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Fredrik

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Everything posted by Fredrik

  1. Fredrik

    The Mothership (MIDI)

    An oversized metal track I made. Could work for some oversized slaughter map. Probably needs some fine-tuning for different soundfonts. https://fredrikj.net/midi/mothership.mp3 https://fredrikj.net/midi/mothership.mid
  2. Fredrik

    Vrack 2

    Version

    58 downloads

    This is a giant space station in the gray and tech theme. It is crumbling with hellspawn and filled with deadly traps. This is a little more like I wanted to have the original Vrack. More detail, more metal, more big enemies, less linear. I have spent a LOT of time with this level, so I hope it gets better than its precursor. But it was a very hard mission. Vrack was believed by many to be one of the best levels ever created. In most aspects, I think Vrack 2 improves over Vrack. But there are some things, such as the caco intro in Vrack, that in my opinion were perfect - and really hard to substitute :| ... Still, I hope you will find this level enjoyable!
  3. Fredrik

    Vrack

    Version

    67 downloads

  4. Fredrik

    A milestone in history

    Good day! The shareware release of Doom on December 10, 1993 is now closer in time to the Apollo 11 moon landing on July 20, 1969 than to the present. Soon approaching Cleopatra and the pyramids.
  5. Status updates, how do they work? Well, testing testing 1-2-3, it's my annual birthday again. Hooray and stuff.

    1. Gothic

      Gothic

      happy birthday

  6. Fredrik

    Brand New Doom 2 Trick

    I propose "jario glide", "elevario", or "monster-induced instantaneous vertical coordinate transmogrification".
  7. Fredrik

    pa02-2057, Underhalls done Pacifist!

    Well done! There is hope for rocket launcher only 30uv now...
  8. I liked the part where you went really fast.
  9. Fredrik

    Vrack 2

    Version

    85 downloads

    This is a re-release of Vrack 2. This version contains the following fixes: * People complained that I hadn't built a REJECT table, so their computers went slow with the level. Here you go, a brand spanking REJECT table. Built with Zennode, as RMB crashed with a runtime error after 0.2 seconds. * Skies fixed. They are all truly double and authentic now. There are Vrack(1)-style streaks visible if you look close, but you don't see them unless you really look for them. I might add that these streaks will NOT be present in Vrack 3, I was just too lazy to remove them for a crappy re-release like this. * Added deathmatch starts. Dunno why, I think it could be fun somehow. I might try myself some day. * Updated this text file with appropriate fixes (new file, site, e-mail addresses, changes, etc. Otherwise, this is the same map as vrack2.wad. I did NOT modify gameplay anything. You people who complained about this map being too hard: Don't play it on UV unless you ARE a mad maniac. It's enjoyable on skill levels 1-3.
  10. Fredrik

    New Forum

    Thank you Linguica for keeping this site going and making necessary upgrades. Some pixels are not what I'm used to which makes you literally the worst person since Genghis Khan, but apart from that you're a pretty cool guy.
  11. Fredrik

    E2M8 Done Passive

    Of course, but on the off chance that both E4M6 and MAP02 get done, the speed demos community should just claim MAP30 this way as a reward and call both games done ;-)
  12. Fredrik

    E2M8 Done Passive

    MAP30 could be done by interpreting the rules for Pacifist more creatively (or just more literally?). The player is not allowed to hurt monsters. Romero's head is present with -nomonsters. Therefore, it is not a monster, and the player is allowed to damage it. Why would it count as a monster, anyway? It's clearly just a piece of decoration, much like a barrel.
  13. Fredrik

    The Focus is the Best Doom II Map

    I'm super serious. It has sick drums and bass, a sicker organ, and the sickest guitar solo. It gets you pumped but goes beyond that and evokes a unique, nuanced atmosphere. It's the perfect track for thousands of hours of cumulative play testing while mapping. In fact, it's so inspiring that I always wasted time running around after testing whatever I was supposed to test (usually until the end of the solo). Besides, together with the melancholic D2E1 sky (which is not unlike a painting by one of the great masters), it makes me nostalgic for playing 90s shovelware levels.
  14. Fredrik

    The Focus is the Best Doom II Map

    It would be a somewhat boring contest since D_RUNNIN obviously wins, but I guess it would be interesting to see how the runners-up rank.
  15. Fredrik

    Weird Control Habits

    When I play Doom, I use WASD except that right mouse is move forward and W is use. I use normal WASD in other games. I've tried switching to my Doom setup for other games and to normal WASD for Doom, but neither works.
  16. Fredrik

    Levels of detail, how much?

    It was possibly intended just to annoy Lüt, heh. In any case, the appropriate level of detail depends on what you're trying to accomplish. Detail for its own sake isn't impressive these days, and it's certainly not a substitute for good basic architecture. I rather enjoy playing maps that do a good job with minimal use of detail. However, high detail can also be used very effectively. Sunder is an interesting example. It uses detail in a completely obsessive that way that makes it feel like you're trapped in some kind of fractal of evil. It just wouldn't work if you took it out. In some other contexts, that amount of detail would be misplaced.
  17. Fredrik

    Levels of detail, how much?

    Oh great, I still have these images from 2002.
  18. Fredrik

    DOOM II demos [-complevel 2]

    Very nice run. Pity about the ending. I wish there was more competition in this category (big props for your persistent work single-handedly pushing down the time more than 16 minutes compared to the previous record holder). The routes look good, but it seems there's still a lot of time to be saved by optimizing weapon use (you have a lot of spare rockets and cells most of the time). Has anyone attempted a "theory TAS" (basically a segmented run of the normal route with normal play but no mistakes) to see what kind of time might be possible? It would also be nice to see an optimized built TAS, though obviously that would be an absurdly hard project. I guess Azuruish's 55:57 TAS falls somewhere in between...
  19. Fredrik

    The Great Tyson Thread of 2016

    Another certainly doable one is ksutra map14. If you camp around the central horseshoe structure, pretty much everything dies to infighting. Two cyberdemons and a spider mastermind need to be killed with berserk + 900 bullets. One cyberdemon and the spider can both be killed safely with the pistol. The last cyberdemon is in a decent location for punching (perhaps it makes sense to kill it first of all?). If you get very lucky with the infighting, bullets might last all the way (e.g. arachnotrons might kill the spider). Yeah, lots of turret monsters and blocking lines make life hard on the remaining maps though...
  20. Fredrik

    [TAS] The Plutonia Experiment in 11:55

    Nice. I'm happy that the map14 rocket jump saved that much time :D Not a fan of the sound pack, by the way.
  21. Fredrik

    The Great Tyson Thread of 2016

    ksutra map18 looks doable. There are something like 700 bullets available to begin with, which is enough to take out the two annoyingly placed cyberdemons and the two tower revenants, provided that the cyberdemons have been softened up by infighting and some punches with the invulnerability. The third cyberdemon usually dies to infighting. On top of that, the archvile + zombieman inside the train can be farmed forever, if needed. The archvile near the blue skull switch also potentially allows farming, but I'm not sure if there's a consistent setup for it. The nukage arachnotrons can potentially walk into the teleporters which allows telefragging them. However, bullet farming seems faster than waiting for that to happen... Everything else looks reasonable, considering that there's a berserk, plenty of health, and corners to hide behind.
  22. Well, it wouldn't necessarily be a waste of time. First, I think finishing each segment just a few times should give a reasonable order-of-magnitude estimate. Assume that you pick three segments that are roughly equally hard, and you play until you've finished each one 10 times. If finishing a segment takes N tries on average, you've played each segment 10N times, for 30N attempts in total. The estimated number of attempts to beat the whole level will be N^3. Most likely 30N will be small compared to N^3. Second, you might want to practice segments of the run separately anyway, to improve your preparation for the whole run. Doing so systematically might actually be the most efficient use of time. It's true that the segments wouldn't be quite independent though. If nothing else, your hands will probably be shaking from adrenaline if you ever reach the end of the tunnel (literally) in a real run :)
  23. Why not try to estimate the chance of success? Let's say that you can do it with two checkpoints A and B. Measure your success rates getting from start to A, A to B, and B to exit. Multiply the probabilities. If it looks doable in 10^4 tries, persistence should be enough. If it's going to take 10^7 tries, better find some more monkeys or keep working on strats.
  24. Fredrik

    Doom II UV-Speed D2ALL in 19:51

    At last, the hegemony has been broken. And one second faster than the coop record, too!
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