Keyboard_Doomer

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  1. Plays back with this wad made by Sverre Kvernmo himself. rehosted here - if you don't feel like registering on Wad archive just to download the file.
  2. You can't access it by exiting any map in the wad so the only way to do so is directly: - if you're launching the game from command line use "-warp 33" - if the program you use to run Doom supports warping past MAP32 you can use "idclev33" (just type it in while you're in any map) - if you're using ZDoom or GZDoom you can also type "map map33" in the console
  3. Indeed. To increase the possibility of both options and considering the monster counts are rather low we will be playing the first rota with fast monsters, 2x monster damage and pistol start on each map. Hope you'll come prepared.
  4. 1. Most likely if the map can be called medium-sized or larger than that it's going terrible for deathmatch. What some mappers that care about deathmatch do to get around this is that they create a small area outside of the rest of the map that's only accessible in deathmatch. Lifts are also generally a very bad deathmatch experience. Doors should be used sparingly as well. Similar to my first point about the map size you want to be able to find your opponent so a very non-linear map also isn't going to work well, even if it's rather small. There's more to this but one would have to see the map to be able to tell how deathmatch-friendly it is. Coop/survival is much more forgiving in this regard. Basically, if the map works in single-player and there aren't too many narrow passages, it's going to work in coop as well. However, there is some stuff to avoid, like W1 teles and locking a player in a trap which makes it impossible for the players outside the trapped area to progress in the map if the player inside dies. 2. Yes, an experienced player definitely. 3. Sometimes. Much more easier for coop than deathmatch. Strongly depends how many "sins" I mentioned in my answer to the first question were committed.
  5. Yes, it's possible to get 100% kills. You have to drop down to the next area before pressing the switch that raises the "nukage pool" near the end of the map. Pressing that switch also makes the area with the monsters you missed inaccessible. For Andy: the demo above misses 5 monsters.
  6. Alright then, as you wish. Can't pass up the opportunity. Erm... I wish I had any clue. During the session I tried closing both Zlauncher and ZDaemon and reconnecting but it didn't help - I always crashed immediately if I tried to enter the final room in MAP40 or even switched to the view of someone who's there... and I was the only one. The crash was instant so my guess would be it was some texture conflict/weirdness that could not be rendered by my client similar to how only you saw the weird texture in MAP03. Possibly related to graphics drivers/graphics card/GPU?
  7. Session statistics for this week: First blood: Evolution | in MAP02, splattered by a cyberdemon 4 seconds after joining First blood in subsequent rotas: 2nd rota (-fast and 2x damage): Gu475v | splattered by a cyberdemon 4 seconds after joining (-fast and later also 2x damage turned off during attempts at MAP40) 3rd rota (total randomization): AF-Domains.net | in MAP02, incinerated by an archvile 16 seconds after joining 4th rota (random damage + popcorn): [FS]Assm0 | killed himself 29 seconds after joining Peak server population: 37 Overall number of players that connected during the session: 136 Player death counts by obituaries (1st rota/2nd rota/3rd rota/4th rota): 46 killed themselves. (0/0/3/43) 44 died. (3/6/34/1) 5 mutated. (2/0/3/0) 4 were squished. (3/0/1/0) 0 went boom. (0/0/0/0) 18 should have stood back. (6/6/6/0) 2 were killed by a zombieman. (0/1/0/1) 22 were shot by a sergeant. (4/13/0/5) 32 were perforated by a chaingunner. (12/20/0/0) 4 were slashed by an imp. (2/2/0/0) 32 were burned by an imp. (9/22/0/1) 15 were bit by a demon. (1/12/1/1) 25 were eaten by a spectre. (3/20/0/2) 0 were spooked by a lost soul. (0/0/0/0) 1 got too close to a cacodemon. (1/0/0/0) 31 were smitten by a cacodemon. (1/30/0/0) 4 were punched by a revenant. (4/0/0/0) 54 couldn't evade a revenant's fireball. (10/42/1/1) 25 were squashed by a mancubus. (6/17/1/1) 27 let an arachnotron get them. (8/19/0/0) 1 was gutted by a Hell Knight. (1/0/0/0) 25 were splayed by a Hell Knight. (9/14/1/1) 7 were ripped open by a Baron of Hell. (2/3/2/0) 23 were bruised by a Baron of Hell. (2/17/3/1) 100 were incinerated by an archvile. (24/59/16/1) 2 stood in awe of the spider demon. (2/0/0/0) 272 were splattered by a cyberdemon. (90/114/46/22) 0 were surprised by the zombie's weaponry. (0/0/0/0) 0 were mauled by a Mauler Demon. (0/0/0/0) 0 were charred by a pain soul. (0/0/0/0) 3 were melted by a pain soul. (0/0/3/0) 1 suffered psychic trauma from an aracnorb's brainwaves. (0/0/1/0) 0 were perforated by an Arachnophyte. (0/0/0/0) 207 couldn't dodge a destructor's rocket. (4/3/200/0) 2 were terminated by the Badass Cyberdemon. (0/0/2/0) 3 were ducked by a rhinoduck. (0/1/2/0) 2 were spooked by a... bat. (1/1/0/0) -------------------------------------------------------------------------------------------------- 1039 deaths overall. (210/422/326/81) Session lasted for 12 hours and 19 minutes and ended in the 4th rota with the last map played being MAP04. Last finished map was MAP03. top 10 players with most deaths (deaths/joins, death ratio): Keyboard_Doomer 78/98, 79.59% rhinoduck 58/66, 87.88% fred512 47/66, 71.21% [FS]Assm0 40/41, 97.56% AF-Domains.net 33/35, 94.29% AnimaZero 31/54, 57.41% MallardCore 30/31, 96.77% ErisFalling 30/40, 75.00% [SUR]Argenis 28/31, 90.32% zezoo 28/36, 77.78% Damage statistics:
  8. Session statistics for last week: First blood: uyjhm | in MAP02, bit by a demon 31 seconds after joining First blood in subsequent rotas: 2nd rota (-fast and 2x damage): AF-Domains.net | burned by an imp 9 seconds after joining 3rd rota (total randomization): AF-Domains.net | couldn't dodge a destructor's rocket 8 seconds after joining Peak server population: 32 Overall number of players that connected during the session: 132 Player death counts by obituaries (1st rota/2nd rota/3rd rota): 7 killed themselves. (3/0/4) 41 died. (9/12/20) 20 mutated. (10/9/1) 5 were squished. (4/0/1) 0 went boom. (0/0/0) 22 should have stood back. (9/4/9) 7 were killed by a zombieman. (0/7/0) 37 were shot by a sergeant. (2/35/0) 34 were perforated by a chaingunner. (8/22/4) 1 was slashed by an imp. (0/1/0) 46 were burned by an imp. (4/40/2) 8 were bit by a demon. (2/6/0) 6 were eaten by a spectre. (0/6/0) 8 were spooked by a lost soul. (0/8/0) 0 got too close to a cacodemon. (0/0/0) 10 were smitten by a cacodemon. (2/8/0) 5 were punched by a revenant. (5/0/0) 49 couldn't evade a revenant's fireball. (17/31/1) 25 were squashed by a mancubus. (7/15/3) 9 let an arachnotron get them. (3/6/0) 2 were gutted by a Hell Knight. (2/0/0) 20 were splayed by a Hell Knight. (3/16/1) 2 were ripped open by a Baron of Hell. (0/0/2) 13 were bruised by a Baron of Hell. (8/5/0) 50 were incinerated by an archvile. (7/10/33) 7 stood in awe of the spider demon. (0/7/0) 65 were splattered by a cyberdemon. (21/7/37) 0 were surprised by the zombie's weaponry. (0/0/0) 1 was mauled by a Mauler Demon. (0/0/1) 0 were charred by a pain soul. (0/0/0) 0 were melted by a pain soul. (0/0/0) 2 suffered psychic trauma from an aracnorb's brainwaves. (0/0/2) 0 were perforated by an Arachnophyte. (0/0/0) 205 couldn't dodge a destructor's rocket. (10/0/195) 2 were terminated by the Badass Cyberdemon. (0/0/2) -------------------------------------------------------------------------------------------------- 709 deaths overall. (136/255/318‌) Session lasted for 13 hours and 47 minutes and ended in the 3rd rota with the last map played being MAP11. Last finished map was MAP10. top 10 players with most deaths (deaths/joins, death ratio): rhinoduck 63/68, 92.65% tetragrammaton 36/38, 94.74% AF-Domains.net 35/52, 67.31% Keyboard_Doomer 29/44, 65.91% v3B7 27/28, 96.43% AnimaZero 24/36, 66.67% [FS]Assm0 23/25, 92.00% Linny 19/19,100.00% MalwareCore 19/24, 79.17% DaIcemann76 18/28, 64.29% Damage statistics:
  9. If you are from certain parts of the world you might be confused why TNS didn't start yet. The reason is that there was a time change in Europe. TNS starts is approx. 40 minutes from the time this post was submitted. Another thing I forgot to mention is that as usual, Halloween session is a bit special in TNS so there might be a salt-flavored surprise waiting for us so come prepared!
  10. I see my assumption about the zip was wrong. It indeed appears to be 7z. I agree that most people probably have the wad they want to play from idgames or Doomworld but I think it happens fairly often that if a demo caught your interest and you don't have the wad yet, DSDA might be the place from where you download it. I also remember someone mention that when they're about to record a demo for a wad, they download the wad from DSDA rather than idgames. Sure, splitting the wad table for a version that doesn't have any demos yet and is unlikely to have anytime soon is annoying but considering there's a chance someone will consider the wad hosted on DSDA as up-to-date I don't think DSDA should host only the outdated version just because the new one doesn't have any demos yet. Wads being updated (even multiple times) after initial idgames release is a common occurrence nowadays. I really wish the idgames provided a checksum/hash for the wads included in the zip so you can compare you have the newest version without having to download anything. I hope at least the new DSDA that's in the works will add this feature.
  11. f1b1-153.zip (UV Max for 01fava E1M1) seems to compressed with a rarely used compression algorithm which results in the zip being recognized as corrupted by many utilities dealing with zip archives. Could it be repackaged? idgames has newer version of nmdu.wad than the one that is on DSDA. These demos desync with the idgames version: UV Max: E3M3 (both), E3M5, E3M6, D1EP3 UV Speed: E3M3 Staying with nmdu, Skepticist's D1EP2 UV Max in 39:36 desyncs with both DSDA and idgames version, using nmd2_old.wad doesn't help either.
  12. This is the tactic I use. I'm sure the positioning could be improved so you're both closer to the monsters to kill them faster and positioned in a way that they all come to you instead of you having to search for them. EDIT: Looked at my demo with IDDT (x2). 3 Monsters very close to me, one failed to teleport in. There always seem to be one monster not teleporting in but each time a different one which makes this map possible but even more annoying for UV Max. pigeon11-26kills.zip
  13. Thanks for doing the graph. Info from all session from which we have logs is available in a spreadsheet here. As you can see from the graph, the total number of players that join during a session varies wildly and this is because the number heavily depends (among else) on the length of the session which in turn depends heavily on various hardly predictable factors. This makes it a pretty misleading statistical indicator for... about anything if you don't divide it by the length of the session but on the other hand, I think the peak population is a decent indicator, at least most of the time.
  14. UV Max seems possible with a good use of an invulnerability, at least with some luck. Best I could get from a few quick tries was 25 kills, I'm sure a better player could get all 30.
  15. We will be playing with the fthosfx.wad version of the wad which doesn't use the custom sounds that are included in fth666.wad. fth666sounds.wad will be loaded as an optional wad. If you wish to use it either download it manually from here and put it into your wads folder or set up your IDE / Doom Explorer to download optional wads.