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

Belial said:

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

That does sound pretty annoying but I blame the mapper. ;)
Ok, after testing I see now that monsters only have to be killed once to get credit in the prboom-plus kills stat and that makes me sad (even though it's helpful for occasions like Belial mentioned). I wasn't dissing your demo, I just didn't realize until now that doom acted that way.

I wonder if an option for another kills stat could be made for prboom-plus that acts like the zdoom kills stat (add to the monster count when one is resurrected) without any incompatibility issues. I agree with ggg about it not being easy to tell what monsters have been resurrected.

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gggmork said:
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).

Yeah, that's probably why most people just kill them all.

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.

That would be autoaim, which is considered a cheat in DM. I'm pretty sure it would be considered TAS because while the spinning utilities allow keyboard users to turn more easily to catch up with some of the advantage of using a mouse, that would grant a benefit beyond the traditional and normal behavior of the game.

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Here's a UV max movie for one of the most infamous WADs ever. If you were ever interested in seeing a speedrun of this WAD, now you can. I strongly suggest reading the text file first.

UCLB-744.ZIP - UV max movie on U.A.C. LABS (UACLABS.WAD) by Eric Harris in 7:44

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As I suggested at the end of the text file for my previous demo, here is the UV speed demo for the WAD. Once again, I strongly suggest reading that text file first.

UCLB-124.ZIP - UV speed on U.A.C. LABS (UACLABS.WAD) by Eric Harris in 1:24 (includes an additional 1:29 demo)

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Oh, God, I'm quadruple-posting again! :O Here are demos for two ancient wads from the days where you couldn't build your own nodes. Both wads are on the DSDA.

AGH1-TGH.ZIP - UV demos for Argh! Level 1 (ARGH!_1.WAD) by Joe Pantuso

  • AGH1-042.LMP - UV speed in 0:42
  • AGH1-133.LMP - UV max in 1:33
DKNS-TGH.ZIP - Demos for DARKNESS iN HELLsinki (DARKNESS.WAD) by Pasi Nikkanen
  • DKNS-003.LMP - UV speed in 0:03
  • DKNSn003.LMP - NM speed in 0:03
  • DKNS-112.LMP - UV max in 1:12
  • DKNSs021.LMP - NM100S in 0:21

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FCDM6.WAD UV-speed in 6:42

Thanks to Hitherto's post I fell in love in this level.
This is UV-"speed". The demo follows the route from Hitherto's max run for a while (of course a few monsters are skipped). The demo has some lame moments and I am sure it would be easy to beat it.

fds-642.zip

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Nice work, Andy, but I should note that Lost Souls are ignored by Doom's kill counter, and thus, they can be safely ignored when going for 100% Kills. ;)

Anyway, here are two new demos. One is for a level by a certain famous PWAD musician. The other is for a rather pointless edit of the level by another author. Only watch the latter if you want to witness an interesting bug. ;)

MKMN-342.ZIP - UV max on The Lost Mines (MKMINES.WAD) by Mark Klem in 3:42 (WARNING: spechits overflow)
CSW2-240.ZIP - UV max on Chainsaw Man (version 2) (ChainSw2.wad) by Sam Dickie (based on the above) in 2:40

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One day before my birthday and I decided to do a demo at random.

You know how I mentioned in one of my old diet32in24 txtfiles that any level that uses Megaman X3 music seems to almost always be a real kick in the pants in terms of difficulty on UV?

This demo was done on a level that has MMX3 music playing on it, coming from Toxic Seahorse's stage.

Yeah, a little visit to an old favorite from Community Chest 2, map 23, "Death Mountain". UV-Max isn't that painful honestly.

So how do I make it tougher? Turn it into a UV-fast run.

Yeah, this level is borderline not suited for playing on UV-fast. Meager weaponry to start out with + luck based crap + tight fighting quarters + bull demons & spectres on -fast = What the christ is this person doing a UV-fast on a level like this?

The answer...I don't know. I think I'm really crazy at times.

Anyways, the time for this UV-fast demo is 22:26. Could go faster, but I'm not going to try anytime soon. This level is just so painful on UV-fast.

Now then, I'm posting this, then going to shower, take some aspirin, and lie down because I'm all spent after this demo. Took me the better part of my afternoon to get this exit.

Demo will be attached now.

c223f2226.zip

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Did another Community Chest 2 UV-fast this morning, but this time it's for map 17. Unlike the demo I did yesterday, this one didn't make me want to toss a pillow.

Time for the run is 6:40. Still could be improved in a couple places, but otherwise a pretty good time.

Attaching now.

c217f640.zip

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Any interest in doing map 24? :)

That's my favorite map from that wad. There's still no max demo due to the switch bug, but there's been a patch for a while now.

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This is the patch, in case you're wondering. And yes, I made it. ;)

Anyway, here are two demos I recorded today which a certain someone on this forum would appreciate. ;)

CMLB-TGH.ZIP - UV demos for CHEMLAB.WAD by Andy Olivera

  • CMLB-555.LMP - UV max in 5:55
  • CMLBo056.LMP - UV -nomonsters in 0:56, demonstrating a few trick jumps

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Holy crap! Talk about a blast from the past. Yes, the design sucks, but the whole thing was basically me experimenting with editing(hence, no cohesive theme). I look back on that sometimes and think, "How could I have released such a bad level?" Unmarked secrets, teleporters with the linedefs facing the wrong way. But then I remember, "Hey, at least I got the gameplay right." :-)

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To keep myself occupied for awhile until Claustrophobia 1024 comes out, I did a quick UV-fast for Community Chest 2 map 14, Shadow of Evil. Time is pretty good, 6:27.

Attaching demo now.

c214f627.zip

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Did a UV-Max demopack for the 21st iteration of SargeBaldy's speedmapping session wad. Go grab the wad here.

Times for the demos are as follows...

Map 1 - 1:20. Also including a bonus demo for this map in 1:06 that gets 71% kills. Check the textfile for more info on this.
Map 2 - 3:56
Map 3 - 1:31
Map 4 - 5:34
Map 5 - 5:25
Map 6 - 1:58
Map 7 - 7:46

Maps 4 and 7 could see the best chance for improvements. Map 4 I might be willing to retry for a better time at some point. Map 7...no, just no. Map 7's the reason I gotta take aspirin for my headache and go lie down after posting this. I lost all levels of sanity on that map.

Attaching zipfile now.

sbspd21demos.zip

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Never thought you could get an exit on MAP02 that's less than four minutes... nice! And I agree: MAP07 is a bitch and a half. Hell, I haven't even completed it yet!

In any case, here's more Fiffy action, after a long delay. Just a max demo, though; I'm not sure I want to try UV speed on this. ;p

FIF2-530.ZIP - UV max on REoL TOUGH: Satan's Castle (FIFFY2.WAD) by George Fiffy in 5:30

For additional entertainment, read the WAD's readme file. ;)

More Fiffy action to come later.

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Following a thread on alt.games.doom I recorded a max demo on sewv12r.wad from dmsewv.zip in 26:33 EDIT: link removed, see below It's more or less a first exit (well, second exit) It is mildly cheated - I had the map cheat turned on. I also mistakenly recorded it with the wrong compatibility level (Doom2 v1.9 rather than Ultimate Doom v1.9). A command line similar to

$ prboom -iwad doomu -file sewv12r.wad -playdemo sevw12r-2633.lmp -complevel 2
should play it back.

EDIT: made another version, 21:35. The old link was removed, but the contents included in the zip. This version was deliberately recorded in Boom complevel, for bugfixes to allow 100% kills.

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Well, it's not really the wrong compatibility, just not what we're used to sharing; DOOM instead of The Ultimate DOOM.

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Insane Trip 1 by darkdave1985 uvspeed in 1:14 (zdoom 2.2.0)
Dominion of Madess by Mechadon - uvspeed in 2:49 (complevel 9)

I assumed jumping is illegal in itrip, but I couldn't play it any other way and darkdave said to use ZDoom and didn't mention anything about not jumping...
There are a bunch of glide spots in Mechadon's map, but I couldn't do them so I just went the normal way.

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two demos on coopbuildlm by Toke (zdoom 2.2.0)

map02 max with deaths 6:36
map19 max no deaths 32:02

This wad was intended for infinite ammo and deaths, so no heckling plz. The map19 demo was also supposed to be reality, but I got hit and almost quit.

coopbuildlm dmflags: -host 1, no jumping, no crouching, no freelook, lose entire inventory after death, weapons stay

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Jumping on the train for Eternal's long days level, I did a UV-fast for it in 7:21. Second exit here since my first exit was a 7:59

Hope you enjoy your FPS getting pwned right away...or at least it was that way for the first couple of minutes in my case.

I'd suggest having the HUD stats on if you don't have them active. Just watch how fast that kill counter goes up within the first 2 minutes.

Could still go faster. It all depends on how much ground you have to cover to get to any pesky cacos that get blown to the edge of the map.

Attaching demo now.

lodaf721.zip

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TXT said:

Advanced engine needed : PrBoom-Plus 2.5.0.2+
Do not use PrBoom-Plus 2.5.0.1 or earlier.

Anima Zero said:

Exe/Port used: GLBoom 2.5.0.1 -complevel 9

heh

Anima Zero said:

Skill and Style: 4 (UV-Max w/ -fast monsters)

Is "fast" easier in comparison with normal UV? I think so. I did not see final archies at all in your demo :)

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entryway said:
heh

Well, it should just say 'advanced' Boom compatible on the top, in my opinion, perhaps with a "(see below)" after it. And even if 2.5.0.2 were totally required, as opposed to being the optimal choice, it's easy to miss the detail of a minor version number. And "Core2Duo" is probably rather more than enough, as even on my system it's not that much slower than Nuts (unlike I thought it would be).

The 'advanced' Boom compatible requirement seems to be a fact, as in Boom, all the submitted demos desynch. I also tested it in Boom on UV (but with iddqd and superwep8) and while everything seemed to work (aside from visually, that is), Boom just froze when I walked over the exit line. I tried it twice, and the second time I noticed the screen melted slightly (I mean the screen transition effect) at the top and on the status bar. Is that some sort of memory overflow?

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Here's a max demo on my recently-released 4th of July 24-hour speedmap. It was recorded on an updated version (fixing the inability to get 100% Kills in Boom) which is currently sitting in idgames/incoming/, so until the update is accepted and applied across all mirrors, it'll be included with the demo. (The WAD should be dated July 6, 2009, 11:26 PM, and have a CRC32 of 50993BDE.) Read the WAD's text file and play the WAD first before watching it. ;) If you want to record a demo on it yourself, please use the included version.

FWRX-249.ZIP - UV max on The Fireworks Factory (FIREWORX.WAD) by Eric "The Green Herring" Baker in 2:49

  • FIREWORX.ZIP - updated version of FIREWORX.WAD, required for playback

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