Claustrophobia 1024 Demos

Map01 UV-Speed - 0:02 Also Reality!

Perfect glide - another cool skulltag trick.
1sec is possible, but it always skips ~1sec during loading, even in window mode. =(

2c01-002.zip

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1024clau.wad (claustrophobia 1024) map 1 tyson in 1:07

Quite long time since last post in thread dedicated to demos of claustrophobia so posted here :>

1024claumap1tyson.zip

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j4rio said:

Quite long time since last post in thread dedicated to demos of claustrophobia so posted here :>

reviving dedicated threads is actually encouraged, afaik

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Very nicest. What's the deal with exiting in map17 before all monsters were dead, whil all of leftovers were in plain sight by the end of demo?

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48 minutes ago, j4rio said:

Very nicest. What's the deal with exiting in map17 before all monsters were dead, whil all of leftovers were in plain sight by the end of demo?

I guess he used "smart total". As I watched the video, the smart total shows that he killed all the monsters. Those remaining ones are revived by Arch-vile(s). I'm not sure whether this is the UV Max requirement though. Probably those should be killed since I asked a similar question about BtSXE1M06.

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4 hours ago, j4rio said:

Very nicest. What's the deal with exiting in map17 before all monsters were dead, whil all of leftovers were in plain sight by the end of demo?

I usually use automap to determine the amount of monsters, and that number always remains as a fixed amount for me, neither Lost Souls or resurrected monsters can change that. I'm certain that I hadn't changed anything in settings, but is looking at the auto map allowed to determine your current monster count? I wasn't aware if that isn't the case. The percentage total usually exceeds 100% on the tally screen on maps with Arch-Viles, so I assumed I only needed to kill the monsters that were there from player start.

Edited by TheV1perK1ller

Posted (edited)

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You have to kill monsters resurrected by archviles, unless they were spawned by IoS. It becomes more complex with archviles spawned by IoS; I think it's generally agreed that monsters resurrected by IoS spawned archviles do not have to be killed.

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2 minutes ago, 4shockblast said:

You have to kill monsters resurrected by archviles, unless they were spawned by IoS. It becomes more complex with archviles spawned by IoS; I think it's generally agreed that monsters resurrected by IoS spawned archviles do not have to be killed.

Thanks, 4shock. Fortunately I have yet to send these off to Andy, so I'll simply redo the map with smart total disabled (if that's possible :P). I'll make separate text files, too. 

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15 hours ago, TheV1perK1ller said:

so I'll simply redo the map with smart total disabled (if that's possible :P).

In case you're not joking:

Options -> Setup -> Status Bar / HUD -> (Page 2) -> Smart Totals

 

This will change the Advanced HUD (not the one on automap though) format into K XXX M YYY. This means there are YYY monsters alive. When you're not playing an Icon of Sin map, the YYY should be 0 to fit the UV Max category.

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23 minutes ago, GarrettChan said:

In case you're not joking:

Options -> Setup -> Status Bar / HUD -> (Page 2) -> Smart Totals

 

This will change the Advanced HUD (not the one on automap though) format into K XXX M YYY. This means there are YYY monsters alive. When you're not playing an Icon of Sin map, the YYY should be 0 to fit the UV Max category.

Ah, I guess using the Advanced HUD is in order, then. Thank you for your help.

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MAP 17 UV-Max in 5:56.

 

I made sure that every monster was dead this time, heh.

 

2c17-556.zip

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Map01 UV Max/Reality

2c01y122.zip

 

Youtube Video

 

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Map02 UV Max/Reality

2c02y117.zip

 

Just for fun. Probably this WAD could be a good choice after my 50mon project.

Edited by GarrettChan
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Map03 UV Tyson/Reality

2c03t307.zip

 

Well... my dance around the Hell Knight is not that entertaining this time. I once had a good run but got hit by the last Hell Knight...

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