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Everything posted by GarrettChan
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Is straferunning potentially sequence-breaking?
GarrettChan replied to Chao-G's topic in Doom General
I feel it's a bit weird that some mappers are so anxious about UV Speed runs to sequence break anything... If the mapper is so anxious about this problem, I think the ultimate solution is not to watch any UV Speed runs with such tricks. If you actively map against these and fanatically make your map airtight for anything, then I would say probably that's not even fun to do. I guess the ultimate achievement is more like "hah, I made a map that none of the speedrunners can do anything shit to it", but it seems that's not the concern by anybody who tries to run your map honestly... Also people like to exclude UV Max from the "speedrunning" category which is a weird mindset as well... I know the OP only talks about SR40, but there are many situations where you accidentally AV jump to a "wrong" place and skip things. Then what now? Don't put any Arch-vile in your maps? That's not a good way to deal with these "problems" (they are not a problem to begin with IMO) to be frank. -
@Ravendesk you're provoking somebody to continue the derail of the speedrunning thread, hahahaha. I love it :)
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^Well, that's the thing for RL against PE, but in the meantime, you can improve your reading for monsters so you know when you can dodge/hold your fire. CG/PG vs PE has a problem of that if the environment is wide open, you have a chance to knock the PE into farther places and it can create a mess. However, 2~3 rockets won't knock it all the way.
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damn, I was about to comment RL against PE but rd sniped me. Obviously still BFG is the most effective, but you'll run into those without BFG. You shouldn't rule out RL against anything really.
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Glaive series demos [-complevel 2]
GarrettChan replied to Eric Claus's topic in Speed Demo Submissions
Glaive 2 Map01 Pacifist coop in 0:15 (P1: kvo, P2: me) gl201pc015.zip -
What makes Doom speedrunning so appealing? (split: Dreamskull-Bob COOP nonsense-derail [WR!!])
GarrettChan replied to Dreamskull's topic in Doom General
The index points are still not seriously taken. I don't know why you have to focus on the system. Yeah, the system is flawed and there are potential to be improved, but honestly, what's your real evidence for people caring about the index number? Now it's just you saying "oh number goes up, cool" while I almost never saw people treated it this way. Also, MP runs don't provide any index, but I've seen more people actually trying to do MP runs lately, so this is obviously against the people only caring about index number mindset. -
What makes Doom speedrunning so appealing? (split: Dreamskull-Bob COOP nonsense-derail [WR!!])
GarrettChan replied to Dreamskull's topic in Doom General
I've heard Max runners like to use weird techniques to skip all the contents of the maps and want to screw over the mappers, don't they? /j -
Honestly, how do you define "overly-generous" in 1993/1994's standard? Obviously in 2023, everybody has higher skill level, so they may find even 100 cells too generous, but probably that's not a case in 1993/1994.
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What makes Doom speedrunning so appealing? (split: Dreamskull-Bob COOP nonsense-derail [WR!!])
GarrettChan replied to Dreamskull's topic in Doom General
Sorry to be inherently disrespectful, what handle do you go for on DSDA? Also, I'll actually actively stay away from whatever you maps you tested. -
What makes Doom speedrunning so appealing? (split: Dreamskull-Bob COOP nonsense-derail [WR!!])
GarrettChan replied to Dreamskull's topic in Doom General
I really like this sentence so I made my title into this. Thanks a lot. -
What makes Doom speedrunning so appealing? (split: Dreamskull-Bob COOP nonsense-derail [WR!!])
GarrettChan replied to Dreamskull's topic in Doom General
OK, It seems that's what you meant to begin with and everybody knows that, but somehow you just denied that others understand what you meant, for some unknown reason. However, it's your ignorance about speedrunning when you talked about this. I'm both a speedrunners and a playtester and I've playtested a handful of non speedrunning community projects. Open minded mappers in the community don't get butt hurt when a trick is found in their maps. As I said before, it's a respect and an appreciation to the maps instead of speedrunners are assholes who actively try to break the map and remove its fun. Again, as I said, if you are not a fan a Speed category, there's Max category, but I guess at this point, I don't really hope that you'll actually look into what these mean. -
What makes Doom speedrunning so appealing? (split: Dreamskull-Bob COOP nonsense-derail [WR!!])
GarrettChan replied to Dreamskull's topic in Doom General
Then I guess either me or you need to check for English skill since your sentence sounds like a big complaint about tricks to sequence break. -
What makes Doom speedrunning so appealing? (split: Dreamskull-Bob COOP nonsense-derail [WR!!])
GarrettChan replied to Dreamskull's topic in Doom General
Then I understood what you meant correctly, so I don't understand why you said "I don't understand what you mean". Then if your design philosophy is like this, then it's not really a "quality improvement" for maps. You just make it airtight and unfun. I don't know why people like to try hard to block speedrunners from performing any kind of trick since they probably put in more effort in looking at your maps than other casual players. If you felt this is not an appreciation or a respect to the map, then I don't know what to say. Also, this shows you have no idea what speedrunning is. There's Max category out there, not just Speed. -
here comes mhrz, everything is over...
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What makes Doom speedrunning so appealing? (split: Dreamskull-Bob COOP nonsense-derail [WR!!])
GarrettChan replied to Dreamskull's topic in Doom General
Not sure I understand what you meant. You meant don't leave tricks to perform in map? If so, then that's not a fun way to design maps. If you left a hard enough trick to be used in a map, it would be fun to figure out the trick, but it doesn't prevent you from doing the map casually. -
I like this Ten of Swords quite a bit. The meaning of it is a bad outcome for sure, but it has a bit of "finally the bad things are over, but you need to make up your decision in order to pick up what's lying in front of you" meaning, and it rarely means physical death, but hey, I might be talking out of my ass :)
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Dubzzz's 5Minute Design Assembly #2 [-complevel 9]
GarrettChan replied to BiZ's topic in Speed Demo Submissions
Map12 speed 3P in 0:07 Map39 speed 3P in 0:00.06 d5da239c000.zip d5da212c007.zip (date/file name fixed) -
Perdition's Gate demos [-complevel 2]
GarrettChan replied to cannonball's topic in Speed Demo Submissions
13 Max Coop in 1:19 18 Max Coop in 0:52 pg13mc119.zip pg18mc052.zip (date/file name fixed) -
Dubzzz's 5Minute Design Assembly #3 Demos [-complevel 9]
GarrettChan replied to Kinetic's topic in Speed Demo Submissions
map91 max coop 0:16.97 (3P) d5da391mc016.zip (Timestamp/file name fixed) -
Map21 Max in 1:01 mach21m101.zip Map21 Co-op Max in 0:42 (P1: @4shockblast; P2: Me) mach21mc042.zip --------------------------------- Dear Mr. @A2Rob: This is a "love" letter to Machete. tl;dr: I really love Machete, and I want to share the pain about this map, so I forced my friend to suffer with me. Although he is supposed to suffer more because the punching part is harder in the map, I ended up with some empathic thoughts in my mind so I decided to swap with him and suffer more myself. I actually love the WAD :)
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18 NM Speed 10.60 rs18n010.zip 18 Pacifist 10.20 rs18p010.zip You'd think NM would be faster for these types of things, but nope..
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We tried on v10.5.1 and we didn't see the messages from other player, so this is definitely changed in v11.
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I'll take a look when I have a chance.
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Dubzzz's 5Minute Design Assembly #3 Demos [-complevel 9]
GarrettChan replied to Kinetic's topic in Speed Demo Submissions
@brendondleDude, what have I done to you to deserve such a cruelty ;_; -
That's not what I need. So, if there's a map that I can easily to miss a monster, I would check the map if I found that I missed something at the end of the run before restarting, so that I can have a better knowledge about where the monsters are hiding next time. I know a couple of other people who would do this, but yeah, it's kinda like for my own convenience sake, so it's not a feature that is in much need. Hmm, I think in the previous version of Woof, you wouldn't get messages from other players. However, I can't say it for sure. All I can say it's that I'm very sensitive to changes, so I FEEL it wasn't the case. Previous version I used was 10.5.1. If needed, I can get the older version and test to give you the definite answer for this. Hmm, I'm not sure what I did wrong yesterday. We were running a vanilla WAD, but we probably didn't put in any type of autoload or DEHACKED. Also I'm not sure whether we were in strict mode because it seems Woof doesn't enforce strict mode when recording a demo? I need to check this again. I know, that's what I'm referring to. I need that cheat to clean up disappearing lines after picking up Computer Area Map, so I said they are different. Honestly, Woof is not the go-to sourceport for these things, so I don't really feel annoyed despite these minor inconveniences to me.