Revenant100 Posted February 9, 2020 (edited) Greetings, everyone on Doomworld! While perusing the information superhighway, I recently came across the claim that, and I quote, "gibbing doesn't affect the game [Doom] in any way." I thought about this for a moment and had to wonder if this adage is accurate. I figured there must be a way to test this, and I eventually came up with a solution using only way I know how: Make a map with a Revenant in it! But this isn't just any map! This is Hard G: A Gibbing Speedrunning Challenge (requires limit-removing port, -complevel 2 recommended), a whole new speedrunning paradigm based on gibbing! Like any speedrunning challenge, the goal here is speed. And simply put, to prove the above mentioned theorem, all you have to do is beat the map under the not-so-arbitrarily calculated record time of 1:22. It's just a straight run from the beginning to the end, so that shouldn't be difficult to pull off since gibbing doesn't affect the game. Or... does it? Also, difficulty settings are implemented. The intended difficulty for casual runs is HMP, but UV is also available for you mad speedrunning men out there. Do you think you're hard enough to beat the hard Hard G? Don't say I didn't warn you! GZDOOM NOTE: This WAD requires "Doom (Strict)" compatibility settings to function correctly in GZDoom as the port's default settings heavily modify monster death/gibbing behavior in a detrimental and calamitous manner. Download: https://drive.google.com/file/d/1WuoWfCZl2qksmDy2x_wDHYIvY_IzT3Z-/view?usp=sharing Preview images: Also a great map if you like admiring Imp derrieres and then fisting them. Edited February 9, 2020 by Revenant100 19 Share this post Link to post
Doomkid Posted February 9, 2020 Before getting stuck into this, I can’t help but wonder if the trick will relate to gibbing frames having lower tic delays than regular death frames. Guess I’ll find out! 3 Share this post Link to post
Diabolución Posted February 9, 2020 It seems like the CWILV00 lump is too wide. https://i.imgur.com/Dm6zzY4.png And well, my laughable demo is attached. hardg.zip 1 Share this post Link to post
SiFi270 Posted February 9, 2020 I considered making a comment on that video asking if gameplay was actually affected this way, but I had no idea how to phrase it. I should have known you'd come to the rescue. 1 Share this post Link to post
Revenant100 Posted February 9, 2020 (edited) 19 hours ago, Diabolución said: It seems like the CWILV00 lump is too wide. https://i.imgur.com/Dm6zzY4.png A careful and thorough analysis of these present circumstances has come to the conclusion that the missing letters here are uncritical to essential functions and therefore deemed acceptable losses. Bonus content: In the making of this WAD, not only have the significant gameplay ramifications between gibbing and non-gibbing deaths been summarily demonstrated, it also revealed just how the monstrously broken the monster death collision behavior in GZDoom's default compatibility settings really is. Observe! Boy howdy, that's a big difference! No wonder there are frauds out there who prefer to use GZDoom for speedrunning! Edited February 10, 2020 by Revenant100 8 Share this post Link to post
cambreaKer Posted February 9, 2020 so here's a demo of my 1st attempt, recorded with -complevel 2 hardgdemo.zip 0 Share this post Link to post
RonnieJamesDiner Posted February 11, 2020 On 2/9/2020 at 3:11 PM, Revenant100 said: it also revealed just how the monstrously broken the monster death collision behavior in GZDoom's default compatibility settings really is. One mans monstrously broken is another mans magnificently improved. I actually love this change, it just makes for faster paced gameplay as a result of getting stuck on things less as you barrel through hordes. I can see why this would bother some people though, especially in the world of speedrunning. It certainly gives an unfair advantage to GZDoom (that said, as far as I'm aware, no one in the speedrunning world takes GZDoom speedruns very seriously, anyways). 3 Share this post Link to post
banjiepixel Posted February 12, 2020 (edited) On 2/11/2020 at 5:39 AM, RonnieJamesDiner said: One mans monstrously broken is another mans magnificently improved. I actually love this change, it just makes for faster paced gameplay as a result of getting stuck on things less as you barrel through hordes. I can see why this would bother some people though, especially in the world of speedrunning. It certainly gives an unfair advantage to GZDoom (that said, as far as I'm aware, no one in the speedrunning world takes GZDoom speedruns very seriously, anyways). I personally see playing GZDoom to be always playing Doom with mods, even if no external mods are used. But playing with mods can be better experience sometimes and with mods all source ports can be broken. Edited February 12, 2020 by banjiepixel : now with fixed version 2 Share this post Link to post