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Rayziik

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Everything posted by Rayziik

  1. Rayziik

    Haste demos [-complevel 9]

    MAP04 UV-Max in 4:53.91 has04m453.zip
  2. Rayziik

    Haste demos [-complevel 9]

    MAP10 Pacifist in 0:08.66 Checked with -analysis, it is in fact pacifist. The objective was UV-Speed, but I missed the shot and the Archvile decided to light me up anyways. has10p0866.zip
  3. Rayziik

    Haste demos [-complevel 9]

    MAP03 UV-Respawn in 1:54.80 has03r154.zip
  4. Rayziik

    Haste demos [-complevel 9]

    MAP03 UV-Max in 2:57.00 has03m257.zip - Very clean blue key room clear!
  5. Rayziik

    Haste demos [-complevel 9]

    MAP01 UV-Max in 3:42.00 has01m342.zip
  6. Rayziik

    Haste demos [-complevel 9]

    MAP02 UV-Max in 3:45.40 has02m345.zip
  7. The intent is for a player to finish Episode 2 with a BFG from MAP11 when playing continuous. The text screen after MAP11 kind of hints at this as the intended progression, otherwise MAP12-15 don't really fit together with MAP11 because they're so drastically different in theme.
  8. Birthday Wedgie A bunch of demos for this neat little 30 monster speed map by Cannonball. UV-Max in 1:20.43 UV-Speed in 0:15.97 UV-Fast in 1:32.60 UV-Respawn in 1:20.60 NM-Speed in 0:28.54 NM100S in 0:31.40 NoMo in 0:12.97 NoMo100S in 0.17.94 Pacifist in 0:18.86 Youtube playlist: 30mcb-120.zip 30mcb-1597.zip 30mcbf132.zip 30mcbr120.zip 30mcbn2854.zip 30mcbs3140.zip 30mcbo1297.zip 30mcbos1794.zip 30mcbp1886.zip
  9. One last update: The project is now on /idgames! https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/judgment I'll also be uploading those reject maps to the archive as well soon, mostly just for archiving purposes.
  10. Yes, you read that title right, this is the final update. Below is a link to the final version, the same file that has been shipped off to the idgames archive. (and hopefully doesn't get rejected this time around...) Judgment - Final Release (12/27/2021) • Mirror CRC32: CBBB5B87; Last Modified date/timestamp is 12/27/2021, 06:12 EST Major points of interest in this version: Difficulty balancing across almost every map, namely for skill 2 and skill 3 Some monster balance changes, bugfixes, and a couple major changes to the big boss finale on MAP30 For GZDoom, added some GLDefs for all the new things that would need them A whole new secret map, MAP34, accessed from a new secret exit on MAP24 (maybe stay away if you really didn't like the secret boss in MAP31...) And arguably the most important: a fix for a dehacked problem that would effectively freeze up the game when a certain combination of events occurred (big thanks to Kraflab for diagnosing this one!) - Phew, I think that's it. Changelog has been updated in the OP for everything that's been changed since the last update on the 4th. I guess now I move on from this project, looking back I am very proud of what I accomplished here. Even if only one person had found this enjoyable, that would have been enough for me, but to see so many people enjoying what I did here only motivates me further. Thanks for playing. "And this won't be the last of it. Heed my words, O', Pilgrim. This won't be the last of it."
  11. Rayziik

    Max Exceptions Debate Thread

    I think I would have to agree with kraflab, anything without the countkill flag shouldn't have to be killed. It's the most basic way to track what is or isn't necessary to kill for a max demo. I think in good faith, anyone doing dehacked stuff and messing around wouldn't remove a countkill flag from any particular monster for no reason, much like how the lost soul is essentially half projectile half monster because of pain elementals. Say there's a turret monster with 30000 hit points, but doesn't count as a kill; technically it could be killed, but is there any competitive or reasonable reason it should have to be, especially because it doesn't actually count on the kill counter? Also I do believe that Romero heads don't have the countkill flag, so with the countkill flag declaration, they wouldn't have to be killed anyways. When it comes to maps with a head and another exit, it seems reasonable and simple that the standard max rules should apply: Exit with all monsters dead (except lost souls) and all secrets collected on skill 4. Then it essentially it doesn't matter how you exit the map, as long as you kill all the monsters and get all the secrets. Basically, I guess, declaring that things without the countkill flag don't have to be killed future proofs any dehacked modifications from generating more exceptions, solves the issue of Romero heads needing to be killed or not, and also maintains simplicity when verifying max demos via the counters.
  12. Rayziik

    How are Cacoward Winners Decided?

    How could you! Free the doggos!
  13. Fun stuff, I did way too many attempt at maxes of this. Here's 3 exits, best one gets under 1:30: 30moncb.zip
  14. Been going at it with regards to bugfixing and updating, and now that I've made through all the maps again, here's an update. Check OP for the latest version! (12/27/2021) The biggest notable change is for maps that rely on killing the bosses in order to continue; I've implemented ways to get through without having to do so, mainly in the interest of supporting Pacifist speedrunning. Check the updated changelog for the details on how to do it! - Enjoy, and thanks for playing!
  15. Thanks. Hope you enjoyed playing (assuming you have)! I will eventually release a version without the dehacked features. But it will take awhile. - In other news, there's still more bugs. So I'm going to end up postponing the final release until some more testing happens. For now, consider the current release a rolling update, and I will continue updating the download link until further notice. Current release is dated 11/19/2021. Sorry for the complication!
  16. Thanks a ton for your help :) This probably won't happen. I have other projects I'd rather spend time on now. - There's some changes made to the current version based on feedback. Check OP for the latest version.
  17. Not final, check OP again... - As a little bonus, here's 6 maps that were cut from the project in mid 2015. These maps aren't very good, and you'll probably understand why they were removed if you play them. But it's an interesting look at what could have been anyways! This set of maps will run in any port that supports Boom compatibility (-complevel 09) and should contain everything inside the .wad. Judgment Rejects - Standalone (11/18/2021) • Mirror
  18. Thanks for playing! Those issues are now fixed in my final version that should be posted later this week, along with some mid-tex bleeding issues I noticed when I went to investigate those two problems. Thanks for the reports!
  19. Finally got a chance to watch this, nice job! Seems a little bit of trial and error eventually gets it done, although that first run you did in part one was sooooooo close that I would've personally moved on from it. Thanks for the demos! Yea he's meant to be incredibly fast. I suggest holding onto some extra bullets for the minigun, or to back up into a corner and be ready with a shotgun. Thanks for playing! I'm glad you enjoyed it. The baby caco was a spur of the moment addition, once I converted everything to MBF21. I was actually playing MAP28 during testing and thought that the caco swarm there seemed kinda lacking. About 20 minutes later the baby cacos were in. The fact they can be blasted away was just a cherry on top honestly, I cracked up the first few times I saw it happen so I decided it was going to stay that way. As for THAT monster, it was a last minute addition as well, I was in the process of setting up the final bits of that map and was thinking about adding another boss monster just for that map. Then I figured out how to do all of THAT and the other thing and there's what I ended up with. A pissed off monster that's not too happy to see you in his grove. MAP16 and MAP21 were intentionally designed to serve as episode openers, on top of that, I used them to play with some concepts like 16 having only the automatic weapons and a berserk, or 21 with the 'obviously inspired gimmick' room at the start. MAP28 was kind of supposed to be the same thing, but I didn't want to rearrange the maps and I feel like it provides a good breather map before the titanic MAP29. It does feature 3 things that I felt having in a longer map might be annoying, the cyberdemon tightrope fight, the teleport pillar fight, and of course the various death pits.
  20. That secret is triggered by leaving the SSG area and running over to the teleporter while it's lowered. I tested in DSDA and GZ and was able to get all kills. I couldn't replicate this issue. Looking at this system of triggers, there's no way this could happen without also causing a softlock. I think you may have missed something instead.
  21. Ok, I think I've fixed it reliably now. Try this version: Check OP for the latest version! (11/18/2021) Since that's a softlock I'll just drop this in as an incremental release. Other changes are NOT in yet, but are still taken care of in the final version I still need to work on.
  22. That's very peculiar. The switches are the last thing that should lower in that sequence. Is this happening consistently? Also what port are you using? EDIT: I see, in GZDoom it's teleporting way too high and getting stuck on the bookcase. Is that what you're talking of?
  23. MAP24 stuff is fixed, that sequence in 25 is timed, eventually that floor should lower down after roughly 20 seconds. I've tried it 5 times and haven't been able to get stuck yet so maybe something else is happening.
  24. Ohhhhhhh you actually meant in MAP19. Gotcha, originally there was just a fail safe mechanic to that monster deployment system, so I went ahead and added a bunch of redundancy to try and make sure the monsters end up where they're supposed to, when they're supposed to. If that still fails they end up in the map center, for better or worse.
  25. Fixed that stuck cyber, had the floor too high up for him to actually move. Did one of the hell knights get stuck in the wall again? Otherwise they're supposed to warp back and forth down that hallway silently, and they will block each other from teleporting if one or the other is stopped on one of the receiving lines.
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