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About tchkb

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  1. Map22 UV-Max in 5:59, PrBoom+ v2.5.1.5 VA22-559.ZIP
  2. 1. Why are 100% secrets required alongside 100% kills in UV-Max? I understand this is something the 90s Doom community decided back then and everyone has just rolled with it to avoid unnecessary revolutions and respect the older achievements, but it's still a little puzzling it happened in the first place. The point of UV-Max is to prevent players from avoiding Doom's core gameplay of shooting enemies while getting through the game as fast as possible and it does a great job in this regard. But secrets don't add anything to the gameplay by themselves. Sometimes their selection in maps is arbitrary, sometimes the loot they contain is of dubious or even nonexistent usefulness, sometimes they are a significant detour you would be hard pressed to take otherwise. You could make an argument about them being a rubber-banding mechanic that tends to give you some good healing items like Soulspheres and making them mandatory decreases grinding players have to go through by forcing them to take those heals, but you could just as well argue that it's discriminating against players who can get through the level using their resources efficiently. 2. Have there been any attempts at removing damage variance from the game to improve its competitiveness? Let's be honest here - damage randomization is something every speedrunner hates. Enemy behavior RNG is kind of necessary for Doom to function, but all damage RNG does is putting players through extra grind, especially once a level is optimised enough that all improvements come from praying enemies die from less shots than in the previous record. Enemy damage variance is a lesser factor, but still existent, letting you survive hits that would usually kill you or killing you with shots you'd expect to survive. There is a very simple fix one could implement as an optional setting in Boom-like source ports or as a mod in ZDoom - making all randomized damage constant and equal to average of min and max possible damage. The issue, other than breaking compatibility with past achievements and a revolution most people wouldn't want, is that it would not only make the game more competitive, but also significantly easier because bad RNG does more bad to the player than good RNG does good. Part because the optimal decisionmaking is assuming everything goes average and then correcting based on what goes wrong (you can't predict when you're going to get lucky and base your decisions around that, unless you keep grinding until everything you want to go well does), part because of the sheer amount of highly relevant damage ranges that rarely result in less shots than average, but frequently result in more shots. To give you some of the most glaring examples: 200*N HP enemies have 50% chance of dying to N perfect SSG shots, 20*N HP enemies have 50% chance of dying to N Chaingun taps or N Plasma shots, 400 HP enemies have 50% chance of dying to a BFG ball, 70 HP enemies have 50% chance of dying to a perfect Shotgun shot. If you face 100 of any of those enemies consecutively with those weapons and never manage to carry over some excess damage to another, then on average you're going to have to fire 100*(N+0.5) shots with Doom's damage variance, but 100*N without. In a 1v1 vacuum it makes the game fair, but in a level full of enemies it also makes it a lot easier. Deathmatch folks would definitely love it though.
  3. Map 06 UV-Max in 7:43, PrBoom+ v2.5.1.5 New route compared to an old 11:32 demo. Execution still leaves a lot to be desired, but I'm too busy IRL to grind it more.
  4. Knee Deep in ZDoom Z1M8 UV-Max in 14:49, done in ZDoom 2.7.1. Video Is it legible for submission to DSDA with gameplay modifications I've used, including no autoaim, no weapon switch on pickup and vertical mouselook? If so, how can I submit it there? The UV-Max demo currently posted there is nearly twice as long as mine.
  5. Got this after two days of grinding. Still improvable, but 35fps is awful when it comes to precise turning and I'll never be able to match my ZDoom performance in vanilla, plus the RNG I got here was ridiculous to the point almost none of my errors cost any time. Also my first Doom demo. Thanks for encouraging me to do this.
  6. I haven't played vanilla Doom in 8 years and my skill level without vertical mouselook is much lower than with. There's no point in me spending a few months relearning Doom followed by trying to recreate that run when there are a lot of players way better than me (pretty much everyone in this thread) that can get much better times than I ever could. Never implied I'm pretending to submit something, just posted footage of an improved strategy that should work unless Cacodemons climb up much slower in PrBoom than ZDoom. I'll tackle MAP06 next, the current route for 11:32* looks suboptimal.
  7. Found a few tricks to improve the current 3:53 MAP08 WR by Nevanos. Most of what you see here is impossible to replicate in actual Doom, improvements that should be are explained in the video description.