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tchkb

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Everything posted by tchkb

  1. tchkb

    Miscellaneous demos (part 3)

    It's a nice piece of trivia, but that's not the reason. I saw this WAD mentioned in Not Jabba's "Roots: The evolution of Doom level design" article as one of the notable early Plutonia-influenced releases and had it on my list of stuff to max since it lacked a good max demo. Thought that since you already had experience with this map, you could produce something of decent quality yourself. Your movement clearly suffers from being keyboard-only, especially in the more cramped sections, but you still managed to beat my makeshift demonstration with a much better route, so job well done. I could revisit it and beat your demo in the future, but I have more important runs to get (when I have time...) If you want to tackle something similar, I'd suggest DemoniZed MAP01 (02 already has a decent demo by Veinen). I watched Yonatan Donner's UV-Max TAS (which misses one random Imp btw) and it seems to be a decent starting point, though with a few possible improvements such as more aggressive ending and maybe also running past some of the fatter stuff and backtracking from the ending with some rockets and/or BFG to clean them up faster (would need testing if it's worth it).
  2. tchkb

    What popular megawads do you think are overrated?

    I think that every "old" release is overrated to varying degree. When I put aside any sort of historical notability and compare classics like Alien Vendetta or Scythe 2 with modern megaWADs like BTSX, Valiant, Sunlust or Eviternity, the visual detailing and gameplay polish are several levels apart. This doesn't mean that these classics aren't good - they got their cult status for a reason. But the progress in average quality is there and I personally think it's bigger than most people give it credit.
  3. I tried MAP06 in ZDoom v2.8.1 and the cacos can't teleport out either. But the closets work fine in vanilla engines. I suspect it must be fault of ZDoom engine handling either monster movement or linedef walk-though actions slightly differently. Extending the closet by a few units seems to be an easy fix, so we'll get it done in the next update.
  4. tchkb

    The Next Iteration of DSDA

    Two problems with my recent submissions for this: - the port used was GZDoom v1.8.2, not ZDoom v1.8.2 - the levelset in question was completely different: de-ep1.pk3 (2014, for GZDoom), not de-ep1.wad (2005, for Doom 2 / complevel 2)
  5. tchkb

    Sunder - Map19 Arrives.

    I went through MAP09 and found a bunch of linedefs at walkway edges that don't block monsters and can lead to failed max attempts - the ones at the intro teleporting monsters being the worst offenders. But much more importantly, I found a huge skip that can potentially save a lot of time - it's possible to grab Blue Key through the grate on the opposite side if you get pushed into it hard enough. I found that this can be done when assisted by rocket from one of the two nearby Cyberdemons (obviously requires taking the nearby invulnerability). Perhaps it can also be done without help from those guys (boosting with your own rocket? or just sr50 at correct angle?), but I haven't bothered spending a lot of time looking for alternative ways. I've managed to do a savescummed run through old Sunder MAP09 with this method, coupled with yolo rushing past almost every single fight to get the most out of relatively early BFG, and managed to save nearly 8 minutes compared to 32:56 UV-Max record by j4rio. Even more time could potentially be saved with a more optimal cleanup than what I did. Problem is, the odds of actually reaching BFG alive while running past everything seem ridiculously low, so the most aggressive form of this strategy would probably be TAS-only... unless someone has a crapton of free time on their hands. Dunno if that skip is something I_G would want removed from final version or not. At least it will always be there in old Sunder for someone to eventually exploit.
  6. tchkb

    39 UV Maxes

    I just did a savescummed run of Eventide and got 6:30. I don't know when I'll be able to speedrun it myself, so you'll save me a bunch of work if you manage to get something around that time. EDIT here's a multisegment demo with a route example. I was supposed to BFG the AV at the end, but I left this ending in for the lolz. One thing that I bet is going to kill a lot of runs are the late teleports in RK fight. You can't use remaining monster counter to tell whether you got all of them since an AV teleports at the bottom of stairs and can resurrect a random number of enemies. eventideTEST.zip
  7. tchkb

    PrBoom+/UMAPINFO v 2.5.1.7

    More specifically, your demos will have broken sync if you press esc before the %s and timer finish counting down. If you press use/fire to instantly end the countdown and then bring the menu up, everything will be fine. I've done this numerous times in my multimap runs to shorten the breaks I take between maps on demo playback (the time you spend in menu doesn't get recorded), but my demos are fine because I've always done it in fire->esc order, not the other way around.
  8. tchkb

    The Next Iteration of DSDA

    https://dsdarchive.com/wads/ksutra MAP13 Maxes in 5:04 and 5:55 by TendaMonsta are actually SoloNet maxes, but they lack the SN tag/icon.
  9. tchkb

    Miscellaneous demos (part 3)

    Nevermind, I found just enough time to upload the remaining four Demon Eclipse maps today. de-ep1_M5UVMax-831.zip de-ep1_M6UVMax-1714.zip de-ep1_M7UVMax-1350.zip de-ep1_M8UVMax-428.zip
  10. tchkb

    Miscellaneous demos (part 3)

    Demon Eclipse: Doorway to Abaddon (Episode 1) UV-Max demos (5 maps), GZDoom v1.8.2 Played in old GZDoom version because that's what I played it on back when it was released and I'm too lazy to check whether nothing breaks in this mapset in the newer versions. Links to Youtube videos in textfiles. I'll upload the remaining 4 demos (and videos) on Tuesday. de-ep1_M1UVMax-314.zip de-ep1_M2UVMax-710.zip de-ep1_M3UVMax-935.zip de-ep1_MSUVMax-815.zip de-ep1_M4UVMax-1043.zip
  11. This was already reported, it's present in idgames version and affects all sourceports. Just a silly teleporter destination screwup we made while doing quick last-minute changes while rushing the release and forgot to test it.
  12. tchkb

    Criticality (beta)

    Another problem I've noticed during UV playthrough - one of Arachnotrons from eastern optional fight teleported into Sector 508 and got permanently stuck there. I don't know if he got stuck there while infighting something or if that destination area is simply not wide enough for arachs.
  13. tchkb

    Sunder - Map19 Arrives.

    Found a bug in MAP08 that's been around since the very beginning. The following sector (unlike the three on the left, which are also linked together) doesn't have a tag and doesn't lower. This renders Tag 34 / Sector 738 teleport destination unworkable. I don't know how much harder (or easier?) the restored intended setup will make the final fight since it would mean half of the blocker Revs/HKs at the northern edge of the area will now teleport to southeastern edge instead. The closet will also be emptying faster since at the moment the monsters only have that first small wedge strip of area to move into.
  14. tchkb

    Criticality (beta)

    Proof-of-concept HNTR-Max route (using a lot of recordfromto). Misses 3 random imps: thing 1615, thing 1979 and one from sector 1051 that teleported very late. I'll definitely do a proper HNTR speedrun once the final version comes out. I think Thing 993 Cyberdemon is too noob-unfriendly - he has a very high chance to catch a blind player by surprise and blow him up immediately after teleporting. On the flipside, the player gets a crapton of cells from Thing 131 BFG pickup onward and not much to use them on, so I'd personally prefer a bit more meat in later parts. A few examples I can immediately think of that shouldn't increase the difficulty too much: restored sector 1051/1052 Arachnotrons, restored sector 2279/2280 Cacodemons (from the closets that teleport to these sectors), a beefier sector 981 opposition (but small enough that you're more or less guaranteed to keep a healthy amount of cells for the final fight) and a beefy horde to replace the final zombiemen so you can put those 11 cellpacks at the end to use. Speaking of the ending, I don't know how it works on HMP/UV since I haven't tried it yet, but I've noticed that it takes those warped-out revs a while to get crushed. Unless that crushing time can get significantly shortened somehow, that's yet another reason to put a meatier army guarding the exit so the maxers don't have to wait aimlessly in front of the exit while the crushers are still trying to do their job. Also, Thing 3508 and 3511 HNTR-exclusive Imps are stuck on top of each other. criticalityBETA1-skill2test.zip
  15. That's an unmarked super secret / easter egg area. There is a "simple" way to get there - keep looking if you want to find it yourself or use a map editor to find out. :) That's an actual issue - apparently we broke that closet while reworking the intro section's geometry (they're supposed to teleport right as BK becomes accessible). Will be fixed in the next update.
  16. Is there even anything preventing implementation of demo rewind during playback in the current state of engine? Sounds like a simple matter of writing a "reverse" game logic that does everything backwards from a given tic. EDIT disregard that, I'm an idiot.
  17. tchkb

    Demos for miscellaneous Ribbiks maps

    The "powerup" "marine" that you take at the beginning counts as a monster at level start. Picking him up fails to be registered by the M counter to be decremented, but if you save and load the game after picking him up, M will be recalculated from 1107 to 1106 to account for the guy being missing. Could be related to the friendly monster issue I've signalled a week ago.
  18. Thanks to Nine Inch Hells for helping with the write-up and providing her personal opinions on the matter. What we're looking at here is a case that revolves primarily around monsters with the flag "friendly" in MBF format maps. As such, it is a bit of a unicorn in terms of rarity. That being said though, it did end up exhibiting some problems with how PrBoom+ keeps track of kills. Since the UMapInfo fork of PrB+ is still being worked on as far as I'm aware, this may be a good point in time to discuss things, so that maybe some adjustments can be made to the newer generation of PrB+, in order to make things less ambiguous for casual players, completionists and speedrunners alike. Hence, this thread. Unfortunately, just to get people on the same page, we'll have to start with some cotton dry basics, that being the different kill-counters. There are 3 different measures to track kills in PrBoom+. - advanced HUD (most commonly used by speedrunners and UVmaxers) displays values K and M K = all monster kills gotten including kills on "new monsters", AV (Arch-Vile) resurrects and IoS (Icon of Sin) spawns M = sum total of all monsters currently alive Increases with AV resurrects and IoS spawns, decreases with any kill made. This counter is what matters for regular UV-Maxing - M must equal 0 before level exit for a successful UVmax. - automap/levelstat displays values L and T (they don't have an in-game name, but I'll call them these by analogy with the above ones) L tracks how many of the pre-placed monsters were killed at least once It is not affected by killing AV resurrects or IoS spawn. T is the number of monsters present at start of the map It is a constant value that doesn't change during the level: in cl2/cl9, there is no way for L to ever exceed T; this counter can be helpful in IoS maps, as the common ruling for maxing these maps is that all starting monsters must have been killed at least once, which is tracked by L. There is a known issue with L counter in WADs such as Valiant that use certain MBF functions to spawn "new monsters" during the level itself. Unlike AV resurrects and IoS spawns, MBF function-spawned monsters do increase L counter when killed and may cause it to exceed T. However, they don't increase it again in case they're resurrected and killed once more. The K and M counters from the advanced HUD treat them just like all other monsters, so you know when you've killed them all. - end tally Displays a number that is the result of division of K from adv HUD counter by T from automap/levelstat counter as % and rounded down; does not matter for regular UVmaxes (but back in 90s this was the sole metric by which max runs were considered valid), however all-kills runs with respawning monsters (UV-Respawn, hypothetical NM100K) use this over the other kill trackers. Now onto MBF friendly monsters. Before describing how they affect the kill counters, here are some basic mechanics in the spoiler below (tested empirically, source code and therefore facts may be otherwise): Here's how friendly monsters currently affect each of the four counters: L - Increased by 1 on the first kill on a friendly monster (re-killing resurrected friendlies does not increase it again). Similar behavior as with monsters spawned by MBF functions. T - Set to the number of non-friendly monsters present at level start. Coupled with above, L can be increased above T just by a friendly monster dying for whatever reason. K - Increased by 1 every time a friendly monster is killed, just like with all other monsters. M - Set to number of hostile+friendly monsters at level start. However, it is not affected by friendly monsters being killed during play nor friendly Arch-Viles resurrecting corpses, but it is affected by friendly IoS monster spawner, as well as corpses auto-resurrecting as friendly monsters on NM/-respawn. Furthermore, if you save the game and load it, the counter will be recalculated and will only count the living hostile monsters (new friendly IoS monsters and NM/-respawn autoresurrects will still keep increasing it). The last point is well illustrated by Artica 2, an MBF map from 1998 that has 19 hostile and 1 friendly monster at level start. The T counter is initially set to 19, while M is set to 20. Saving and loading immediatelly after map start before doing anything will set the latter to 19. End tally still displays K divided by T, only with the counters changing according to the rules outlined above. M counter recalculation upon loading a save is an obvious glitch that needs to be fixed, but the overall issue is that the treatment of friendly monsters by these counters is paradoxical - some count them as regular monsters while others do not, and that behavior also changes depending on how exactly a given friendly monster arose (initial monster / friendly AV resurrect / NM autoresurrect / friendly IoS spawn). This behavior should definitely be normalized, either one way or the other. The question is - should friendly monsters be considered monsters or not? The answer to this question will affect how completionists and speedrunners will approach serious MBF maps employing friendly monsters that do not really exist now, but might be created in the future. Normally the game engine itself should hold a noncontroversial answer, but right now two of the in-game counters say "yes", one says "no" while the last one flip-flops on the issue. Therefore, the decision should be made - preferrably based on a consensus from discussion in this thread rather than one coder arbitrarily choosing one of these two answers while fixing these counter inconsistencies.
  19. tchkb

    The Next Iteration of DSDA

    I made a thread in Source Port board about a recently discovered issue with PrBoom's misbehaving Advanced HUD and automap/levelstat counters for killed and remaining/total monsters in maps containing MBF friendly monsters. This is directly related to an issue on which there is no ruling so far - should max runners count these MBF friendly monsters like the others and ensure they're all dead before the map exit? The answer to this question should determine how this engine issue should be fixed, for sake of giving speedrunners some easily-trackable metrics on whether they've met the criteria for max run or not, so I urge all interested people to present arguments on which option makes more sense.
  20. tchkb

    Hell Revealed demos [-complevel 2]

    Welcome to the forums, nice demo for a start. Somewhat slow, but surviving through that is far from trivial, so nice accomplishment.
  21. tchkb

    Rank Your Favourite Megawads

    https://www.doomworld.com/forum/topic/109654-doomworld-community-top-wads-of-all-time-resurrected/
  22. Valiant UV-Respawn demopack (part 1 of 2, 16 maps) I was supposed to wait until I'm done with all 32 maps, but I've got a lot of testing work to do for a major mapping project, so I'd rather submit what I've gotten so far than hoard it for who knows how long. But I'll definitely return to do the second half ASAP. Detailed info and comments on each map in txt file, might help others optimize these more (if anyone else cares about UV-Respawn, lol). Valiant UV-Respawn tchkb 1of2.zip
  23. tchkb

    Why is Plutonia good?

    Things near-guaranteed to kill you without foreknowledge (which comes into play at 2nd attempt, or further attempts if the 1st wasn't enough to hint you at possible strategies to survive them) is a natural consequence of difficulty creep past a certain point. If you consider having to redo everything one extra time after the mandatory failed attempt necessary to learn what a fight's going to throw at you an unacceptable time expenditure, then I guess difficult stuff just isn't for you and that's the end of the topic. Necessary foreknowledge and mandatory retries is not a bad game design, unless they are the sole element necessary to complete something afterwards, eschewing the need for skill and effort on player's part. Think the old as dirt adventure game example of three unmarked doors, two of which instantly kill you and the third just lets you through, and that's the end of them. Plutonia is highly acclaimed (by the half of Doom community that doesn't mind dying) because once you have the foreknowledge, its gameplay strikes a balanced combination of fast, fun and skill-demanding while keeping moderation in all three, which very few 90s maps could boast. Also consider that, while this may seem alien to you right now, if you do grit your teeth and put in effort to learn the maps and then how to dismantle them and then practice them a lot, you will not just learn how to deal with the particular traps employed in Plutonia, but also a wide range of fights that many other fanmade mapsets employ. You will gain some extend of ability to quickly react to new encounters, read their structure and recognize their similarity to Plutonia's stock patterns and know how to react accordingly, which will immediately increase your chance from 0% to some nonzero number, how high exactly depending both on your general gaming prowess and your overall dooming know-how.
  24. tchkb

    Do you think Plutonia is hard or unfair

    Sorry for my random shitpost reply which honestly shouldn't have been posted as it only added to the flamewar. I was just a little irritated that people keep asking this exact same question as if the topic of Plutonia hasn't already beaten to death. Which makes me think - perhaps it would be nice if someone of very high knowledge and renown made an article thoroughly analyzing the subject in an unbiased way that could be referred to in the future?
  25. tchkb

    Do you think Plutonia is hard or unfair

    It's unfairly easy.
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