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4shockblast

Beat Grazza Demos Month

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I thought I'd try putting up that HacX demo on Youtube to show people what they're missing, but it ended up being a disgusting mess. Some of that, I blame on Legacy, but a good deal of it's on me because I got tired of sitting through the whole thing to see if it was recorded properly this time.

 

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enigma

Map01 UV Speed 0:33

Map01 NM Speed 0:45

Map01 Pacifist 0:52

Map03 UV Speed 1:19

Map03 NM Speed 1:26

Map04 NM Speed 0:47

Map05 UV Speed 1:01 (NM and NM 100S are equivalent here, exit switch is in the middle of secret sector)

Map05 NM Speed 1:06

Map05 Pacifist 1:07 (a lot of luck)

Map08 UV Speed 2:48 (strangely vdgg's TAS uses slow lift to descend after yellow key instead of just jumping out)

Map09 UV Speed 2:18

 

Some are first/second exits (01, 04), others took some time (05, 08).

There is free point for anyone with good moving skills, map02 begs for 0:00. I only managed 1.03.

 

en01-033.zip

en01n045.zip

en01p052.zip

en03-119.zip

en03n126.zip

en04n047.zip

en05-101.zip

en05n106.zip

en05p107.zip

en08-248.zip

en09-218.zip

Edited by GrumpyCat

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5 hours ago, GrumpyCat said:

There is free point for anyone with good moving skills, map02 begs for 0:00. I only managed 1.03.

Even better, I did all the runs on the standalone Doom 1 version of this map. :)

 

The Enigma Episode v2.0 Map 02 Pacifist in 0:00.97 (prev: 0:01).

Rings Pacifist in 0:00.97 (prev: 0:01).

NM-Speed in 0:00.97 (prev: 0:01).

Stroller in 0:01.97 (prev: 0:02).

 

As if I don't have enough 0 second runs on DSDA. :^)

en02p097.zip

dmringp097.zip

dmringn097.zip

dmringstr197.zip

Edited by 4shockblast

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On 9/4/2020 at 4:04 PM, GrumpyCat said:

coloseum NM Speed 0:15

This is my first ever doom1 demo, it should be cl3, right? Why Grazza's demo is cl2?

Well, Ultimate Doom didn't come out until 1995, so for maps from 1994 there is an argument for using lower complevels. For maps designed when the current version was 1.666 or 1.9, this doesn't make much difference in most cases (only lost soul behaviour, with the exception of some ExM8 maps), though very early maps designed for 1.2 can be affected significantly. For some "Beat 1994" demos I just used the contemporaneous complevel out of an abundance of caution and so I wasn't missing any of the intended features. I'm not suggesting this should be a standard, especially for wads that are known to work correctly with Ultimate behaviour.

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h2h-xmas

 

map29 UV-max in 2:17

map30 UV-max in 1:48

 

Nice job with the poolparty max 4shockblast. I played the map too, before it was on the special list even, but didn't bother with it because it indeed turns from mildly dumb to very dumb halfway through. I was maybe gonna do it anyway after it was tagged as an extra points map but no reason to anymore.

 

xm29-217.zip

xm30-148.zip

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2sectors

Map07 Pacifist 0:17

Map08 Pacifist 0:18

Map09 Pacifist 0:15

Map10 UV Speed 0:18 (most of the work went here)

Map10 NM Speed 0:19

Map10 Tyson 3:10 (saved over a minute by different chaisawing method lol)

Map12 Pacifist 0:07

Map17 Tyson 0:45

Also wasted two hours on map02 without any result.

 

2s07p017.zip

2s08p018.zip

2s10-018.zip

2s10n019.zip

2s10t310.zip

2s12p007.zip

2s17t045.zip

Edited by GrumpyCat

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Paranoia Rebirth UV Max in 24:29

 

Spoiler

Nice recolored textures. Cool lamp lowering in the hell knight/ imp room (18:20 of the demo). Those were the positives. 

 

The bad: this map plays like shit, yuck.

 

Narrow corridors, shotgun and chaigun vs. 363 monsters (initial count, at the end it is almost 500), including plenty of mid-tiers, but there is more: while doing practice runs, I got trapped a few times as some closets have no way out if a door closes behind you...

 

My first released ZDoom demo since eviltech/highlows in 2013.

 

parareb-2429.zip

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