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Looper

Doom 2 in 21:55

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Month ago my 23:25 time was beaten. It's time for a payback! :-)
Big thanks to Zero-Master and everyone who helped me.

I'm not sure if I'm going to improve the time a bit more because it's missing couple tiny tricks.

Youtube video.

30uv2155.zip

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Though it's an impressive movie i still dreaming about something that involves tool-assisting. Yes, i'm a broken record.

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There's also a built run by xepop that's a minute ahead of the 14:02 one after map20... alas, he never finished it.

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Finally sat down and watched the run. It looks so effortless it's kind of ridiculous. Various notes:

* Is the silent BFG on Map17 kind of a tradition? I've noticed it in a lot of speedruns, even though I know it doesn't actually do anything.

* I LOLed at the blue key jump attempt on Map19, trying to be a baller huh.

* No blue key glide skip on Map22, but it seems like it doesn't even really matter timewise.

* Stupid mancubus screwing up the barrel wallrun jump on Map23 :( That makes me sad, it's probably my favorite speedrunning trick in the whole game.

* Is the Map24 wallrun at the end just too dangerous to ever attempt in a movie run?

* Is the strategy to one-cycle the Icon of Sin a recent invention of yours? Seems to work well...

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So how many people have succeeded in creating a full uv-speed run of doom 2? I kinda suck at most speed running tricks, glides for example blow my mind. But i think i can go a long way without taking much damage. I'm considering trying a few times anyway to see if I can do it at all. I'd be surprised with myself if I can do it in under an hour :P

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4 years ago, I always did the silent BFG @ map17 lift, I thought it was funny to copy it from Radek Pecka, this time I forgot to do it, but it seems it worked partial by accident.

Map19 (not map22! edited) blue key jump costs like 2-3 seconds and 2 BFG shots. I had plenty of cells, so I took the risk.

Map24 wallrun is quite dangerous yes, it saves only 3 seconds at best if you don't setup it all. Lost souls could block your wallrun, the setup is very sensitive (xdre confirmed :D), so I don't think it is worth the risk.

Yes, map30 strategy is my invention. I checked in xdre, how many frames before or after activating the elevator should I press fire button. I think it was exactly at the same time or 1-3 frames later, so I got the two first rockets in most of the time. The 3rd rocket is a quite recent spice, just stand on the edge of lift and activate the lift as soon as possible, and never stop shooting rockets :-P

Akse, I think HR2 TAS (built) would be cool, but I can't find the time for it D:

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Looper said:

Yes, map30 strategy is my invention.

Pretty clever.

Looper said:

Akse, I think HR2 TAS (built) would be cool, but I can't find the time for it D:

Hope and patience are my old friends.

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Hm, I noticed Zero-Master uploaded his run with 60FPS @ youtube. That actually looks really good. I wonder how you/he did it? I used glboom+ with -timedemo/viddump but that gives you only 35FPS :-P

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Looper said:

Hm, I noticed Zero-Master uploaded his run with 60FPS @ youtube. That actually looks really good. I wonder how you/he did it? I used glboom+ with -timedemo/viddump but that gives you only 35FPS :-P

Fraps. I use it all the time for my youtube videos. But if you gonna record via fraps you also need VirualDub for video compression. 3 min movie at 60 fps will cost you at least 2 GB of free space, so be aware.

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GrumpyCat said:

glboom-plus:
Options > General > Video > Uncapped Framerate

That was simple...

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I do have the uncapped framerate from the options, the output was 35 fps.

Is it possible to have any FPS with the viddump parameter? Or only 35fps.

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I record my youtube videos with OBS (which I will assume you used to stream) by changing the settings to file output, and you can set 60FPS from there. Also, file size is really low compared to fraps.

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Looper said:

I do have the uncapped framerate from the options, the output was 35 fps.

Is it possible to have any FPS with the viddump parameter? Or only 35fps.


I don't know specifically because the last time i uploaded to youtube you still couldn't exceed 30fps, but take a look at the cap_videocommand in the prboom config. There's a "--fps" option there and setting to 60 might be what you are looking for.

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Looper said:

Is it possible to have any FPS with the viddump parameter? Or only 35fps.

Not in prboom-plus, no. There's no normal way to make it output at 60fps or what have you. I've made a hack of the source to have a version that lets me output at higher frame rates.

I zipped up a replacement EXE that includes a new option, it's pretty raw though:

https://www.dropbox.com/s/cfl9m3t18so68dj/glboom-plus-hacked-exe.zip?dl=0

If you run it (in a new directory, preferably) you will find a new option in the cfg file:

# -smoothdemo setting
cap_smoothdemo_framemult      1
This sets the FPS multiplier to be used with the new -smoothdemo command line option, which works like -playdemo except it utilizes this line in the config file.

I never really coded this specifically to be used for arbitrary framerates (it's mostly for experimenting with adding motion blur in postprocessing) so as it is currently, making a 60 FPS video requires you to set cap_smoothdemo_framemult to 12 and then take the 420fps (!) output video and decimate it to use only every 7th frame. This would be a pretty big pain in the ass to render, but it's an option at least.

edit: oh yeah and the sound doesn't output correctly using this so you would have to edit in an audio track from a normally recorded version. So it's probably way more effort than it's worth altogether.

e: oh hey 60 fps!! so smooth!!

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That's interesting, sadly syncing audio with video isn't easy (as far as I know as it usually desyncs a bit over time).
Maybe good old fraps with lower resolution does it. Sadly with fraps tiny lagspikes could ruin the video. And of course 60fps @ 1440p isn't possible to get lag-free with my computer.

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Hi there.

I know I rarely post here, but I wanted to ask, what's the "optimal" time for a Doom II speedrun? I mean, in a run like this, with practically no mistakes, what's the minimum time that could be achieved? Please note that I'm not talking about TAS, I mean something within "human capabilities".

Oh, and congrats Looper, that was awesome.

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40oz said:

So how many people have succeeded in creating a full uv-speed run of doom 2? I kinda suck at most speed running tricks, glides for example blow my mind. But i think i can go a long way without taking much damage. I'm considering trying a few times anyway to see if I can do it at all. I'd be surprised with myself if I can do it in under an hour :P

I know of no-one besides Demonlord (Daniel Lindgren), Adam H, Henning, Radek, stx-Vile and Looper (check here or here). Surely >50 players all around - there are quite a few more who did NM! run after all. These oldest ones are interesting as they contain less insane tricks, and still they were damn good compared to casual runs.

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Zed said:

I know I rarely post here, but I wanted to ask, what's the "optimal" time for a Doom II speedrun? I mean, in a run like this, with practically no mistakes, what's the minimum time that could be achieved? Please note that I'm not talking about TAS, I mean something within "human capabilities".

If you add up all the single-level records on COMPET-N, you get around 18:30. And that's with pistol starts on each level. So presumably that, or slightly better, would be the bleeding edge of human possibility.

Realistically, though, I don't believe we'll ever see a sub-21 time.



Incidentally, Map09 and Map17 in Looper's latest record are actually FASTER than the single-level COMPET-N records, which I find pretty amazing.

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