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

darken2 UVspeed demos:

Map01 in 0:46
Map02 in 0:41
Map03 in 0:57
Map04 in 2:39

I liked the aesthetics of this wad and thought I might record something. After map 4 I'm not sure if I want to see rest of the maps.

drk2lmps.zip

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^^^^^^^^^^
These are truly great runs, xepop. MAP03 looks almost too easy for you, four demos recorded in one day - impressive stuff. Also a surprise for me to see them from a HR/HR2 recorder.

Yep, darken2 is very demo-not-friendly. MAP04 is painful for Speed, MAP06 may be even worse. I tried it knowing a -nomonsters short time (only 27 seconds), but I didn't produce a single exit; once I died at the end and the time would be 2:10 or something. I've no idea how to skip 3 revenants and an arch-vile. Anyway, I attach MAP11 UV "Speed" in 4:06, recorded before I saw xepop's post.

d211-406.zip

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darken2 UVspeed

Map06 in 0:38

Phew. This was semi-interesting, but the very first chaingunner and the exit trap pissed me off a bit. Revenants are always fun and good to keep close and the archvile is not a problem if it doesn't wake up. Definitely hard, but I think map04 won that category (I hope you're right about these being the worst :).

d206-038.zip

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Cool, a burst of darken2 runs. And you're correct, vdgg: the MAP10 TAS should be up within a week or two. I'm working on the last area right now.

Your new demo lead me to check the old records and I realized not just one but all of them miss that same Cacodemon. If you're looking for other levels to try, you could do MAP06. Another missed monster there, so the only valid max right now is my TAS.

Good job with MAP12, BTW. That crate jumping sequence is the stuff of nightmares.

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Here's a bunch of NJ Doom 2 demos.

Map 2 UV Max in 2:39
Map 3 UV Max in 2:18
Map 8 UV Max in 2:15
Map 9 UV Max in 2:49

njd-rev.zip

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Andy Olivera said:
you could do MAP06. Another missed monster there, so the only valid max right now is my TAS

I like this map, but there's a difference between "liking" and "being able to record a good Max demo" :)

darken2
MAP01 UV Max in 2:48
MAP06 UV Max in 4:31

moremax.zip

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Hi vdgg, while watching your demo I was thinking about trying darken2 map01, Then I read your txt and it Led me to do it.
I think I came up with a faster route :)

d201-221.zip

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A suggestion DoomHero85; please add an URL or link to the WAD. The less well-known a WAD is, the more necessary this becomes. Optimally, there's an URL in the text file and a link in the post. One allows people to find and identify the WAD played by just having your demo on their HDD, the other lets them see what it's for while browsing and deciding on what to download.

I'm guessing your demo is for this WAD, although different WADs sometimes have the same name and without a link one isn't certain whether to look for it at idgames, the DSDA or elsewhere...

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yeah, that's the one. I'll put a link in the .txt from now on for wads that aren't popular though.

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Congrats on being the first to actually post proof of beating this. ;)

Looks like it was an half-FDA too, wasn't it ? (you obviously knew where to go at first, but spent a lot of time wandering around near the end) I planned to use the same strategy as yours - except I pick up the red key the first time and lower the soulsphere secret while on my way so I can pick the soulsphere faster when coming back.

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Here's a TAS UV Speed for cesspool in 1:05. Up until 0:50 it's legit, then I decided to use it as a base to see how close I was to making it. Two savestates used, no additional TAS features.

cp-105.zip

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ha, that was a good idea to leave the columns up.
4mer did a faster/better uvmax before me in the wads/mods thread (at first I thought his was hurt me plenty).

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Oh, my bad. Link doesn't work for me (and I also assumed it was HMP). Did he use any different tactics compared to you ?

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Nice, thanks. Getting the two archviles at the chokepoint up there seems to be key, but I'm not convinced killing stuff in the beginning is all that useful (I've had the two archies come there while using a route similar to yours).

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Okay so two things that are a bit questionable in nature.

Firstly last week I fixed my old demo sewv12r-2135 so it plays back properly. From the text file

UPDATE (2010-10-28): Hacked the header of the demo to run with player
bobbing on. I am the only person in the world who plays with it switched
off, apparently, and there was an old misunderstanding in rboom and
PrBoom (fixed in PrBoom-Plus) which thought player bobbing was an MBF
option and forced it on in pre-MBF complevels. However the demo header
was still written as if the option was turned off, leading to a desync.
I know entryway added a workaround option to PrBoom-Plus but I figured I could fix the demo by changing one byte with a hex editor so why not do it?



Secondly here's a Boom complevel speedrun of NDCP 2 map02 in 0:39.

The reason I put it under a "questionable" heading is because basically I cheesed it by abusing Boom's little-known ability to completely disable friction effects. Again, from the text file
There is a widely-held belief that recording in Boom compatibility level
is somehow more "fair" than MBF, since the latter gives you the ability
to pick and choose bugs and features to make recording easier. Thus MBF
is "not a level playing field" or some such. Well it turns out the same
is true of Boom! That's why I recorded this demo, which isn't meant to
be taken seriously. Another player could, I am sure, replicate this demo
with friction turned on - it would just need unbelievable luck.
So, yeah, a curiosity, not a serious demo. Just something to be aware of I guess.

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darken2 MAP10 UV Max - nothing new here except for a rocket jump mentioned by Andy. Now the level is easy :) Also, this one should end my darken2 spamming.

d210-642.zip

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Here's a UV Max for Cesspool in 6:52.
Recorded with GlBoom+/Comp Level 2 with the *HUD*.

The main difference between this demo and ggg's is that it's not a semi-fda, and I was luckier with the archies. Route is the same, and infighting is key (as always).

In other words, it still uses rather lame peek-a-boo tactics, and until Sigvatr (or anyone else) can prove otherwise, I refuse to believe that this map can be played conventionally.

cp01-652.zip

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Here's more NJ Doom 2 demos.

Map 7 UV Max in 1:35
Map 21 UV Max in 4:03
Map 26 UV Max in 3:13
Map 28 UV Max in 9:16

njd-rev2.zip

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@Qaatar - following your post, I decided to use savestates to check how realistic a "conventional", not speedrunny/exploit route would be. I started a new segment whenever I died, without optimization. End result : 7 segments and probably about 30 deaths, most of them occuring during the first archvile (no deaths/saves after the red key). Took more than ten minutes and of course I ended up with a ghost demon following me around.

Even then, I'm still somehow exploiting the map rather than playing, by going into very specific spots so monsters run/gather a certain way.

... Yeah. I could say more, but let's stay civil for now.

... I'm not talking about the *map* either. Actually somewhat fun in a "hit your head at a brickwall repeatedly" sort of way. ;)

ludicroustasmaxforcesspool.zip

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darken2

Map05 UV speed in 1:39
Map07 UV speed in 1:07

I looked map08 and probably have to say no for the rest.

darken2 UV Max Run

o.O, gz vddg!

d2demos.zip

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