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Ledmeister

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Posts posted by Ledmeister


  1. Scoring the 'impossible' Secret on Industrial Zone

    https://www.youtube.com/watch?v=FazNNJ2mco0

    This is just a quick little demo of the method used by Zero Master to trigger scoring for the teleporter-booth secret on Doom II map 15, Industrial Zone. See the video description for more info.


    For anyone interested in messing around with the method yourself, the save-game file used at the beginning of the video is available from here.
    The save was created with original old-school Doom II v1.9, so it should work with that version, Chocolate Doom, or any sourceport capable of using Vanilla saves.


  2. [Edit: Comments are up now, thanks!]

    Welcome atroche. :) I had originally posted the comment below on your video page, but it might've been routed to the spam folder (youtube.com/comments -> Likely spam tab) because of the links. If it was removed for some other reason, I apologize. O:)  Anyway:

     

    Interesting, thanks for uploading this. For anyone looking for the actual demo file, it's still available on BahdKo's site. It's part of a .zip file containing 3 Deathmatch sessions between Galiu and BahdKo, recorded in summer 1997 according to the accompanying text.
    The details: http://www.doom2.net/doom2/textfiles/galiu341.txt
    The zip file: http://www.doom2.net/doom2/lmps/Galiu341.zip
    The demo shown in this video is gal02.lmp. It should work with original old DOS Doom II version 1.9, and with any fully compatible ('Vanilla' compatible) modern source port when using the v1.9 doom2.wad file. I usually use PrBoom+ when not playing the game in a DOS environment.
    A nice thing about old-school multiplayer demo files like these is that they record all players simultaneously. As such, you can change the playback perspective from player to player if you wish. Tap F12 to do this in original PC Doom II, PrBoom+ and some other ports.

     


  3. Sorry for the bump, but someone recently emailed to ask the same thing; and since I wasn't 100% sure, I Googled around and found the unanswered question above.


    Anyway, as far as I know it's an oversight, and there's no deliberately designed way to get back there. As stated above the normal access route was removed, and after spending time searching for other paths (including hidden or re-purposed teleport lines, switches, or impact-activated panels), I've come up empty.  But without the map data itself handy, I can't guarantee the answer.


    If anyone does know for sure (Kaiser?), a confirmation one way or another would be welcome.


    Cheers :)


  4. Never_Again said:

    Anyway, that particular train left 20 years ago, and anything devised today would be arbitrary, whether by Romero, myself or a random Joe Schmoe from the street.

    Of course. :) I was just wondering if there's any way to de-arbitrary it a little. I think a step in that direction, barring access to Romero and a time machine, would be to find a runner who has proven expertise at the game, can give attention to detail and applicable rules, and who knows the maps well. (You've demonstrated those qualities in the past, so I'd value your run times over those of a million Joe Shmoes.)
    I'm hopeful the bulk of the Doom community would agree with that philosophy, at least in principle.

    I'll PM the demo-forum mods and maybe a couple other guys to see if they have opinions or thoughts on a PT project and/or want to volunteer to establish run times themselves. I'll do a set of runs eventually if no one else volunteers.


  5. LogicDeLuxe said:

    Shouldn't the map authors do the run?

    Interesting idea. Are any available and willing?
    In that case I might suggest that only one author do the full set, if we're trying to keep it TWID, as John Romero did it for the full games*, including maps he didn't author.
    If two or more authors want to do full-set runs, the times for each level could be averaged.

    * Hm, I wonder if we could entice/bribe Romero to the ML map runs himself. :D


  6. Gez said:

    If we go for a TWID approach, then: run to the exit in UV, don't use any trick

    TWID-style ["The Way Id Did"] makes sense. To refresh everyone's memory (mine included): In addition to avoiding exploits, each level is from a pistol start at UV, and Kills, Items and Secrets are irrelevant, right?

    Next, how to pick the level runs/runner(s) to use. I'd suggest someone about as familiar with the ML maps as Romero was with the Doom / Doom II mapsets back in the day.

    Maybe this could be opened to the Community at large (or maybe just Compet-n and/or DSDA members?) for a limited time, and then average the resulting run times for each level...?

    Or maybe take a vote for one or more specific runners to do the 'official' DW runs.
    I'd volunteer myself, but my demo-making PC is out of commission and will be for while yet.

    Never_Again? (Or you, Gez? :) Who else?


  7. Don't recall ever seeing an 'official' list of Par times for the Master Levels. Maybe it's up to Doomworld to establish one.

    Here's a baseline set of UV-Max runs to start with.
    https://www.youtube.com/playlist?list=PLD961A52F665000DB

    These should be easy for a pro player to beat, as they're keyboard-only, include max Secrets and Items, and were played with the added goal of leaving with max health and armor.

    But, perhaps it's a possible jumping-off point for establishing a Doomworld-approved times list, or at least get a conversation started about how to determine one.

    Tally screen end times for these runs are:

    Attack: 4:12
    Black Tower: 21:19
    Bloodsea: 7:06
    Canyon: 6:00
    Catwalk: 5:45
    Combine: 2:39
    Fistula: 3:20
    Garrison: 4:21
    Geryon: 5:57
    Manor: 7:24
    Mephisto: 8:55
    Minos: 6:54
    Nessus: 2:30
    Paradox: 6:33
    Subspace: 2:29
    Subterra: 4:59
    TEETH (PC map 31): 9:34
    Ttrap: 14:42
    Vesperas: 7:29
    Virgil: 3:58
    TEETH/Bad Dream (PC map 32): 1:07


  8. Joe667 said:

    I... I thought it was an okay game...

    Agreed. For Doom on the go, it's not so bad. But it is a slightly watered-down version of Atari Jaguar Doom, which is a way watered-down version of the PC game.

    GBA Doom II is a custom version and an impressive effort, but it's still stuck with the limitations of the system. As with GBA Doom the graphics and performance are so-so. Multiplayer is possible with both (cabled networking only), but gameplay is even chuggier.

    An alternative pocket-Doom choice: If you have an iPhone/iPod and don't mind touchscreen controls, try Doom Classic for iOS. Much better graphics, features, performance, etc.

    Phendrena said:

    Get Advanced Wars - one of the best games released on the GBA.

    Also agree. I played the first few games in the series and enjoyed 'em all.


  9. Kaiser said:

    If anyone feels like I am missing any resolutions, please say so now. Thx

    If it's relatively easy to do, 960x720 please.
    But in any case, thanks for still working on Doom 64 EX in general. It has been and continues to be an awesome product.


  10. scalliano said:

    All this fuss when everyone here is missing the real issue.

    THERE'S NO NIGHT SKY ON THE MASTER LEVELS!!!

    I LOL'd but actually miss those skies.

    gamul312 said:

    What's this, bare-minimal effort put into a Doom re-release? Gotta sit down, the room is spinning. /s

    BTW, might've been mentioned already and I missed it, but Master Levels maps Trapped on Titan and Black Tower (maps 11, 19) are currently inaccessible in multiplayer games: Can't start on 'em, and they're skipped over when exiting the preceding maps in Co-op.


  11. Dragonsbrethren said:

    "Deliberate" is kinda stretching it. The two secret sectors you can't enter definitely weren't intentional, and every stair having the property probably wasn't either.

    Playtesting the secrets was evidently not a priority in the 4th Episode. In addition to the problems on E4M3, it can also be tricky or impossible to get credit for discovering secrets on E4M1 and E4M7.


  12. Badboy said:

    do you think the monsters were overworked, something was added for a higher resolution?

    The sprites and textures in this port are generally the same as they were in the oldest commercial PC Doom games. In both cases each sprite basically appears as a fixed number of colored, sharp-edged squares or blocks, and all these blocks are scaled larger as they get closer to your character, and smaller as they get farther away. When they get far enough away, there's not space left to include all of the scalable blocks and still draw the sprite/texture at the correct size. At that point some blocks are sacrificed or overlapped, and the image begins to lose complexity.

    The Xbox360 port provides more pixels on the screen for your POV than the original PC games did, and this larger canvas means the sprites/textures can maintain more of their complexity at greater distances. As such, objects and textures here tend to look better at medium and long range than they did in the old PC games, even though they're both using the same artwork.

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