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About Coincident
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I took the time to read the majority of this thread, including kralab's 9 posts. I'll leave them linked here for convenience: post1 | post2 | post3 | post4 | post5 | post6 | post7 | post8 | post9 Given the content and context of these posts, I don't see enough reason to ban. Were there other posts that were deleted? Is so, please interrupt me here. Otherwise, I will continue. I've also read @Dynamo's two posts about this decision in full. Kraflab is being very blunt and very disagreeable with the topic at hand, and is using very strongly negative language to convey his messages. Kraflab could have phrased his posts in a more likeable manner. However, in these posts he did not direct his arguments as spiteful personal attacks to anyone involved. Reading back all of his messages in a "neutral voice" in my head really underlines this. He did respond with some antagonism towards esselfortium after personal accusations of disingenuity which apparently began from the other side. Kraf could have not responded this way, yes. But we are all human, especially when provoked. And a ban based solely on this interaction feels extraordinarily overblown. Outside of that one post, he is being argumentative and assertive, sure. But not insulting. As for @Dynamo's posts; given the importance this topic has for the community, I think we all have to be extra understandable that discussions get very heated in this context (hence the amount of posts and reports). This only means one thing: we care about doom. We care about this community (in many different ways). We care about what will happen next. And this sentiment absolutely applies to Kraflab, and the intensity in which he wrote his posts. I don't believe acting on this sentiment should be punished. Specifics: I don't see Kralab "contributing towards anarchy". I don't see any attack towards GooberMan; kraf was criticizing the financial-bias situation in general. I don't see anything about blackmail (am I missing something? was any post deleted?). The animosity between kraf and essel is obvious, but I couldn't care less about "discord leaks" which apparently happened on both sides (is this what is being considered as blackmail? how?). Anyway, banning one side of this conflict is not a solution. I don't interpret kraf's mention of the number of likes in his posts ("soulspheres") as an "I'm right", but rather as a "there are more people with this opinion"... which brings me to: Personally, I don't agree with many of the arguments Kraflab presented here. I've had more disagreements over dsda-doom's direction than agreements. But all that is irrelevant, because his understanding of the situation is correct: there are many people with the same concerns but whose opinions are not being voiced here. This includes a lot of people in the speedrunning community, but not exclusively there. This is what fuels part of his intensity in writing. And then he gets banned after speaking on their behalf. I'm really sorry but this is not a pretty picture, and it is being talked about outside of DW. I chose not to talk about this elsewhere, and instead post here, because I believe I can reach out to the staff in the hopes of leaving all these incidents from the past in the past, and then rethinking this decision of today. About the decision making process: I believe that the previously occurred conflicts from the ENDOOM thread, and the leaks of objectively insulting stuff from discord shouldn't have as much a bearing on this decision as they did. I do run a community that is much smaller than this one, but I've never thought of banning someone over talking trash about me on another medium. I understand that the doomworld team choses to take into account things that happen offsite. But banning someone here because of some trash talk in private that happened years ago feels exaggerated. And what happened in this thread in the last few days doesn't feel like enough. Also, if you're taking external factors into account, there's a big one that was forgotten: how much responsibility and quality work Kraflab has contributed to doom and to this community over the years. I don't consider him as a leader of anything. But he works, he worries, he thinks, he fixes, and he contributes, for all of us. Sure, the good does not erase the bad. But the coefficients used to weigh the ENDOOM + discord trash talk factors are clearly out of balance if the outcome is a 1 year long ban. Is this negociable in any way? TL;DR In summary, I'm fairly disappointed that this ban was issued. I'm not the only person in the community feeling that it was an unfair decision. I kindly inquire the doomworld staff to reconsider the ban. We're all busy; I tried not to write a lot but this is important; thanks for reading.
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Okuplok Slaughter Map Demos [-complevel 9]
Coincident replied to Coincident's topic in Speed Demo Submissions
Nothing is left. Nothing but single-segment. This run beats Okuplok's slaughter map and its 23 thousand monsters in 7 hours on Ultra-Violence while using nothing but ONE save-state. This double segment completion was over 4 times harder than the ITYTD run; and incorporates several different strategies due to the fact that ammo is halved, and damage is doubled. Segment 1 from the start until the Archie Condo (hardest segment because of length) Segment 2 from the Archie Condo until the exit (hardest fights are here, but it's shorter) I still don't know if I'll get the single-segment before my patience runs out. But even if I do get it, I hope this 2-segment video is entertaining to watch in the meantime. Enjoy. Happy Facerockets. oku2seg.zip -
Coincident changed their profile photo
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I'm very glad you chose to upgrade to MBF instead of staying ZDoom-specific like the first Pirate Doom. Like this everyone can run their favorite TC in their favorite source-port! :)
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Awesome! Looking forward to this!
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After streaming this, some of my viewers noticed some minor problems with the status bar being misaligned in several locations. I fixed those problems, together with the "T" and "L" letters in the total ammo area that had some wrong color pixels. Fixed original status bar: cosmogenesis_centered_hud.zip Fixed widescreen status bar: cosmogenesis_wide_v2.zip A quick before / after preview:
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16:9 widescreen status bar for cosmogenesis: (file removed, check the updated version in the next post) I originally made this for me, but I thought I'd share this for anyone else who might want to use it. Just load it after cosmogenesis.wad
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A true classic doomer would play classic doom what percentage of their time
Coincident replied to Stroggman's topic in Doom General Discussion
A true classic doomer finds ways to facerocket themselves even when playing non-doom. -
If it weren't for pineapple on pizza, I'd have nothing to hate on! Love to hate it <3
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Not to be Coincidental - Coincident illustration
Coincident replied to Carmelo's topic in Creative Works
Ahahaha, every time I look at this, I'm more convinced that the tie (and the torso) is actually infinite in length. :) Anyway great work, made me laugh. :D -
E4M8 UV Max in 1:43 e4m8-153.zip This run was part of my "One Day Challenge", where I limit myself to a single livestream to study, route, practice, and run a single map. This was possibly the least frustrating IL of all E4, the survivability of this map wasn't that bad. The worst part is getting past the Baron guarding the red button which raises the bridge to the final area. You really need to press that button as fast as possible, or you're losing time, but the timing to do it right is extremely finicky and partly random because the Baron only wakes up in certain tics of its idle animation, which makes the whole thing quite frustrating. Thankfully that problem is not as bad for the Baron guarding the yellow key button because you need to wait for the bridge anyway. Even though my goal was getting a 1:52 (which eluded me despite the long stream), I feel that this 1:53 run is pretty good so no shame in submitting this. Route is almost the same as Teedre's except for: - I lower both the first cell pillar and the supercharge pillar at the same time, to save a bit of time. Possibly could have just skipped the first supercharge if my health was high enough at that point, but I really didn't want to squander my survivability so I ended up never skipping it. - Shoot the first Hell Knight while moving backwards into the blue armor so when it dies you can just rotate 90º and keep firing into the lift room without needing to wait for the plasma's cooldown animation when you stop firing. - Skip all radiation suits down in the lava pit and go straight for the lift on the other end. You should still have enough time to kill all the Pinkies and Spectres downstairs. - Shoot an extra BFG shot in the last area while moving in between the right and left stairways. - On top of the left stairway, hit the far wall and then strafe back to the right to avoid getting blocked by the first Lost Soul. I feel this should be doable very consistently even though I didn't practice the maneuver fast enough. - Always fire any BFG/plasma you have left while making the final run to the exit to push any Lost Souls that might be on the way to block you and steal the 1:52 from you! :( Possible improvements: - I feel like there's something else you could do while waiting for the red key lift? Maybe shoot the Barons with plasma? Feels awkward because you'll need the ammo later for the BFG (yes, sometimes you do run out of ammo here). Maybe there's some strategy involving the rocket launcher that I'm not seeing here; either shooting rockets at the Barons while you wait, or rocket-jumping across to save even more time, even though that feels SUPER risky.
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Personal Best Demo Thread (pt. 2) ← POST YOUR NON-WRs HERE
Coincident replied to dew's topic in Speed Demo Submissions
E4M7 UV Max in 2:08 https://www.youtube.com/watch?v=49uXKWk0DGo e4m7-208.zip -
Personal Best Demo Thread (pt. 2) ← POST YOUR NON-WRs HERE
Coincident replied to dew's topic in Speed Demo Submissions
E4M6 UV Max in 2:53 https://youtu.be/NLgCFsyd_mo e4m6-253.zip -
Version 1.6 is out with a small fix to support the splits file format of dsda-doom 0.26. Thank you KineticBeverage for reporting the problem! The link to the local file version (non-google-drive) was also updated in the original post. Make sure you make a new copy of the document to get the latest version. Enjoy!
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E4M5 UV Max in 1:47 e4m5-147.zip This run was part of my "One Day Challenge", where I limit myself to a single livestream to study, route, practice, and run a single map. I got very lucky during my attempts and got a 1:48 record on attempt number 3! Of course that was an outlier, and it took me 200 more attempts to get this 1:47. I got a 1:45 in the process, but exited before one of the last shotgunners died, so it was invalid. But that just proves that 1:45, and sub 1:45 are definitely possible. I kept trying for 300 attempts but then I had to stop because I was out of time to keep grinding this map. This is a very forgettable map. I used mostly Teedre's previous route with some adjustments especially to rocket / plasma usage. The first Cacodemon is the most obnoxious demon ever. It's movement is so random that more than 50% of the time you'll need to reset because the caco is not by the window, and is near impossible to hit. Even when the caco does appear by the window, RNG damage from the shotgun means it will die from 5 to 10 shells. Insanely random and totally out of your control. Very frustrating. Killing the Baron on the Plasma room is very awkward due to it's position and due to where it's moving relative to the direction of your rockets; you end up missing a lot of them. If you skip the Baron to kill it later after getting the blue key it's even worse because auto-aim can make the rockets aim slightly down and hit the ledges in front of your face, instead of the Baron... After the Baron door, I highly recommend using plasma to kill the hitscanners upstairs. Empty all the cells of the Plasma on them so that the weapon doesn't do the "recoil" effect and you can swap to the rocket launcher earlier for the pinkies downstairs. If you can afford it, shoot a rocket on the ledge of the window before jumping to the exit; if aimed correctly it might kill some of the hitscanners in the exit room in advance.
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E4M4 UV Max in 1:31 e4m4-131.zip This run was part of my "One Day Challenge", where I limit myself to a single livestream to study, route, practice, and run a single map. This was another frustrating RNG grind. Most of the run's success depends on the random damage of either the shotgun or the berserk. The invulnerability room is the biggest pain in the ass in the entire map, as the 2 cacos are often too high to be punched; and together with the blockmap bug and cross-section shenanigans, you end up missing a lot and losing plenty of time. Also you risk the Specters and Imps running all the way to the end of the room, making you lose even more time. The only reliable form of damage are the rockets of which you have only 7 for the entire map, and using them wisely for survival + speed is paramount. I started by going with Teedre's previous route but as I watched other people's runs (and my own) I realized there were some improvements that could be done to make the route faster. So here are a few changes I made to the route: - 1-shotting the 2 shotgunners down in the first secret means you can shoot once upstairs before grabbing the berserk, which means there's (at worst) only 1 shotgunner alive up there and you can move forwards more quickly. - Shoot 2 rockets at the right Cacodemon when you enter the invuln room. Maybe it dies and the other one gets damaged plenty. This means there's less stuff to punch in this room which is the biggest RNG dice roll, so IMO this is the best use of rockets. However, you will have to sacrifice 2 rockets somewhere else... - Skip the supercharge if your health is above 50% by the time you reach the Invuln. - Use only 1 rocket at the Imp closet by the RK. If you're lucky, only 1-2 Imps survive and you can quickly punch them and move on. - On the final room you can jump to the balcony instead of taking the teleporters, but I'm not sure if that saves you much time in practice; and it has the extra risk of falling down and losing a potentially good run. I chose the teleporters for consistency. - After pressing the buttons on either side, shoot 1 rocket *ABOVE* the opening trap door to *PREVENT* auto-aim from working. Ideally, the rocket hits the back wall in the middle of the room and evenly distributes the blast damage to clear out all the Imps. 2 more rockets at the Caco on the left trap door should be the last rockets used on the map. - On the final caco closet on the left, hug the left wall and punch slightly to the right to avoid the blockmap bug. After punching the bottom caco 4 times, move to the other closet hoping that it dies (on average, it will about 50% of the time). If it didn't you can throw a final punch on it when you come out of the closet on the right.