Memfis Posted March 18, 2013 Two decent attempts at SOD map11 maxsd11memfails.zip 0 Share this post Link to post
Cacatou Posted June 11, 2013 Journey to Hell MAP18 Ultra-Fail 44:44. I die when 4 monsters remain out of the 921 (which includes arch-vile spawns and lost souls). GZDoom demo. :( This sucksjth18ultrafail4444.zip 0 Share this post Link to post
Nevanos Posted June 11, 2013 Stardate 20X6's map04 fail. What a win for the Archvile.st04fail.zip 0 Share this post Link to post
Veinen Posted July 9, 2013 10 Sectors Map29 Such a hilarious map. Every single time something goes wrong and I just can't seem to UV-Max it properly whatever I do. It's not even about surviving anymore, it's about monsters deciding it's a great time to take a vacation and not show up. Either not teleporting in or one goddamn caco getting stuck in a fucking hole, like in this demo. The most depressing part is that it's killable with blast damage but surprise surprise, I don't have enough rockets to do the deed. This is the second time this happens and then I have three or four other finishes where 10-5 monsters don't teleport in. This run was the fastest so far, however. In my practice run I maxed this with saves so it's not impossible or anything either. Just really fucking frustrating. Edit: Aaaand then I maxed it :D Only 14:13 though so I dunno if I'm just done yet.10s29-agf.zip 0 Share this post Link to post
Plut Posted September 7, 2014 Can't Run From Evil (Part I) MAP01 UV-Max fail (20 mins of playing, killed - 820/1174). I already spent about week with it %).crf1fail.zip 0 Share this post Link to post
Andrea Rovenski Posted September 8, 2014 Scythe UV Speed ss attempt that ended on map 28 because I fell off of the area by the blue key. Such a silly mistake I can't believe it... the run was pretty decent too, still pretty disappointed.(port is gzdoom1.8)scythess28.zip 0 Share this post Link to post
Ancalagon Posted January 11, 2015 This is worth uploading, pain decided to indefinitely infight with a stuck lost soul in an area that autoaim couldn't aim... ugh btw demo is 10 mins long, all goes fine until thatsf1214-fail.zip 0 Share this post Link to post
Aqfaq Posted January 29, 2015 I can't recall posting this before. So, this is my best tyson attempt on Plutonia, map 13. I managed to kill 43 out of 65 monsters. I attempted a much riskier strategy than z0diac. It seems to pay off timewise. I got: 43/65 monsters killed in ~16 minutes. z0diac's record has: 43/65 monsters killed in ~25 minutes. So, up to that point I was seemingly nine minutes ahead. This shows that the current record should be relatively easy to beat. It just requires "a lot of" patience with the chaingunners. Recorded with prboom-plus-2.5.0.6.pt13fail.zip 0 Share this post Link to post
Aqfaq Posted February 13, 2015 Hell Revealed map 13, tyson attempt. I killed 228/266 monsters in 82 minutes. Disregarding a dozen of quick deaths in the first room, this was my second attempt! I had not practiced the ending at all, so I totally panicked and died. I was also unaware of the blue armor secret as I have not played HR that much. What a blunder. Considering my inexperienced stupidity with the map, this is totally possible. I would even say this is very easy. You just need patience, nothing else. Rushing is bad, real bad. At the end, the game had me rushing in panic. Damn, Doom. Damn...hr13-tyson-fail-228killed.zip 0 Share this post Link to post
xit-vono Posted February 27, 2015 Oh my god! How did I survive this for so long? (comment is about rn14f2.lmp)rn14f2.zip 0 Share this post Link to post
Degree23 Posted February 28, 2015 xit-vono said:Oh my god! How did I survive this for so long? (comment is about rn14f2.lmp) I'd say you got a bit unlucky with the damage near the end there. (On your f2 run) I'm pleased you're still trying this. I watched the demos you had on Youtube of the attempts at this run when you uploaded them ages ago and thought long and hard about the route, but I think the way you're going about it should work. You just need a bit of luck at points it appears. 0 Share this post Link to post
Aqfaq Posted March 1, 2015 I secrete stress hormones while watching xit-vono's rn14 attempts. 0 Share this post Link to post
Never_Again Posted March 1, 2015 I thought I had seen an rn14 run some years ago and, sure enough, there it is, on the first page of this thread. So in the intervening four years you made it through another little courtyard and a set of stairs. ;) Amazing persistence. Perhaps j4rio should try this map, too. Going by his long Eternal NM100Ses, it might be right up his alley. 0 Share this post Link to post
40oz Posted March 6, 2015 Nice fuckin shot, doomguy. joe-ilya's lost maps, map07lost2map_fda07_40oz.zip 0 Share this post Link to post
Aqfaq Posted March 12, 2015 Scythe, map 22, tyson attempt. I played less than a half an hour to get this. 36/40 monsters killed. I know I could get it to 39/40. This should be easy to finish, if you can telefrag the cybie. It is important to stay pacifist until getting the keys. Otherwise the teleporting monsters will ruin the run.sc22t-fail-36dead.zip 0 Share this post Link to post
Linguica Posted March 12, 2015 40oz said: Nice fuckin shot, doomguy. joe-ilya's lost maps, map07 The hell? My first thought was it was a blockmap edge, but it doesn't seem like it: It does look crazy though: 0 Share this post Link to post
Havoc Crow Posted March 12, 2015 Obviously all the buckshot just happened to pass under the imp's arm 0 Share this post Link to post
40oz Posted March 13, 2015 I couldn't believe it either. I nearly threw a fit. 0 Share this post Link to post
Linguica Posted March 13, 2015 This is really weird. I added in a bunch of print functions to Chocolate Doom to try and figure it out. This is what happens for the first pellet of the final shot:pellet angle = 4, damage = 10 P_BlockThingsIterator: checking thing of type 0 at 286, 472 checking thing of type 17 at 165, 501 checking thing of type 11 at 99, 473 checking thing of type 11 at 90, 481 checking thing of type 11 at 88, 530 checking thing of type 11 at 119, 491 checking thing of type 11 at 109, 495 checking thing of type 11 at 170, 482 checking thing of type 11 at 81, 478 checking thing of type 11 at 39, 495 checking thing of type 11 at 31, 491 checking thing of type 11 at 16, 511 checking thing of type 11 at 72, 555 checking thing of type 11 at 16, 543 checking thing of type 11 at -431, 607 checking thing of type 1 at -656, 713 checking thing of type 1 at -608, 667 doing PTR_ShootTraverse for type 0 at 286,472 can't shoot self! doing PTR_ShootTraverse for type 11 at 170,482 corpse or something doing PTR_ShootTraverse for type 17 at 165,501 hit thing, apparently hit thing of type 17 The imp is at approximately 230,464 in that tic... AND DOESN'T GET CHECKED AT ALL. At least as far as I can tell. But it's not even in a different blockmap block?? I thought it might be an intercepts overflow, but... it doesn't seem to be?? 0 Share this post Link to post
Linguica Posted March 13, 2015 OK, I rechecked in Chocolate Doom, and turns out PrBoom-plus doesn't actually use the blockmap for the grid, because... uh.... anyways, here's the REAL blockmap: So yeah, looks like the imp was just barely on one side of a blockmap block boundary and you were on the other side. Tough luck. 0 Share this post Link to post
dew Posted March 13, 2015 Linguica said:OK, I rechecked in Chocolate Doom, and turns out PrBoom-plus doesn't actually use the blockmap for the grid, because... uh.... anyways, here's the REAL blockmap: Uhm, wouldn't that cause desyncs left and right? Or does that mean the prboom-plus automap draws some made-up grid while using the proper one internally? 0 Share this post Link to post
TimeOfDeath Posted March 13, 2015 dew said:Or does that mean the prboom-plus automap draws some made-up grid while using the proper one internally? Yeah I think it always draws the automap grid starting at 0,0 and uses whatever grid number you choose in the cfg. I posted about that in the pr+ thread thinking it was a bug, but I don't remember if I got a reply. 0 Share this post Link to post
Linguica Posted March 13, 2015 dew said:Or does that mean the prboom-plus automap draws some made-up grid while using the proper one internally? Yes, apparently. Seems like an odd change to make. 0 Share this post Link to post
TimeOfDeath Posted March 13, 2015 I'm not a programmer, but I assumed it was just easier for them to make an arbitrary grid at 0,0 after the "grid spacing" setting was introduced. 0 Share this post Link to post
RjY Posted March 13, 2015 TimeOfDeath said:Yeah I think it always draws the automap grid starting at 0,0 and uses whatever grid number you choose in the cfg. I posted about that in the pr+ thread thinking it was a bug, but I don't remember if I got a reply. I never saw that before, sorry. I've looked at it and I'm convinced it is a genuine bug. I see entryway replied to you but perhaps he misunderstood what you were getting at.Linguica said:This is really weird. [...] OK, I rechecked in Chocolate Doom, and turns out PrBoom-plus doesn't actually use the blockmap for the grid, because... uh....It's never nice to find your time wasted by chasing ghosts, sorry about that. 0 Share this post Link to post
Andrea Rovenski Posted March 18, 2015 ultimate doom episode 3 tyson attempt, failed because the spider died before I killed the baron on Dis ahhhhhhhhhhhhhhahhhhhhhhhhhhhhh.zip 0 Share this post Link to post
AD_79 Posted March 18, 2015 Cyberdemon531 said:ultimate doom episode 3 tyson attempt, failed because the spider died before I killed the baron on Dis ahhhhhhhhhhhhhh ouch D: 0 Share this post Link to post
WH-Wilou84 Posted March 22, 2015 An attempt on Stardate 20X6 Map 05. Didn't even think this could happen :/ Also, this is the furthest I could get so far in the map. Overall it seems a bit easier than "Tanagra", but this particular trap tends to end all my attempts.stardate20x605-failedmax-omgtelefrag-wh.zip 0 Share this post Link to post
Nevanos Posted March 22, 2015 Oh that spiderdemon tele. Bad luck with that Wilou! The Cacodemon/PE is real annoying for clearing out quickly which hindered my time quite a bit, so I definitely will be doing that again. Recently I've practiced map06 so when I'm on holiday from next week I should have something for it. Tangara is definitely easier than most of the maps - second easiest for me personally. Map03 is still harder than 06 because of the Cyber + Revenant trap which I don't have the senses to keep attention to what's going on. Coorporate with me, racist Cyberdemon. 0 Share this post Link to post