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About tchkb

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    Green Marine
  1. The DooMed Speed Demos Archive returns!

    You forgot my Scythe 2 EP6 HNTR-Max.
  2. New Scythe 2b Demos [-complevel 2]

    Episode 2 UV-Max in 12:50, PrBoom+ v2.5.1.5, -complevel 2 s2e2-1250.zip
  3. New Scythe 2b Demos [-complevel 2]

    Episode 5 HNTR-Max in 28:40, PrBoom+ v2.5.1.5, -complevel 2 I had no idea it's going to be so hilariously easy on HNTR. Wouldn't have bothered, but the deed is done. s2e5s2-2840.zip EDIT and another one to fill the table. s2e6s2-3035.zip
  4. New Scythe 2b Demos [-complevel 2]

    Episode 4 UV-Max in 22:46, PrBoom+ v2.5.1.5, -complevel 2 s2e4-2246.zip
  5. New Scythe 2b Demos [-complevel 2]

    Episode 3 UV-Max in 48:39, PrBoom+ v2.5.1.5, -complevel 2 This took a lot less time than I expected. Moving at snail's pace and getting the best possible luck with MAP31 Evil Marines probably had a lot to do with this. Good luck to anyone who tries to do this faster. s2e3-4839.zip
  6. New Scythe 2b Demos [-complevel 2]

    Oh wow, I'm an idiot and didn't realise the implications. I kind of treated those two as "extra-episodic maps", not part of any of the six. But your logic is sound and consistent with current UV-Speed TASes (EP3 one quits it through MAP31 just because it's faster than opening MAP15 normal exit) and according to it they indeed should be treated as part of EP3. In that case my run is invalid and shouldn't be uploaded to DSDA (maybe as a misc category, but anyone interested has probably already seen it here, no point cluttering the demo listing). And there's no way I'm redoing it in that case. MAP31 secret exit is completely bullshit, like Scythe MAP28 but infinitely worse, getting it after those five normal maps done at fast(ish) pace is just not feasible, at least for me. It's a completely different story if we somehow agreed to consider MAP31 to be part of EP3, but MAP32 a part of EP4 just for sake of feasability of episodic max runs that include both secret levels across all six. However that isn't consistent with EP4 TAS, which starts at MAP16, not 32. Maps 11-20 + 31/32 are very weird because the normal 15->16 death exit breaks the continuity, but taking 31->16 lets you enter that part with full gear, as does 31->32->16, making them kind of a single episode that would otherwise be considered two separate ones.
  7. New Scythe 2b Demos [-complevel 2]

    Episode 3 MAP11-15 Movie UV-Max in 21:55, PrBoom+ v2.5.1.5, -complevel 2 Also linking a little challenge run I did in ZDoom a year ago. s2e3-2155.zip
  8. Sunlust + Summer of '69 demos [-complevel 9]

    Episode 3 HNTR-Max in 1:16:27, PrBoom+ v2.5.1.5, -complevel 9 sle3s2-11627.zip
  9. Sunlust + Summer of '69 demos [-complevel 9]

    Episode 2 HNTR-Max in 50:22, PrBoom+ v2.5.1.5, -complevel 9 First full run attempt. Barely missed sub50 - forgot to take a pile of rockets in final area of MAP19, slowed down a little too much in the last level as a result and even had to backtrack to a secret I forgot earlier. I'll definitely attempt to improve this in the coming days, but it'll be very tough, staying alive through all this shit first try was already a miracle. EDIT got it three attempts later. sle2s2-5022.zip sle2s2-4939.zip
  10. This is why you should always play with advanced HUD on, even if it doesn't show the ammo counters (why???). Biggest update to the previous route was rocketing Cacodemons instantly after dropping down to lava in #3 optional area. Some of them tend to bunch up right off the bat, but rarely all of them as they did here. A few other minor adjustments include running straight to the opposite of Plasma Rifle platform to increase chances of Daedabus vs Mancubi infight and some careful Minigun use after initial BK teleport to provoke Mancubus vs Pyro Knights infight (didn't happen here unfortunately). In hindsight I should've used Plasma Gun on AV + 2 Pinkies guarding Megasphere secret to save two or three seconds there, but then I'd risk running out of cells for RK area and being unable to safely kill at least the first Daedabus. Maybe could've instead used a few more rockets at the beginning of YK area to save some cells. Also my movement will suck forever. This is my last Valiant IL demo. I might return to it in the second half of the year to do some episode maxes if I feel like it and no one does them first. va23-629.zip
  11. Post your Doom video! [but don't quote video]

    Did this run two weeks ago. Uploaded to Youtube in three parts to make watching it more convenient. Sorry for choppy framerate, I don't know why Youtube butchered these videos so hard.
  12. Sunlust + Summer of '69 demos [-complevel 9]

    Episode 1 UV-Max in 1:25:36, PrBoom+ v2.5.1.5, -complevel 9 First try with minimal practice. Extra slow and casual for your (un)enjoyment. In all seriousness, nobody should watch this slugfest unless you want to take notes of the more reasonable safe strats employed and ammo consumed in executing them to route something faster and more efficient. sle1-12536.zip
  13. Sunlust + Summer of '69 demos [-complevel 9]

    Episode 1 HNTR-Max in 31:44, PrBoom+ v2.5.1.5, -complevel 9 It's awful, but at least it's faster than sum of my IL bests (32:41). Could do EP1 UV-Max too, but it would be super slow and casual. sle1s2-3144.zip
  14. MAP24 UV-Max in 13:16, PrBoom+ v2.5.1.5, -complevel 11 My first and only exit in a speedrun context (the previous casual one in ZDoom was 21:03). Routed this for safety to optimise my health pickups and make sure not to skip any monster. Still took around 4 hours worth of bashing my head against cathedral AVs refusing to die, Cyberdemon refusing to shoot until walking straight into my face, random Daedabuses not bunching up and backstabbing me at most inopportune moments and just general choking. va24-1316.zip
  15. Nice. Route looks awkward with so much backtracking and a few spots have visible mistakes on your part, but can't argue with 107 seconds down. MAP24 is the last one left in need of a decent demo. I hope you're up to the task, I keep getting owned on that one when trying to go fast.