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dew

Miscellaneous demos (part 3)

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Posted (edited)
On 8/31/2013 at 5:59 AM, Altima said:

I don't normally post up a run of equal time, but the run I had for this seems to be completely flawless yet still can't drop that last half-a-second or so, and as such the only way that seems to be left to drop this to a 1:05 would be to somehow get a rocket to blast you just a tiny bit faster into the invulnerability WITHOUT killing you... so, after getting 1:06 somewhere in the ballpark of 100+ times, I don't see 1:05 being possible without some of the dumbest, most ridiculous luck I've ever seen.

So uh, I got this thing here. Pretty sure it's optimal. Only took like 5 years off and on. This breaks the 4-way 5-year tie.

Bad Dreams (teeth.wad)
Map32
UV Max in 1:05 (te32-105)

Then there's this less significant thing that I did before I did the above one for the same map.
Tyson in 1:06 (te32t106)

te32-105.zip

te32t106.zip

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22 hours ago, Altima said:

So uh, I got this thing here. Pretty sure it's optimal. Only took like 5 years off and on. This breaks the 4-way 5-year tie.

Bad Dreams (teeth.wad)
Map32
UV Max in 1:05 (te32-105)

Then there's this less significant thing that I did before I did the above one for the same map.
Tyson in 1:06 (te32t106)

te32-105.zip

te32t106.zip

holy crap - welcome back...?

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17 hours ago, rehelekretep said:

holy crap - welcome back...?

Thank you. I mean, I never really went anywhere? Just my priorities shifted a bit away from Doom speedrunning. <3

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Posted (edited)

I should remind those of you table-filling maxtables from Zero-Master's list are neglecting more important undone tablefills:

 

This SUXX map 10 pacifist in 0:22.

Map 12 pacifist in 0:07.

Map 15 pacifist in 0:08.

Map 16 pacifist in 0:08.

Map 17 Tyson in 31:21.

Map 23 pacifist in 0:15.

Map 27 pacifist in 0:29.

 

I guess map 20 and 31 are still possible to pacifist, but not doing either at this time. 1 has UV-Speed only because it is identical to pacifist. 17, 18, 25, 32 are presumably impossible?

 

ts10p022.zip

ts12p783.zip

ts15p894.zip

ts16p889.zip

ts17t3121.zip

ts23p015.zip

ts27p029.zip

Edited by 4shockblast

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Important tablefilling huh.

 

Big Crappy Shit Megawad

Map 22 UV-Max in 2:49

bcs22-249.zip

Map 23 UV-Max in 1:46

bcs23-146.zip

Map 24 UV-Max in 6:29

bcs24-629.zip

Map 25 UV-Max in 4:16

Skips a secret where you would need to lineskip a north teleport line.

bcs25-416.zip

Map 26 UV-Max in 2:59

bcs26-259.zip

Map 27 UV-Max in 3:18

bcs27-318.zip

Map 28 UV-Max in 1:24

bcs28-124.zip

Map 29 UV-Max in 1:27

Plays back with bcsmw29.wad

bcs29-127.zip

Map 30 UV-Max in 0:22

bcs30-22.zip

Map 31 UV-Max in 0:17

bcs31-17.zip

Map 32 UV-Max in 2:45

Also tyson.

bcs32-245.zip

 

If a max is a tyson is it a tyson or a max? :thinking:

 

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4 hours ago, elmle said:

Important tablefilling huh.

 

That's what I'm talking about.

 

Some more demos:

Map 23 pacifist (?) max in 0:53. I push a voodoo doll over a linedef to trigger a crusher, is that pacifist or does it fall under the general crusher rule?

Map 24 Tyson in 2:23.

Map 31 pacifist in 0:15.

ts23i053.zip

ts24t223.zip

ts31p015.zip

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2 hours ago, 4shockblast said:

I push a voodoo doll over a linedef to trigger a crusher, is that pacifist or does it fall under the general crusher rule?

I'd view this as the same as the player triggering the crusher directly.

 

But if a monster pushes a voodoo doll, or the player, over the relevant linedef, I'd consider that valid for Pacifist. Here's one in 0:52.

ts23pm52.zip

I'm actually not 100% sure if I didn't make a slight forward movement at the same time as the revenant punched me over the line, so the zip also contains a clearly valid one in 0:53. There's also a straight UV Pacifist in 0:14, which I happened to get while attempting this. I wasn't going for that at all, but one should never throw away a 1-second improvement over a clearly hard-worked world record. :p

ts23p014.zip

Go on, try for 0:13, I dare ya.

 

Perhaps the Pacifist Max could be done in one cycle of the crusher if the monsters really kick the crap out of each other. But if the spider gets stuck (with revs punching it), Romero tends to need two cycles even if the spider drops in one.

 

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1 hour ago, Grazza said:

But if a monster pushes a voodoo doll, or the player, over the relevant linedef, I'd consider that valid for Pacifist. Here's one in 0:52.

 

That's a fair point, I guess that could solve the e4m2 issue of the cyber telefrag if a run just stood next to the tele and used that for the telefrag (naturally, this isn't really that relevant anymore because of the zero press).

 

One more because why not.

 

thissuxx episode 1 pacifist in 1:03.

 

Other eps or D2ALL are probably impossible.

tse1p103.zip

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A voodoo doll is a map-placed object that's different from any other only because of a few pecularities. As such I agree that if a monster hits it and as a consequence monsters get hurt/killed that's not breaking the pacifist rules and spirit.

 

However, a monster pushing the player to activate a line... now that's some slippery slope. Uh, if you're just going to lure a monster so it can push you, stand in front of a teleporting line and wait and act like that was not an intentional telefrag... why not just allow telefrags in the first place and have a watchable demo instead of one where half of it is waiting for a monster to come to you.

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Another batch of big crappy shit.

 

Map 07 UV-Max in 2:29

bcs07-229.zip

Map 08 UV-Max in 2:38

bcs08-238.zip

Map 09 UV-Max in 4:32

bcs09-432.zip

Map 10 UV-Max in 2:01

bcs10-201.zip

Map 11 UV-Max in 1:41

bcs11-141.zip

Map 14 UV-Max in 3:05

bcs14-305.zip

Map 15 UV-Max in 3:08

bcs15-308.zip

Map 16 UV-Max in 1:54

bcs16-154.zip

Map 17 UV-Max in 2:31

bcs17-231.zip

Map 19 UV-Max in 1:23

bcs19-123.zip

Map 21 UV-Max in 3:28

bcs21-328.zip

 

I skipped map 12 and 20 for now, I'll have demos for them in the next batch.

Map 13 is impossible to max.

Maxing map 18 requires berserking a cyber which I'm not nearly practiced enough to do, if someone else wants to do it that would be great.

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I'm not sure how motivated I am to check out "Big Crappy Shit Megawad". Which demos are the most interesting here?

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You could probably pick any one of them and have an accurate representation of the quality involved.

I suppose map 2, 22 and 25 stick out from memory a little more than the others.

The maps are all nonsensical and look like they were made with a 1-unit grid size, most of the weapons are also multiplayer only.

Allow me to give a brief description of the levels:

Spoiler

In reverse order since that is the order I made the demos.
Map 32: A giant circle filled with nazis and one cyberdemon.
Map 31: A giant square filled with nazis and one mastermind.
Map 30: A crude pocket-size Icon of Sin.
Map 29: A series of big squares and two circles with a single enemy in each.
Map 28: A building in a marble field.
Map 27: Some rectangular rooms with lines of enemies in them.
Map 26: A couple circles and some squigly hallways.
Map 25: Square rooms with circles of enemies and you teleport in to the middle of the circles to fight your way out.
Map 24: A fight between a cyberdemon and mastermind and some long hallways packed with enemies.
Map 23: Big rooms with a ton of explody barrels.
Map 22: Some spiral staircases and a ledge full of scattered enemies including 14 archviles with nowehere to hide.
Map 21: Long twisted hallways and some circle rooms or something.
Map 20: A hallway with tons of caged hitscanners on both sides, some teleporty rooms and an SP_FACE fake wall area.
Map 19: E2M9+
Map 18: Rooms filled with cyberdemons that get crushed, no demo because cyber punching is not within my skillset.
Map 17: A bunch of eldritch shapes separated by teleporters.
Map 16: DOOM written in giant letters.
Map 15: Hidden rooms with random hidden triggers and switches required for progression and a second exit you can just go to immediately.
Map 14: A crooked grid shaped room, some SP_FACE hallways, a giant square and a bunch of hitscanners and barrels crammed into a room.
Map 13: A stickman with a strange looking tumor on his head, too bad it can't be maxed since there are two one way areas with an exit in them.
Map 12: Some mazes and a gigantic room with a cyberdemon in it.
Map 11: Scrawlings of a madman.
Map 10: A circular crusher room stuffed with enemies with a 64 unit safe space and some hallways.
Map 09: A mess.
Map 08: I don't even know anymore.
Map 07: ????????
Map 06: Some symmetrical rooms without symmetry.
Map 05: Circles, squares, mazes...pacman?
Map 04: A circular room with one texture on the walls and some of the walls are doors with stuff in them.
Map 03: Four giant squares with enemies in them.
Map 02: A door maze.
Map 01: A few hallways, a few cages.

The final batch of maxes.

Map 01 UV-Max in 0:57 bcs01-57.zip

Map 02 UV-Max in 2:26 bcs02-226.zip

Map 03 UV-Max in 1:46 bcs03-146.zip

Map 04 UV-Max in 1:54 bcs04-154.zip

Map 05 UV-Max in 2:35 bcs05-235.zip

Map 06 UV-Max in 3:30 bcs06-330.zip

Map 12 UV-Max in 5:16 bcs12-516.zip

Map 20 UV-Max in 2:54 bcs20-254.zip

 

Went ahead and rerecorded map 25 because it looked like I was drunk in the demo, probably because I was kinda tired when I made some of these.

Map 25 UV-Max in 3:54 bcs25-354.zip


My map 15 max used the secret exit to finish the level and I'm not entirely sure if that is allowed, its the only way to exit with all the secrets though.

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LOL, Map25 is cool, I think TimeOfDeath would enjoy it (with unstuck cyberdemons perhaps). Also the start of Map04 made me laugh. Nice descriptions. :)

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6 hours ago, elmle said:

My map 15 max used the secret exit to finish the level and I'm not entirely sure if that is allowed, its the only way to exit with all the secrets though.

I don't see why it wouldn't be. Historically, there have been quite a few MAP15 UV Maxes on other megawads that use the secret exit simply because it's faster. If it's not out of the way or the secret exit is a secret itself that only opens after most of the map is already done, then yes, it should be allowed.

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Posted (edited)

Yes, definitely OK. As long as you've triggered all the secrets, you can use either exit in a Max. Note that Max/Fast/Tyson/Respawn/NM100 tables don't have separate entries for the two exits. In a Max movie, of course, you have to use the secret exit because you aren't allowed to skip the secret levels (likewise for NM 100).

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Posted (edited)

I thought about creating a thread for Struggle: Antaresian Legacy, but I decided we should hold off until it's properly released.

Here's a UV-max of MAP30 in 0:40 of Struggle-RC2!

strgrc2-30-040.lmp

PRBoom+ 2.5.1.5, complevel 2

A little extra time is spent on the intermission screen, but I was struck with disbelief at getting such a good time.

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Alright, had to make sure. It was a rare scenario where you don't have access to the normal exit when you get the last secret.

 

Anyway bcsmw speed/pacifist dump:

Map 05 UV-Speed in 0:35

Map 06 UV-Speed in 1:34

Map 07 UV-Speed in 1:04

Map 10 UV-Speed in 1:18

Map 11 UV-Speed in 0:27

Map 14 UV-Speed in 2:01

Map 15s UV-Speed in 2:37

Map 18 UV-Speed in 1:40

Map 22 UV-Speed in 1:11

Map 23 UV-Speed in 0:52

Map 26 UV-Speed in 1:47

Map 27 UV-Speed in 2:50

speed.zip

Map 01 Pacifist in 0:18

Map 02 Pacifist in 0:27

Map 03 Pacifist in 0:04
Map 04 Pacifist in 1:00

Map 08 Pacifist in 1:40
Map 09 Pacifist in 0:43

Map 12 Pacifist in 0:29
Map 13 Pacifist in 0:41
Map 15 Pacifist in 0:09

Map 16 Pacifist in 0:19
Map 17 Pacifist in 1:07

Map 19 Pacifist in 0:21

Map 20 Pacifist in 1:07
Map 21 Pacifist in 1:56

Map 24 Pacifist in 1:04
Map 25 Pacifist in 0:37

Map 28 Pacifist in 0:08

Map 29 Pacifist in 0:51

Map 31 Pacifist in 0:04

Map 32 Pacifist in 0:07

pacifist.zip

No map 30 since its identical to UV-max and pacifist seems impossible, I only did UV-Speed on the ones I couldn't pacifist even though some pacifists would be faster to UV-Speed.

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