of the first), so as to lower the walls a little earlier? Might that not save a second? How much I have understood, you suggest to kill the first baron with a penultimate rocket and the second with last rocket, but I don't understand why it should be faster. 0 Share this post Link to post
Grazza Posted February 26, 2006 Adam_H's second post in this thread explains the effect. For the maximum time saving, you need the second baron to die just before the death animation for the first has finished. So maybe have your third-to-last rocket kill one baron, and then finish the other one off with your last two. 0 Share this post Link to post
entryway Posted February 26, 2006 Thanks for the suggestion! I have reuploaded the "fixed" version in 3:45 :) P.S. It was easy with a new cmd switch in PrBoom-Plus: -trace_thingshealth 58 59 0 Share this post Link to post
xit-vono Posted February 26, 2006 I just downloaded it but it sounds like a good demo. Have you considered a plutonia run like Sedlo's unfinished run? That could be really awesome to see redone. 0 Share this post Link to post
RamboBones Posted February 26, 2006 Wow nice demo. Looked very tight. I reackon that building I'd be lucky to take a second of some of the levels, if that! Very nice work. 0 Share this post Link to post
xit-vono Posted February 26, 2006 I watched it, it is an excellent demo of built quality imo. Btw, are you still using st50 on turns? It's still quite impressive, but some people feel like st50 on turns is cheating, as it is not theoretically possible to do without hacks. I know that if one made a built demo then using st50 on turns would hardly make any difference at all so I am confident that your demo is theoretically possible anyways. 0 Share this post Link to post
entryway Posted February 26, 2006 xit-vono said:Btw, are you still using st50 on turns? It's still quite impressiveYes. Late to change something with it (it was my mistake initially) xit-vono said:but some people feel like st50 on turns is cheating, as it is not theoretically possible to do without hacks.Maybe it for the better. 0 Share this post Link to post
Grazza Posted February 27, 2006 entryway said:P.S. It was easy with a new cmd switch in PrBoom-Plus: -trace_thingshealth 58 59 Will this be in .27? Sounds like an awesome feature. :)xit-vono said:... Sedlo's unfinished run? That could be really awesome to see redone.Or continued, as Prboom-plus supports the recording of MBF demos. Anyone know if Sedlo said anything about the idea of someone else resuming the recording where he left off? 0 Share this post Link to post
entryway Posted February 27, 2006 Grazza said:Will this be in .27? Sounds like an awesome feature.Yes. It helped me at record of this demo. Also I've implemented the -trace_linescross and -trace_thingspickup switches 0 Share this post Link to post
entryway Posted February 27, 2006 Kristian Ronge said:Nice run, Andrey! About 20 hours of work :) 0 Share this post Link to post
VinceDSS Posted February 28, 2006 From what I recall about Sedlo's plutonia run, he didnt mind somebody taking over it... this may have changed now, you better ask him, he is often on zDaemon. And besides, nobody is silly enough to take over Sedlo's work, we would be too scared to 'desecrate' it. So the best would be to redo it from scratch ^^ 0 Share this post Link to post
xit-vono Posted February 28, 2006 I don't see much point in continuing Sedlo's run. I think Andrey can do it faster, and it would be in doom2.exe format which is a huge plus for me. 0 Share this post Link to post