Archy Posted February 6, 2012 DooMer 4ever, I bet you could get yourself a C-N entry... 0 Share this post Link to post
vdgg Posted March 19, 2012 MAP14 (=MAP03) UV Max 4:15 edit: since I apparently confused everyone, I upload these demos once more. They play back with the Xbox version now as MAP02 and MAP03.nr03-415.zip 0 Share this post Link to post
Archy Posted March 19, 2012 Nice to see some demos for this WAD, I'll try to contribute sometime this weekend. 0 Share this post Link to post
Archy Posted March 19, 2012 vdgg, stupid question but how do I make map 02 become map 13? 0 Share this post Link to post
DooMer 4ever Posted March 19, 2012 I was about to ask the same question but managed to save a copy of the wad and edit the map numbers via Xwe (I think there are better programs for that nowadays though) so I could watch these demos. I bet there is a way to force playback on another level but I don't know the command line parameter for that. Anyway, indeed really nice to finally see new demos for this great wad. Must be a real headache coming up with a route on pretty much all of these maps. Perhaps we will eventually even see some more competition for map08 ;) 0 Share this post Link to post
Archy Posted March 19, 2012 DooMer 4ever said:Perhaps we will eventually even see some more competition for map08 ;) I still haven't forgotten about that, and I haven't given up, I'm just resting a bit. Btw, XWE seems to hate 64 bit systems :( 0 Share this post Link to post
Donce Posted March 20, 2012 Archy said:vdgg, stupid question but how do I make map 02 become map 13? Just change the fourth byte in the file from 02 to 0d (which is hex for 13) in any hex editor. EDIT: in the demo file, you need to change from 13 to 2, so it's actually reverse. 0 Share this post Link to post
Archy Posted March 20, 2012 Donce said:Just change the fourth byte in the file from 02 to 0d (which is hex for 13) in any hex editor. EDIT: in the demo file, you need to change from 13 to 2, so it's actually reverse. Thanks for this ultra simple solution, that took under 12 seconds. And vdgg, with the exception of movie runs, you may want to convert your LMP to the "standard" map selection before publication; I can't see how it would hurt the demo and it would help the uneducated (like I was before Donce) out greatly. 0 Share this post Link to post
vdgg Posted September 27, 2012 MAP04 UV Max in 5:06 and MAP07 in 7:01nerve.zip 0 Share this post Link to post
Andrea Rovenski Posted April 5, 2014 UV-Speed Single Segment in 14:11 GZDoom 1.7.1 is the port used.nerved2all-1411.zip 0 Share this post Link to post
vdgg Posted April 8, 2014 GZdoom greets me with COULD NOT FIND MAP LEVEL01 message :-/ 0 Share this post Link to post
Springy Posted April 8, 2014 vdgg said:GZdoom greets me with COULD NOT FIND MAP LEVEL01 message :-/ I am rather curious as to why it was recorded in that port in the first place surely if you wanted OpenGL effects, you would use GLBoom plus. Otherwise events like this can occur. 0 Share this post Link to post
Andrea Rovenski Posted April 9, 2014 vdgg said:GZdoom greets me with COULD NOT FIND MAP LEVEL01 message :-/ Well that's weird. I do have it on my youtube though, if you can't get it to work. https://www.youtube.com/watch?v=iMQbqpx1HLgSpringy said:I am rather curious as to why it was recorded in that port in the first place surely if you wanted OpenGL effects, you would use GLBoom plus. Otherwise events like this can occur. I've been using GZDoom for years, and I don't really feel like switching to another port. 0 Share this post Link to post
vdgg Posted April 9, 2014 I should have said "does anyone have the same problem?" rather than just complaining. I guess the port usage is fine, actually it's pretty funny to see DSDA nerve page, so many different source ports :) Thank you for the link, Cyberdemon531! I also fixed the problem - wrong WAD version... 0 Share this post Link to post
Andrea Rovenski Posted April 9, 2014 What I like about G/ZDoom is it loads no rest for the living as a separate episode (hence the LEVEL01, not MAP01). As for the 14:11, I really want to improve it, I can use two arch-vile jumps in 6 and 7 but they're really finicky and hard to get. Not sure if I will be getting both in a run any time soon. 0 Share this post Link to post
Andrea Rovenski Posted April 10, 2014 Map 3 Nightmare Speed. Only map I could get an exit for in a few hours of attempts on 3, 4, 8, and 9. Youtube video here: http://youtu.be/nds5afxGEGgnerve03-117nm.zip 0 Share this post Link to post
Andrea Rovenski Posted April 18, 2014 Improved some UV-Speed maps. Pain Labs in 0:53 - http://youtu.be/G_AfLoSH7jI Canyon of the Dead in 0:55 - http://youtu.be/ybfhDnDszWk Hell Mountain in 0:49 - http://youtu.be/ddxdpWc6G7s Hell Mountain Secret in 1:14 - http://youtu.be/WxeLHMHic9o 0 Share this post Link to post
Andrea Rovenski Posted May 25, 2014 Single Segment UV Max in 1:07:07, GZDoom 1.7.1 Decent, but I can for sure cut a ton of time off but not using almost every safe strat in existence. Not the best at max, but I'm doing some practice to try to improve my game. Demo here: http://puu.sh/913en.zip Youtube version here: http://youtu.be/2Wbv2CYS3UY 0 Share this post Link to post
vdgg Posted May 25, 2014 Owww. Light goggles in GZDoom are more annoying than helpful :) [ok, nvm, I found that stupid "enhanced light vision mode" and set it to off] Movies don't need to be ultra-fast, especially the first one in a certain category. Well done. 0 Share this post Link to post
Andrea Rovenski Posted May 25, 2014 Yeah I am going to juggle Speed and Max and try to improve them one at a time. Maps 5 and 7 are both the biggest issue for each category though. Half of attempts die on either one of those. :/ 0 Share this post Link to post
Andrea Rovenski Posted June 10, 2014 UV Speed SS in 12:28 This run is fantastic. Got every trick, and had very good monster luck everywhere. Youtube version: http://youtu.be/wwIdbsC16aUnerved2allspeed1228.zip 0 Share this post Link to post
Andrea Rovenski Posted June 11, 2014 UV Max SS in 1:02:46 http://puu.sh/9pagt/6ed8a04a4f.zip Youtube: http://youtu.be/XOMJ70FA48M 0 Share this post Link to post
Andrea Rovenski Posted June 29, 2014 Canyon of the dead max in 3:56 https://www.youtube.com/watch?v=1qn2k0LBPs0nerve03max356.zip 0 Share this post Link to post
vdgg Posted June 30, 2014 Now source port gurus pls explain why I get 99% kills when playing it back contrary to the Youtube video's 100%... 0 Share this post Link to post
Andrea Rovenski Posted July 1, 2014 lost souls count toward the in game kill ratio (but I have a modified file that makes them not) 0 Share this post Link to post
vdgg Posted July 2, 2014 Cyberdemon531 said:lost souls count toward the in game kill ratio (but I have a modified file that makes them not) I say why not mention this in the .txt file? I know of no other person who did so before you. 0 Share this post Link to post
Andrea Rovenski Posted July 2, 2014 I can put that in the txt files from now on, I just didnt see it as something worth noting, since all it does is restore a feature that the engine altered that makes knowing if a run is legit much easier. 0 Share this post Link to post