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About Ancalagon

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  1. Is it possible to make monsters spawned by IOS not count in the monster counter in gzdoom?
  2. Ancalagon

    Pokémon Doom!!!

    16 years of development.
  3. I can confirm prize has been given, thanks :)
  4. I should be using the latest version posted in the thread.
  5. Now under 2 hours, even had time to do a lap around the map checking if there were some missing monsters. BMv4_100%_Anc.zip
  6. Doing these pics took around as much time as it would take to fix the map.
  7. Guys we're getting there, keep trying! Other people can explain with more technical details than me, but "blocking visibility" in this case we're talking about the engine. If a wall doesn't go from the floor to the ceiling it doesn't matter if you as a player can't see behind the wall, the engine can "see" and it will still render everything that's behind the wall, this is the point we have been trying to make, you don't need to alter the gameplay of the map in any way, at all, just change how the walls are built.
  8. You don't need to do the change to all the walls in the map, just leave a path for the cacos over the walls, it's not like the player will be anywhere around the viles area when the cacos arrive. And don't get your hopes too high as for doing the previous video I had to borrow a powerful computer for a few hours and I can't do that every day.
  9. Deleting the million pools of blood decorations.
  10. Here's a link to all the attempts. http://www.mediafire.com/file/qhcwdo6td0l8zht/avattempts.zip/file On the topic of fatigue, I think any runner should be able to play the game for multiple hours without really feeling it, in the case of zm's run I don't see fatigue, I see safe routes. As it was mentioned earlier, a safe route in uvspeed usually means killing the monsters vs skipping all for the unsafe route, this can easily at least double the time you would get if you skipped everything, while in max a safe route is just a slightly safer way to kill to the enemies. A good example for this is map29, for that map I had a fast route or a slow one depending on how things went, as things went horrible I choose the slow route but the difference is just about 20-30% slower than the fast route is, and map29 I felt I was playing extremely safe, other more subtle safe strats can be undetectable to someone that isn't into doom running. And if you check the dates of the demos, that day I already played 6 hours before entering the successfull run, with a 3 hour pause most likely to do some stuff rather than rest, and I've also done multiple 7-8 hour streams attempting to max some maps, and this doesn't compare to the grinds other runners sometimes do, what is a 4 hour chill session through av?
  11. I don't think you realize how impossible it would be for anyone else to get to 2 hours, it's an arbitrary and in previous versions of the map guys were already getting close to that mark. Edit: But knowing no one will get to 2 hours I can pospone doing it until I get more free time :)
  12. Sorry I didn't make it under 2 hours but that's an unreasonable rule when you more than doubled the monsters and give mostly chaingun ammo, also was 20 mins looking for the last item that was hiding behind a caco corpse. bmv4100%Anc.zip
  13. Framerate surely makes it unbeatable for me.
  14. I think this point hasn't been commented much, normally # of attempts is inversely proportional to lenght of demo, this is because for longer demos players choose more reliable strategies, specially in the later parts of the demos. In this demo the point where I pretty much stopped rushing is the end of map32 because the section of maps between maps11 and 32 were big run killers in ep2, many of these because of missing monsters. After that I only used strategies that I could do pretty much 100% of the time unless something really unlucky or unexpected happened (like alerting one of the viles in the map29 rev curve). While for 20 second demos it isn't uncommon for attempts to go into the thousands, or even the not so short ones like my hr22 max that was getting close to the 1000 mark sitting at 739 attempts in my demos folder. About preparation and practice, you don't just go and wing it for such a long demo, I invested at least twice more time preparing and practicing the run than actually doing attempts. And surviving the whole wad isn't much of an achievement as it's not very hard but I am happy with getting a time that's relatively close to the sum of all IL maxes in the wad, being just around 20% slower.
  15. A very good point about this was raised in the discord and it's that I would rather not have the demo in that site over having it labeled as probably tas, cause it is not.