A new trick discovery: zero press!

Name the new trick!   101 members have voted

  1. 1. How should this new trick be called?


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it has become a coined term for the trick, no polls needed anymore.

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Pfft, just came here to browse a bit after a while and then this shit comes. Well, I hope some new uploads will follow on doom.com.hr :)

Congratz on finding this gem Zero.

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I think void switch sounds pretty cool.

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Zero press because you deserve to have your name immortalized this way, and it's outside of doomguy's norm range, so zero press :)

 

What have you done? Found a reason to do all those speedruns again, eh?

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23 hours ago, rodster said:

What happened to Impse Glide?

It will live on forever in j4rio's heart.

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Sorry if I missed it in earlier posts. Is this a vanilla only trick or includes boom/mbf.. other ports?

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On 21/08/2017 at 5:41 AM, rodster said:

What happened to Impse Glide?

That's the name real people are actually using and thus the de facto term for this trick.

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2 hours ago, traversd said:

Is this a vanilla only trick or includes boom/mbf

The doom2 map 15 impse glide works with both cl9 and cl11.

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On 15/08/2017 at 5:26 AM, Grazza said:

I know you're trying to make a point, but I feel the need to mention that almost every factual claim here is incorrect.

Apologies and thank you for the corrections (also to @dew) - I had no idea glides/squeezes went back to 1999. I'm almost certain glides had a huge surge of popularity around the time I mentioned though. I definitely correctly remembered stx-vile thoroughly enjoying himself with glides on TVR!.

 

On 15/08/2017 at 5:26 AM, Grazza said:

I also feel the need to stick up for @cack_handed, as anyone reading this post might think he is some sort of incompetent. He recorded some beautiful demos, and was almost singlehandedly responsible for working out how to make low-speed glides work smoothly. Without his efforts, these glides might have been vaguely the way you describe. To see how he made a work of art of a true glides "assault course", I can recommed his x1t7-036.lmp, which is in the Extremal demo pack.

I think you've invented that interpretation. I meant no such thing. I know cack_handed was very talented and led the the effort to perfect the technique. I was only speaking about my reaction to one particular demo. My intention in naming him as author was to credit/honour him! But it seems it didn't come off that way, so I apologise to him, you, and anyone else who misunderstood.

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I dare say you meant no disrespect and your recollection was honest (if inaccurate), but I am going to stand by what I wrote. Here are the two demos in question:

 

hr02-042
hr02p015

 

 

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Is anyone maintaining a list of maps where the Impse Glide is confirmed to be possible? This might be useful, especially for anyone planning TAS movies, etc.

 

Anyway, on that topic, impse glide confirmed possible for:

Dystopia 3 map06 exit switch (avoiding the need for an archie jump)

 

(There's also Doom.wad e3m6 secret exit switch, but also completely unimportant since it can of course be pressed using a normal switch trick.)

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Not sure if I've forgotten any, but assuming not, we got these so far:

 

Ultimate Doom E4M2 (facing west, 40 unit gap, through the wall)
Doom 2 Map 07 (facing south, 64 unit gap)
Doom 2 Map 15 (facing west, 48 unit gap)
Doom 2 Map 17 (facing west, 16 unit gap, through the wall)
Doom 2 Map 19 (facing west, 8 unit gap, through the wall)
Doom 2 Map 32 (facing west, 32 unit gap, through the wall)

Plutonia Map 04 (facing south, works upto 69 units)

Alien Vendetta Map 20 (facing west, 40 unit gap, through the wall)

Doom 2 The Way id Did Map 03 (facing west, 16 unit gap, through the wall)
Scythe Map 03 (facing west, 48 unit gap)
 

Facing direction means you walk forwards in that direction and gap is from edge of linedef to edge of doomguy, add 16 units to get distance to center. In all cases the switch is to the left of the player.

 

So far I've seen no cases of pressing the switch while it is to your right (even with the use of -longtics) and no cases of facing north or east. Of course that doesn't mean they don't work, so I should do some further testing to at least determine if they are even possible non-TAS. Not sure if you can hit through wall facing south, or if you can extend as far as 69 units facing west. Also In almost all cases you need to be facing as straight forward as possible, except lv15 (and probably sc03) where you can turn at most twice (TL2), though I am not 100% sure of this.

 

Edit: And according to 4shockblast there's 1 on Rebirth map 06 and they work east and north, I'll see if I can confirm it for myself.

Edit2: I got east to work, unfortunately I can't get it to work with a 32 unit or larger gap which limits its use.

Edited by ZeroMaster010

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What about doors and lifts? I suppose there are situations where we can activate them through walls to reduce waiting time?

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Aqfaq: Yes, presumably this can be used with anything that can be "used", though as with any research one must be cautious and not assume anything until it has been verified. I was thinking that there might be doors keyed from one side but not from the other that could be opened in this way. Of course, you need the geometry to be such that you can get close enough to the far side. I have also wondered whether some grabs could be done in a similar way (obviously then you don't need to be mashing the use key at the same time); I do recall some grabs working like this, but didn't note the details.

 

ZeroMaster010: That's a lot of useful info. The useless one in Doom e3m6 is east-facing and 32 units

Edited by Grazza

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Is it possible to activate this switch on Doom2 Map11?

6da02Ze.png

Edited by cybermind

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Well I just managed to activate a switch facing east while being 69 units away, so lv11 should work, but for some reason the wall infront blocks it. If the distance from the wall in front to the linedef switch is 33 units or less it works, at 34+ it fails while it's 40 units for lv11.

 

I also tried pl28, but blockmap is in the way, but facing east and hitting a switch through a wall with a gap of 32 units should work if there are no blockmaps preventing it.

 

edit: I've edited the first post with what I've got.

 

Edited by ZeroMaster010

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blockmap prevents pl28 from being activated when you are facing east... however that does not happen facing west, so ev10 works :) hopefully someone can do a proper run too.

ev10.zip

 

Also I will just edit the first post with all stuff I have, there's a list there that shows when it could potentially be useful. I have also tested pressing switches the are facing the other direction with -longtics, and the opposite seems to happen where the distance is shortened, though I am not 100% sure. However, it's still possible to activate through walls, so maybe 8-16 unit wide gaps could work if you punch something to change your direction when recording demos (somewhat explained in the av20 demo I made).

Edited by ZeroMaster010

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Does the complevel matter? I mean does this work in all complevels?

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