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About Looper

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  1. Looper

    Ultimate Doom demos [-complevel 3]

    E1M7 UV-max in 2:14 E1M7 UV-Respawn in 2:05 e1m7m214.zip e1m7r205.zip
  2. Hello,

    I see you're doing UV Max D2ALL of Doom 2. Good luck :) I have an idea that could save time on The Chasm: while standing on the top platform behind the invuln, fire a rocket at the southeast corner of the green pillar by the backpack. The rocket splash wakes up the caco early and you don't have to wait for him to come up when you're standing on the backpack ledge. The same trick works for both cacos by the plasma rifle (shooting at the southeast corner wakes up both, shooting at a single side can wake up one), but I'm not sure this can save time. I have never seen anyone do this, and you might finish your D2ALL before I can become skilled enough to put this trick in a TAS UV-MAX of The Chasm.

    1. Looper


      Heh, thanks for the idea. I will definitely see if I can use it.

  3. Looper

    DOOM II demos [-complevel 2]

    It's very nice demo... so is the rumoured Adam H's 46.00 made around 2000-2004, hitting exit switch slow, losing couple frames.
  4. Map26 nomonsters in 59.66 h226o059.zip
  5. The Blockmap bug. It fucks up the melee, the ssg and the bfg. (SG is already fucked up.) Map full of diagonal walls in cramped spaces. Bulletsponge fights: you hold the ssg down for 12 minutes (and 7 seconds) to kill 100 barons without any risk. It's ok when you can just alt+tab and watch youtube meanwhile the fire key is stuck down.
  6. Looper

    What are your "level up" runs?

    Movement wise: Doom 2 Map31 nomonsters and Doom E2M1 nomonsters: The reason for the better movement was obvious though: better source port, but damn it felt good to be suddenly a 'better' player, especially because of read n2m13171.txt. Doom 2 Map24 nomonsters. I tried this run for one attempt (that didn't completely fail the first jump) two days ago with a bad first jump, still got 35.11 (no ending jump). I should probably visit Plutonia Map11 nomonsters again (the normal way). Getting 49 was crazy tough back in Dosbox, Sr40 only. I even used a notebook (good old pencil&paper) to keep track of my times against other runs to see where I lost a frame or two. Back then I struggled to understand what's going on with the game though, as some of the time was seemingly randomly lost for no reason. Now, I would guess the time loss came from not switching from strafe left to strafe right fast enough due to dosbox lagging (I didn't know DRE2 existed back then, there was no xdre). UV-max wise: Doom 2 Map12. I got 3:50 quite early in my Doom career. It was a decent record at that time, but damn it is easy to beat nowadays. Can't believe how much I sucked. I should probably visit Doom2 Map24 UV-max again. That shit was tough. The run looks pretty good even today, I think, but I don't think it can stand the test of modern players and ports. Consistency: My newer Doom2 full run speedruns. Better computer, better monitor, better keybindings, better source port and better player. My consistency is heaps better than what it used to be. I remember playing playing Doom for the first time with my new (this) computer, and it felt like I had super precision over the doomguy. It felt like I had been drunk my whole Doom career, and then one day you play sober for the first time.
  7. Looper

    Ultimate Doom demos [-complevel 3]

    Watching El juancho have fun with the E4M3, I decided try my hands on the nomo run. n4m3o849.zip
  8. Looper

    Doom 2 in under 10 minutes [TAS]

    Congratulations! Very high quality TAS of Doom2 after all the years of wating. Happy you didn't stop in Map29, I'm sure that map was annoying to deal with. There were couple tricks, but not many, that were missing, but it's next to impossible to make a full run with no mistakes. Also, building TAS this high quality takes a lot of time, which means that new tricks and strats (even after all these years) pop-up. This could mean changing a thing or two half-way the run, which is a huge pain. Again, congrats!
  9. Looper

    New map available! - Looper Trooper

    Funny, my nick was 'Trooper' around 2000-2001, but as it was too common, my cousin suggested to use 'Looper'. Guess I'll try the WAD.
  10. Afaik shooting teammates is fine in pacifist demos (correct me if I am wrong), but damaging yourself sure is allowed... and voodoo doll = yourself, imo
  11. Nice list, that could be interesting for other WADs, too. To increase some competition, and to find out the smallest time/PAR maps.
  12. in E4M4, when you reach the final room, activate the lift, wait for lift to go up, jump to the left side, hit the switch and use wallrun to reach the exit platform. You don't need the lift for the second time.
  13. Looper

    Tips for New Doomers

    Chaingun is underrated. Its DPS almost matches the SSG in 'real world' because of its long distance tappin ability, as SSG would still be useless from that range. You can stun multiple important targets with the chaingun, for example 3 scattered chaingunners. Rocket launcher deals a lot more damage than the SSG, even more than the plasma rifle. It has actually almost identical DPS with the BFG, IF (big if) you use a source port with up/down aim, and shoot a roof above hordes of baron of hells / hell knights or such, as each rocket deals over 1000 damage to the horde.
  14. Looper

    Tips for New Doomers

    It is true, but there's even more rare event: 5-shot AV. Even with perfect aim, it is possible that 4 SSG shots do not kill the arch-vile. I ran a simulation 100M times, where the pseudoRNG index jumped randomly between consecutive shots and the result was: Out of 100 000 000 cases, number of shots needed to kill an arch-vile: 155 386 times with 3 SSG shots 99 844 409 times with 4 SSG shots 205 times with 5 SSG shots So 5 shots is 1 in 500k, while 3 shots is 1 in 644. Identifying 5 shot arch-vile kill is super problematic though, because even if it happens, one sure assumes that "I must have missed a bit!"
  15. Looper

    Nomonster speedrunning

    Good demo, but there's something strange about the video (not the demo). It looks like the player is moving on a rubberband: at times it moves faster than it should, at times slower.