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Everything posted by RobinSena

  1. RobinSena

    YouTube speedrunners

    Part of this is the fracturing of the 'official' records (Compet-n) vs. DSDA records, as well as the fact that there are people such as myself who are competent speed runners who don't necessarily bother to learn some of the untricacies of doom programming, as well as how to record for the sake of posting to YouTube. For me, I still don't know how to record an .lmp. Compounding matters is that getting a copy of vanilla doom that is recognized as 'official' for compet-n/record purposes can be difficult. Should someone point me (as well as many others) in the right direction (how exactly do you record an .lmp?) many of the records would fall. As an addendum, many people also play as hobbyists and don't consider themselves part of the community, perhaps because many of us are a little older and have full time jobs, as well as families in some cases, and would prefer to see ourselves more from these perspectives.
  2. Everyone gets better with time, and not just Doom. I'm old enough to have played the original NES, and compared with how I was as a player than, I'm much better now (early 30's). Games like Zelda 2, Gunsmoke, Contra, which I though were all very hard as a kid, are very easy now. As a kid I always needed the 30 life Contra code to beat that game, whereas now I can easily beat it without dying. Same for Doom. Had the PlayStation version as a teenager - thought it was VERY difficult on Ultra-Violence. Now I think the PlayStation version was WAY too easy. Now I'm almost exclusively a PC Ultra-Violence player, which is much harder than the PlayStation version, and I can break a bunch of the competn records (with gzdoom though). The difference between me as a young teenage Doom player and early 30's Doom player now you ask? No contest. And yet I thought I was such a good player than. Time, for whatever reason, has done wonders for my gaming, even if it's been a decade or more since I last played a game.
  3. The music for TNT definitely deserves some praise, especially the music for Map 20: Central Processing. Soothing music to go along with a long level. It perfectly matches up with the later part of the level with the starry night sky. But what's with the hate for Mount Pain? (Not necessarily in this thread, but in general.) Nothing wrong with a level that tests your endurance as a Doom player. Plutonia could have benefitted from such a level as opposed to all the short but brutal levels. A good Doom player should be multi-skilled - deft in small areas/many monsters + SSG, but able to hold his own in long levels with little power.
  4. I think what's gotten lost in this thread is that we're assuming that we're all playing on Ultraviolence. Different weapons and styles of play are warranted for different skill levels. I've noticed that in many Ultraviolence playthroughs on youtube, the plasma gun isn't used that much - a choice mirrored by others here. But I would make the argument that the plasma gun is arguably the best weapon on the Nightmare! skill level (perhaps this should get its own thread for discussion), while the SSG is arguably the best all-around weapon on Ultraviolence. The plasma gun's relative power coupled with rapid fire rate make it not only a very versatile weapon, but the ideal weapon for Nightmare! You can see this in action on the superb Nightmare! run of Doom II's the Living End by rybacksda on youtube. The extreme speed warranted by Nightmare! make the BFG a less than ideal weapon due to the slow rate of fire. Same for the SSG. Just my two cents.
  5. Where are all the Compet-n style players? My objective is to get 100% kills and secrets as fast as possible, resulting in an aggressive style of play. I was very defensive for a while after I started playing Doom again, but seeing those record runs changed my style forever.
  6. RobinSena

    How would you improve Doom?

    I would create a trigger-lock of sorts for the rocket launcher. We've all fired rockets into walls directly in front of us or next to us, usually as a result of speedrunning and strafing close to a wall, or perhaps doing a peak-a-boo style attack of some monsters and having a rocket clip a wall. In a 'real-world' situation, no one is firing a rocket into a wall in front of themselves. It would be nice to create some special lock that would prevent the rocket launcher from firing in the event that the rocket might directly hit or clip a wall if it's within a certain distance from you. **EDIT** Also, it seems ridiculous that lost souls can block your path given their small size. Doomguy should be able to run past them easily. Going back to the 'real-world' situation, it would seem that Doomguy could easily swat them out of the way. Maybe this should be another improvement in future source ports.
  7. RobinSena

    Youtube Nightmare player: is he cheating?

    In the scheme of things, a record is a record I suppose, so long as no codes (iddqd, etc.) or other sorts of 'outside' aids were used in the making of a fast run. But I believe that if Romero and company were making the game again, they would smooth out some of these deficiencies in the game's code, which would eliminate things like 'wall grabs', and the like. At the very least, I would recognize two different UV Max records for a level like Perfect Hatred: one for people exploiting the BFG grab, and one for those who don't. **EDIT** A few new posts since I was typing this. Yeah, certainly some interesting things discovered over the years. Hard to draw a line between 'intended' and not. **END EDIT**
  8. RobinSena

    Youtube Nightmare player: is he cheating?

    Perhaps, but it still exploits something in the code as well. As for the nature of the thread, I think it's a good one, and some good info has been shared here. There will always be a few people telling others (like certain people in this thread) what to do as if they know everything, but the reality is that they were NOT involved in the programming of the game, and as such do not know what was intended by the likes of Romero, et al., when the game was made. For the know-it-alls who want to be forum bullies (but real life losers - no surprise there), the only way to find out for sure is to go straight to the source.
  9. RobinSena

    Youtube Nightmare player: is he cheating?

    Felt like I should throw my two cents into the cheating vs. exploiting argument. They are certainly different things, but even within the 'exploiting' category we can break it down even further. There are two ways I can think of to exploit a level: -exploiting something in the level design, and -exploiting something in the game's code. A good example is E4M2, Perfect Hatred. At a certain part, you can jump past the blue door, bypassing most of the level. I personally wouldn't have a problem with this, as it's still within the game's normal physics. However, at the same part, you can grab the BFG through the wall, which is exploiting something in the game's code, which is NOT within the game's 'normal' physics. Given how John Romero himself designed this level, it might be interesting to go straight to the source to see which of these things he would approve of, if any.
  10. RobinSena

    do you use keyboard, mouse, or gamepad aiming?

    I play with keyboard only. Not the most comfortable way to play though, but it's what I know best. Never got the hang of the mouse thing.
  11. RobinSena

    A small Question on the Doom 1 box art

    About the innacurate artwork thing - have you ever seen the artwork to the American release of the very first Mega Man game for the NES? Very common in those days.
  12. Does anyone know if there is some sort of bug with this level, at least with GZDoom? There's an L-shaped blue room (has some Pain Elementals, a Cacodemon, and some chaingunners) that is accessible only when a little platform lowers (or when a stair rises, not really sure), allowing you to enter the area. The way it's apparently triggered is by going up the stairs located nearby, which lowers the platform, permitting entry. It works fine when I play Chocolate Doom and PrBoom+, but just doesn't seem to work with GZDoom. ??????
  13. RobinSena

    Things about Doom you just found out

    Yeah, the other post was just some comical venting. The constant line of sight is certainly a huge advantage. And just for the record, I play lots of Plutonia, and I play fairly well I think.
  14. RobinSena

    GZDoom Bug with TNT Map 20: Central Processing

    It says File Version: (If there was a bug, than perhaps they've fixed it since then). As far as I know, this is an older version (I don't stay up to date with all the latest versions). I stick with it because it's what I'm most comfortable playing with, and the overall look of the game through it are awesome. Since I started playing Final Doom back in January (almost always through this version of GZDoom), this area has never worked properly. I just IDCLIP this part to get into the area. In a Youtube speedrun by Armane15 of this level, someone in the comments section posts a similar complaint, so I'm not the only one. There's definitely an issue there. If I can get the hang of this video capture thing, I'd be happy to post a video. I don't think it's just my computer either - it works fine in the other ports, but never in GZDoom. ****EDIT: I downloaded one of the newer versions of GZDoom, and the level works fine. Must have been some issue with a past version of it.****
  15. RobinSena

    Things about Doom you just found out

    It was just a joke, jeez. I'm sure the Doom code is quite logical. I routinely speedrun Plutonia's Map 15: The Twilight, which has lots of chaingunners, and I do fine.
  16. RobinSena

    Things about Doom you just found out

    The chaingun is MUCH more powerful in the hands of the Heavy Weapon Dude/Chaingunner than it is in the hands of Doom Guy. (I don't care what anyone says, it IS more powerful.) I just found this out the hard way for the millionth time, and now feel qualified to state it as fact - to hell with the game's code. The Revenant's projectile does NOT follow any rules of logic, despite what people quote from the game's code. (Also just found out the hard way for the millionth time, in a separate but equally frustrating run).
  17. RobinSena

    20 Years of PlayStation Doom.

    Interesting. I feel like I have to take it one step further though: Was RAM the issue of not being able to have a Cyberdemon and Spiderdemon on the same level/screen? I've read about some issues with that, which would explain the fact that the level Gotcha! was left out of the Playstation version (though apparently, two Spiderdemons were possible, a la PSX Map 54: Redemption Denied.)
  18. RobinSena

    20 Years of PlayStation Doom.

    The turning radius of a Revenant's projectile is pretty tight in the PC version - it would be hard to imagine it being any tighter. (It's been about 15 years since I last played the Playstation version though, so it's hard to remember.) I've seen Revenant projectiles turn so tight on the PC I wanted to throw my laptop out the window. Seems very inconsistent, but that's an issue perhaps warranting it's own discussion in another thread.
  19. RobinSena

    20 Years of PlayStation Doom.

    I also mainly played the Playstation version as a kid (I only first played the PC version a year or two ago). It certainly had some good things going for it, but being a PC only player now, there were certainly some drawbacks, so I don't think it should be a total whitewash celebrating it. Some major drawbacks: -Too easy. As a kid I thought it was difficult, but being a PC Ultraviolence player now, I can see it was way too easy. -They removed some of the better levels, especially if there was a Cyberdemon or Spiderdemon. Levels in Doom II, like the Spirit World (the best level), The Living End, Downtown, and a few others - nowhere to be found. -No Arch-Vile. I understand this to be partially a limitation of the Playstation hardware, but I feel if they split up Ultimate Doom and Doom II onto 2 separate discs, it could have worked. -They butchered many levels by removing/replacing more difficult monsters. Doom II's Map 27: Monster Condo is a total joke in the Playstation version. -The Revenants are NO threat in the Playstation version. Some Advantages: -The Look. The lighting affects, as well as the Fire Skies, were a major improvement. -The Sound. Awesome sound affects for just about everything. -The Music. I personally prefer the regular Doom soundtracks, but I can see why everyone likes the ambient music of Playstation Doom. -No Map 24: The Chasm An Issue I'm neutral on: -No Nightmare! Skill Level Overall, it's a well-made game, but falls short of the PC version. Whether it was for hardware issues, or for issues regarding decisions they made, there were certainly some things that could have been better. But as I mainly played the Playstation version as a kid, I'll remember it fondly.
  20. As it seems few people play Vanilla Doom anymore, I was wondering what people consider an "official" record, assuming there is anything official? I use GZDoom to play Doom, specifically with enemy count enabled in the map screen, as well as the timer and 'always run' enabled. I don't think any of this gives too much of an advantage, but it certainly helps for longer levels where knowing whether you are making good time at certain milestones helps in determining whether you should keep going. This is all coming about because I broke a UV Max record for a particularly long level (I didn't record it unfortunately, though I took some screen captures at the tally screen). I'm sure I can do it again (and recording it as well), but was wondering if I should switch over to PrBoom+, which I also have but never use. It has a more vanilla aspect to it which would make it more legit I suppose. Also, a huge thanks to everyone who helped me in my other thread inquiring about a G/ZDoom source port where lost souls aren't counted. This was the reason I finally got to see "100%" kills at the end of this level.
  21. RobinSena

    What Does Everyone Consider an "Official" Record?

    It was TNT's Map 27: Mount Pain - I got a time of 9:19. While I am extremely proud of this time (regardless of the source port, it was a solid run - just about flawless), it's come to my attention that using GZDoom to do this gave a particularly strong advantage at the end. I executed an Arch-Vile jump in the last room to get from one side of the room to the other - something that I was not able to replicate in Chocolate Doom or PrBoom+. Evidently, ZDoom-type source ports absolutely LANUCH you when an Arch-Vile lights you up (Despite venturing into speed running, I still consider myself a casual player, which is why the more technical aspects of Doom are still unknown to me). With Chocolate Doom and PrBoom+, I couldn't even get close to the other side of the room with this method, which probably saved about 9 seconds or so in my 9:19 run. As a kid, I played the SNES and PlayStation versions - neither of which had the Arch-vile - so playing against them was a new experience when I picked up Doom again. **EDIT** Ok, so I was able to execute the jump in PrBoom+ by running backwards, but it's much more difficult to pull off. **END EDIT** The other side to this is that I had a run the night before where I didn't do the Arch-Vile jump, but probably would have broken the records anyway had I not died taking the lift up to the top (the normal way of doing this last room). I feel confident I can eventually break the records using Vanilla or Chocolate Doom, but since I'm on the fence about becoming a dedicated speed runner, I'm debating whether to keep putting in more time, which is the reason I haven't ventured away from the id Software released Doom games - haven't played a fan made/fan released WAD yet. All in all, just another lesson in keeping things as Vanilla as possible for records, which is why I respect Patrol's stance, though I feel Chocolate Doom and PrBoom+ are fine so long as they're run Vanilla-style.
  22. RobinSena

    What Does Everyone Consider an "Official" Record?

    I've decided to take dew's advice and use Chocolate Doom - its controls are tight and responsive. I found PrBoom+ to be somewhat lagging in the control factor. I just have to learn to record demos; but to do it with .lmp file demos or a straight record with OBS or some other screen capture program? Leaning toward the latter. To follow up on some other opinions - I can understand patrol's stance of keeping things pure by using the .exe's, but times have also changed. I considered j4rio's record of Mount pain to be the 'official' record over Yashar's compet-n entry when I endeavored for the record, and I don't think I'm the only one who considers source port runs with PrBoom+ and Chocolate doom legit - and all this comig from a guy who plays keyboard only, so I definitely understand the purity of the rules thing. Nothing like mastering Go 2 It on a keyboard. In the end, it seems the PrBoom+ and Chocolate Doom people are in the majority.
  23. RobinSena

    What Does Everyone Consider an "Official" Record?

    To Patrol: Perhaps, but I see some awesome runs on youtube that are basically vanilla, where the players actually broke the records. I remember randomly watching a video for Plutonia's Map 28: Sewers on youtube (a level I like to speedrun), and the person actually broke the compet-n record. When the tally screen came up, I said "ok, he just broke the damn record!" I'm pretty sure it was with a source port. Same for rizera's awesome run of Doom 2's Monster Condo, and a run of Plutonia's Odyssey of Noises, I think also by Rizera, both record smashing. It seems a little 'protectionist' for the compet-n people to protect their interests when their records get smashed, even if source ports don't confer any advantage. Tourniquet: Yeah, I know my GZDoom run would never be considered legit (which is the reason I didn't record it), but was thinking of the PrBoom+ thing, and the legitimacy of it which I consider very real.
  24. Having recently become involved in the speedrunning thing, I was curious if anyone knew whatever came of some of the 'older' Doom masters. People such as Sedlo, Radek Pecka, Jim Leonard, Drew DeVore, Adam Hegyi, Anders Johnsen, Henning Skogsto, and perhaps a few others I can't think of offhand. (I'm also somewhat new to this site, so for all I know they could be members here if they're still involved with doom.) I understand people become more involved with responsibilities (career, marriage, kids, a mortgage, etc.), but to be as good as some of them were and then kinda disappear would seem difficult for me to do if I was that good, especially given their amazing dexterity/skill. (I still think the most amazing video game run I've ever seen is the UV Max of E4M2 Perfect Hatred by Anders Johnsen.) There's a video on youtube of a complete Nightmare! run of Doom 2, by rybacksda. Someone posted in the comment section for this video about a year or so ago under the name Henning Skogstoe, saying he was proud of his time of that particular run years ago. It could have been an 'imposter' I suppose, but I see no reason why it wasn't in fact him, so I guess they still keep an eye on the Doom community, although quietly.
  25. RobinSena

    Where are the 'Old Guard' Doom masters now?

    Good to hear many of them have stuck around, though perhaps not as active. When you set so many records, I guess it's hard for them to find continued motivation - they've pretty much done it all. Reminds me of when I was a speedrunner for Mike Tyson's Punch Out - felt like I got fast enough to where I stopped being interested. Graduating from college the next week was certainly a 'life' factor that contributed to my stopping playing, perhaps similar to the great Doom speedrunners. I hope everyone here sticks around for a while. Best of continued luck to the current great speedrunners on this site and this thread, especially j4rio - I have my eye on your 9:24 UV Max time for Mount Pain.