vdgg Posted February 16, 2012 No idea, shouldn't be THAT difficult to find with DSDA's new features (although Doom2 and Ultimate Doom search has to be postponed). About the second part (same map + same player + same category), I know many cases of four entries, so if someone finds five, it could be the record. OTOH, I never really looked at it, so this number may be way higher. Kind of Sergey Bubka case in speedrunning... Edit: I just found NINE - requiem MAP03 UV Speed by Xit Vono 0 Share this post Link to post
Grazza Posted February 16, 2012 How about Xit-Vono on TNT map31 (also map16; probably others)? Maybe Altima too, on the same map, though you'd need to check the dates. Actually, I think you'll find dozens of compet-n maps where Xit holds (or has simultaneously held) 5 records or more. 0 Share this post Link to post
vdgg Posted February 17, 2012 Paska said:Well, why does the fall cause it to desync? I mean the doomguy is stuck there 20 ticks anyways? They both start to move at the exactly the same tick. He just falls, right? It doesn't affect x and y coordinates? Sorry, I missed your question from yesterday. Did you try to watch the demo with PrBoom+ and camera mode? This should explain everything. Just pause right after teleporting, press the camera mode key twice, get yourself a good viewpoint, unpause. Watch -complevel 4 (default) first, then -complevel 2. What I don't quite understand is why the time difference is not the opposite - with -complevel 4 it should take longer to reach any further destination, is it for different angle at approaching the stairs or is there some kind of boost, no idea. http://img.photobucket.com/albums/v345/wojtunio/doom176.jpg 0 Share this post Link to post
Looper Posted February 17, 2012 It doesn't affect anything even if the z-coordinate isn't set, right? I think they are still in perfect sync after that teleport, but after the very last teleport something strange happens. Please correct me if I'm wrong. They teleport to different coordinates. With complevel 2 it's little east from the middle of teleport destination while complevel4 teleports exactly to the middle. Other than that the runs seems identical to my eye. In this(these) picture(s) doomguy has just teleported, so they are still stuck in the teleport. Both pictures took in the same tic. http://img.photobucket.com/albums/o117/Looperi/doom04.jpg 0 Share this post Link to post
The Green Herring Posted February 17, 2012 Hello, guys! Here is my first Compet-n entry since 2010, on a WAD you may not have expected me to get a record on. Enjoy! R1M3-221.LMP - UV -respawn on Ultimate Doom E1M3: Toxin Refinery in 2:21r1m3-221.zip 0 Share this post Link to post
Archy Posted February 18, 2012 Another demo for the ultimate classic wad: Ultimate Doom - The Shores of Hell - Deimos Lab - UV RESPAWN in 3:43 (Read txt to for some interesting stuff)r2m4-343.zip 0 Share this post Link to post
Archy Posted February 18, 2012 Insanely good demo, a must watch for everybody.pr11-245.zip 0 Share this post Link to post
vdgg Posted February 22, 2012 Paska said:It doesn't affect anything even if the z-coordinate isn't set, right? I think they are still in perfect sync after that teleport, but after the very last teleport something strange happens. Please correct me if I'm wrong. First, you're right. Second, it looks like I don't really know the z-axis behaviour "scientifically". When playing plutonia MAP15, I notice huge difference in teleporter behaviour (between complevels) as a player, I thought this common knowledge would be enough for me to explain everything. Haha, I was wrong. You can do the following (probably you did it already, didn't you?) Rundre -iwad plutonia.wad and thendre -file plutonia.wad The X,Y coordinates are the same in both cases after using the first teleporter. The changes begin around tic 9080, e.g. with -iwad plutonia.wad the player does not move at all during a few tics, with -file plutonia.wad there is 0.000102 distance travelled... eventually-iwad plutonia.wad: tally screen at tic #9134 -file plutonia.wad: tally screen at tic #9136but I'm too lazy to check what happens exactly in terms of player's physics. 0 Share this post Link to post
xit-vono Posted February 22, 2012 I believe I have a ton of compet-n entries on TNT map16 0 Share this post Link to post
blob1024 Posted February 22, 2012 Archy said:Insanely good demo, a must watch for everybody. excuse me, but I probably didn't catch it. Don't get me wrong, but what's so special about this demo? the moving and knowledge of the maze is good, but the killing could have been faster and 2 AV are left alive, beside the final4 in the dead-room does it count as uv-max anyway? also, why you get in the end 88%kill ratio like if 16/18 monsters were killed (even if from what I saw you wiped 12/14 in the maze and one by bfg in the end, so 13/18 total) while xitvono kills all the 14 viles in the maze and ends with a 77% (resulting from 14/18*100) I've watched the very last tics of the demo with slowmotion and still couldnt figure out what happened 0 Share this post Link to post
dew Posted February 22, 2012 heh. pr = uv respawn, so what you saw was getting 100% kills only 4 seconds slower than the max record, which needs just 77%. that is 4 more viles. 0 Share this post Link to post
blob1024 Posted February 22, 2012 oh okay now makes sense, thanks dew :P 0 Share this post Link to post
Archy Posted February 23, 2012 Final Doom - Plutonia Experiment - Level 32 - "Go 2 It" done UV RESPAWN in 2:04 Contains a failed demo attempt.pr32-204.zip 0 Share this post Link to post
Archy Posted February 23, 2012 After hearing this:blob1024 said:Also, why you get in the end 88%kill ratio like if 16/18 monsters were killed. I was like WTF but after Paska's interesting discovery on PT11-420, I realized what had happened, you played it back on a -complevel value of 2, but PR11-245 is a -complevel 4 demo. -complevel 2 results in 88% kills while -complevel 4 results in 100% kills. But anyways, what I found so amazing in this demo is that I went though the first teleporter with 15 kills, and 18 Arch-viles are needed to achieve 100% kills. I thought I had killed 16 but I obviously miscounted. I then killed 3(!!!) Arch-viles after the 3rd teleporter, two with the BFG and the last one with the SSG, almost on the last tic before the tally screen. This resulted in a 100% kill tally, as opposed to 9x%. Killing more than 2 Arch-viles after the 3rd teleporter is very hard, it's practicality virtually impossible without TAS yet I achieved it here unassisted and just in the nick of time. This makes Paska's discovery even more interesting, and I hope you watch my demo with -complevel 4 and pay attention to what happens after the last teleporter. Sorry if I explained to you anything dew already make clear, I am not trying to bash you, I'm just explaining what happened. 0 Share this post Link to post
Archy Posted February 23, 2012 xit-vono said:I believe I have a ton of compet-n entries on TNT map16 22 entries if I counted correctly. I only have 23 entries across all maps on all C-N wads. 0 Share this post Link to post
Archy Posted February 26, 2012 It's not everyday you beat a record by six seconds, especially when it's on a 1993 WAD. And just look at the history of this level: Complete Historic COMPET-N Leaderboard: E3M3-808 - Eelco de Vries - 05/16/1995 E3M3-706 - Eelco de Vries - 05/29/1995 E3M3-611 - Eelco de Vries - 07/14/1995 E3M3-411 - Wade Cayton - 02/18/1996 E3M3-401 - Michael Kren - 02/17/1996 E3M3-330 - Wade Cayton - 04/10/1996 E3M3-257 - Michael Greenslade - 03/18/1997 E3M3-247 - Eelco de Vries - 09/23/1998 E3M3-244 - Donatas Tamonis - 09/28/1998 E3M3-242 - Eelco de Vries - 10/19/1998 E3M3-224 - Anders Johnsen - 01/18/1999 E3M3-223 - Radek Pecka - 10/21/2000 E3M3-218 - Radek Pecka - 03/21/2002 E3M3-212 - Archy - 02/26/2012 e3m3-212.zip 0 Share this post Link to post
Looper Posted February 27, 2012 Archy said:It's not everyday you beat a record by six seconds, especially when it's on a 1993 WAD. And just look at the history of this level: Good job and don't forget to mention 2:16 from Kyle :) (Even if it's not C-N but...) 0 Share this post Link to post
Donce Posted February 28, 2012 Heh, I have completely forgotten that I had a Max Compet-N entry some time in the past :) Nice demo Archy. 0 Share this post Link to post
Altima Posted February 28, 2012 I have 12 (13 if you cound misc) for EV31, but it seems Vono has more on EV16, so I guess there is someone with more than me. Makes my original list null, so it's been removed =P 0 Share this post Link to post
tatsurd-cacocaco Posted February 29, 2012 Alien Vendetta Map 31 UV-Max in 5:54av31-554.zip 0 Share this post Link to post
Archy Posted March 4, 2012 I'll sneak this in before Andy does his next update. The Ultimate Doom - Episode Four - Thy Flesh Consumed - Hell Beneath done UV -FAST in 2:26f4m1-226.zip 0 Share this post Link to post
Archy Posted March 6, 2012 Stupid Question: For COMPET-N, is Class_Ep.wad or Class_Ep_20 used for The Classic Episode? All of the COMPET-N demos for The Classic Episode use Class_Ep.wad but I would like to make sure I understand before making an invalid demo. 0 Share this post Link to post
Ryback Posted March 6, 2012 It's definitely class_ep.wad, you're fine recording for it. 0 Share this post Link to post
Archy Posted March 9, 2012 classic episode - Level two - Mars Outpost by Anthony Soto - done Ultra-Violence FAST in 4:27cf22-427.zip 0 Share this post Link to post
Creaphis Posted March 9, 2012 Vile said:Plutonia map32 UV Max in 3:04 I remember, one of the first demos I ever watched was the 7:23 MAX of this level hosted on ledmeister's site. (Somehow I found classicdoom.com before Doomworld). It was the most mindblowing thing I'd ever seen, and now the Compet-n record is less than half as long. Well done. 0 Share this post Link to post
Archy Posted March 10, 2012 The Final Doom - Plutonia Experiment - Level 11 - Hunted done UV MAX in 2:40 ...when will it end?pl11-240.zip 0 Share this post Link to post
Rizera Posted March 10, 2012 Archy said:The Final Doom - Plutonia Experiment - Level 11 - Hunted done UV MAX in 2:40 ...when will it end? Haha, funny. I still don't know how to do that maze properly. And to me, it will end when you get 2:33. 0 Share this post Link to post
Archy Posted March 10, 2012 The Final Doom - Plutonia Experiment - Level 11 - Hunted done UV MAX in 2:38 The greatest part about this isn't the fact that it's two seconds faster, but that it's 20% less ugly.pl11-238.zip 0 Share this post Link to post
Archy Posted March 10, 2012 The Final Doom - Plutonia Experiment - Level 11 - Hunted done UV MAX in 2:37 Damn, this is a great run.pl11-237.zip 0 Share this post Link to post