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Grazza

Miscellaneous demos (part 1) [please post in part 3 instead]

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Four demos on a very old map. I'll let you see it for yourself. :)

R1Q1-TGH.ZIP - Demos on E1L1RQ.WAD by Raphaƫl Quinet

  • R1Q1-003.LMP - UV speed in 0:03
  • R1Q1n003.LMP - NM speed in 0:03
  • R1Q1-109.LMP - UV max in 1:09
  • R1Q1s035.LMP - NM100S in 0:35
  • E1L1RQFX.WAD - Version of WAD with rebuilt REJECT, required to play back all four demos (due to a REJECT overflow in the original)
Also, I updated my MRDM2401.WAD demo .zip, as only a few minutes ago did I realize I put the entirely wrong -nomonsters demo in there. Now you know why the time I gave was one second off... :p

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Belial said:

That was a fun map.

To Fight UV Max in 7:49

Heh. Easy map!

How about 32innail.wad\map05? There is a demo for cybersky.wad by Heretic, but there is not for 32innail\map05

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Did a few demos for Dark Resolution 2008. Quite a few action packed maps here to have fun with.

This small pack of demos has maxruns for maps 1,2, and 10. Maps 1 and 2 are UV-Maxes while map 10 is a HMP-Max. Map 10 is a Death-Destiny map which basically means get ready to die or lose sanity if you dare attempt any of his maps on UV.

I was going to include a map 3 UV-Max, but during practice, I could not for the life of me figure out how to open up the BFG secret. I tried looking everywhere for the switch or panel to search/hit that would lower the blockade in front of the YSK door that leads to said BFG (I know where the YSK is at least). I gave up after 10-15 minutes of searching. If anyone knows how to open that one up, please tell me so I can get this level out of the way.

Map 11 will likely be done on HMP difficulty if I get around to it. I remembered trying this level on UV some time ago and didn't remember it being very pleasant at all, perhaps even riding on near impossible to complete without dying on UV. Anyone willing to attempt it on UV is welcome to try.

As it stands, the times for the demos in this pack are...

Map 1- 1:44
Map 2- 6:15
Map 10- 14:02

Attaching now.

drdemos.zip

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Anima Zero said:

I was going to include a map 3 UV-Max, but during practice, I could not for the life of me figure out how to open up the BFG secret. I tried looking everywhere for the switch or panel to search/hit that would lower the blockade in front of the YSK door that leads to said BFG (I know where the YSK is at least). I gave up after 10-15 minutes of searching. If anyone knows how to open that one up, please tell me so I can get this level out of the way.

Heretic published a MAP03 max demo here. As for the BFG secret:

Spoiler

The blockade in front of the YSK door is tagged 666. To remove it, you must kill six Commander Keens. Five of them are in an off-level sector, and will be crushed/blown up once you activate a hidden switch at the southwest of the level. The remaining one is hidden in a secret compartment at the south of the level which is opened with a hidden switch. Once you've killed them all, the YSK leading to the BFG secret will be accessible.

Hopefully, that helps. I'll watch your demos, too.

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Here's three The Darkening: Episode Two demos from a TAS collection I started long ago and haven't yet finished. My reasoning for doing it concurrently with the Eternal collection was mainly to give my brain a rest between levels, but also so I'd have something to release sooner rather than later. Like the Eternal collection, I'm just going to release them as they're created.

MAP01: 2:16
MAP02: 1:56
MAP03: 3:15

dark2tas.zip

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Here are two different episode runs I recorded two days ago for the "greatest" Ultimate Doom episode ever. Hang on to your seat, 'cause these "impressive" runs will blow you away! ;p

UB-TGH.ZIP - UV episode runs for The Ultimate Battles (UB.WAD) by Matt Walter

  • UB-106.LMP - UV speed in 1:06
  • UB-420.LMP - UV max in 4:20

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This is a set of demos recorded on somebody's first level from 1994, because I could. This also includes a pair of 1-player coop demos, exploiting a rather stunning error on the level in cooperative multiplayer.

IPZN-TGH.ZIP - Demos on THE IMP ZONE (IMPZONE.WAD) by John A. Warren

  • IPZN-034.LMP - UV speed in 0:34
  • IPZNn034.LMP - NM speed in 0:34
  • IPZN-331.LMP - UV max in 3:31
  • IPZNs057.LMP - NM100S in 0:57
  • IPZNx016.LMP - 1-player coop UV speed in 0:16
  • IPZNxn16.LMP - 1-player coop NM speed in 0:16

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Man, with the HR-related posts moved to the HR thread, now it's going to look like I'm quadruple-posting... Oh well. :p

Anyway, I've got two new demos. Both of them are for what appears to be the earliest level designed by Daniel Norman, creator of The Gathering.

LTDY-TGH.ZIP - UV demos for Light of Day (LITEODAY.WAD) by Daniel Norman

  • LTDY-143.LMP - UV speed in 1:43
  • LTDY-355.LMP - UV max in 3:55

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Been awhile since I posted some demos, but I did a small pack of demos for Diet32in24. Going to try to complete every level UV-fast style if possible.

Did the first 3 maps in that style. Times...

Map 01- 1:11
Map 02- 2:14
Map 03- 1:21 (Almost matching my UV-Max time!)

I'll be doing more tomorrow. Maps 4 and 6 oughta be simple enough to record. Map 5 isn't going to be pleasant however. Map 7...well, I'm not even sure I'll be able to survive the cybies :P.

Attaching zipfile now.

32dfdemos.zip

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Did 6 more UV-fast demos for Diet32in24. Map 5 was indeed a tricky one, but doable.

Map 7...never again. Yeah it was possible, but I didn't like it (Then again, how I did this on my 3rd time that I reached the cybies...luck I think).

Times for the demos...

Map 4- 1:45
Map 5- 3:28
Map 6- 2:16
Map 7- 6:13
Map 8- 2:15
Map 9- 1:05

Attaching zipfile now.

32dfdemos2.zip

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32innail/map 5 demo.
Failed run, got all the way to the end, then died because I didn't have the end part memorized, 84 friggin minutes.
http://www.sendspace.com/file/zm5hcm
Just a casual run (the beginning is faster than the middle/end because I had to repeatedly play the beginning whenever I died), got lost sometimes searching for ammo or where to go and found the red key on accident.
I don't normally like long maps because you usually have to memorize tons of crap, and have to replay long portions cautiously over and over when you die.

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gggmork said:

32innail/map 5 demo.

I have just finished watching it. God, you died in the last room after killing of 1800! monsters

Looks like main hall area is not hard at all if you know what you do. I even think the route can be more effective, but unfortunally I can't find nomonsters demo by Eternal with his idea of the best route. Probably you should use teleporting to the tower with three windows earlier or something.

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I really didn't want to post this, but I did this back in February. I managed to not trigger the invul secret, wasted a lot of time at the end looking for it, all in all turned out ugly.

i3n55415.zip

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entryway said:

Eternal's vision for maxkill route


All those secrets I missed would make it easier and a bit quicker. Then again, having 12 secrets makes it easy to accidentally forget one (thus not being max). Kinda doubt I'll try again; such long maps are probably better for playing with saved games than demos. Maybe a really fast max could be 50 minutes though (but on long maps you have to play cautious instead of fast, unless you want to replay long portions over and over due to dying).



EDIT: Oh, just saw belial's max, a much better route and run. Ha ha, that was entertaining watching you try to find the last secret (I think I know what it was- that radiation suit near the end in a hidden door in the lava part). At least the search led you to kill that last reverent (even though prboom's stats said 2008/2008 kills even before you killed the reverent..?)

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The rev was resurrected as I made sure there were no lost monsters in the central hub. The missed secret was the megasphere room before the first invul, I hadn't realized it was the outer sector that was tagged until it was too late. Somehow I always managed to trigger it, but not in the demo.

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gggmork said:
Ha ha, that was entertaining watching you try to find the last secret (I think I know what it was- that radiation suit near the end in a hidden door in the lava part).

That's not a secret. The missing one was sector 1100. The player teleports into sector 1154 inside it, and it seems to be easy to run straight out and fail to enter 1100 properly.

This is probably because the player's front edge hits the raised edge of sector 1099, lifting up his feet, before his centre point is inside the actual secret sector (the player's feet have to be touching the ground to register a secret, it's not enough to be hovering over it - this is why you can't get 100% secrets on Doom2 map15, for example)

At least the search led you to kill that last reverent (even though prboom's stats said 2008/2008 kills even before you killed the reverent..?)

There is a monster still alive when the map exits, an imp hanging off the edge of sector 174, one of the towers.

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TimeOfDeath said:

Resurrected monsters don't have to be killed for max? :(

In a map with 2008 monsters, when they get revived only because their corpse was lying close enough to the edge for an archie moving around in a completely different area to be able to reach it... I sure wouldn't bother :P

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Hmm, the compet-n faq says:

UV Maxkills: finishing the level as fast as possible, in Ultra Violence, killing every monster at least once, except lost souls, and with 100% secrets.
(so that implies not having to re-kill resurrected monsters)

Still I think it'd be better to have to rekill resurrected monsters for max (it might not be easy to even tell whether a monster has been resurrected or not while playing in some maps, so thats kinda a dumb and chance based thing to give anyone a speed advantage in some maps).

compet-n also says 'Various DOOM spinning utilities are allowed'. I wonder if it'd be possible for an advanced spinning utility to make it so while you hold down a certain button, the screen remains centered on the nearest enemy. That would make tightly circling around enemies really easy (just hold down right and you'd constantly circle and face them) and maybe give a big but kinda cheap advantage.


EDIT:
oh yeah, I forgot about page 8 in this thread:
http://www.doomworld.com/vb/doom-speed-demos/41850-the-community-chest-series-demo-thread/8/
(where grazza says:
'The compet-n rules (with clarifications) set standards that the demo community has traditionally followed and, when desired, expanded upon.

Yes, there was an ambiguity in the compet-n rules, but AdamH clarified it: revived monsters must be rekilled.

If there are unkillable monsters, then they can be left alive.

If it is very difficult to kill everything due to lack of ammo or near-inaccessible monsters, then the demo with least left alive counts as Max until someone demonstrates that it is possible to kill more.

And lost souls need never be killed, regardless of how the engine you are using counts them.'

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