AdamW
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Everything posted by AdamW
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oh, and I forgot to mention - did 4:35 for map06. edit: http://www.doomworld.com/sda/dwdemo/VF-pack/vi07-535adam.zip I don't think I got map04... please re-send. :)
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you missed uploading vi04, op...thanks :)
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ok, 8:39 for map05 sent to opulent. Could go much faster, well under 8 minutes (under 7 at compet-n standard probably), but the last section is so annoying (missing monsters, crappy secrets) i'm gonna leave it here for now. http://www.doomworld.com/sda/dwdemo/VF-pack/vi03-251adam.zip http://www.doomworld.com/sda/dwdemo/VF-pack/vi05-839adam.zip
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9:18 for map05 so far...I have a nice route at the start but I just have no idea at ALL what's going on in that last section, haha...will work it a bit harder now.
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simply put, perfect balance, both in sp and dm. no other game has come close to the rhythmic, intuitive feel that doom's controls and weapons produce. it doesn't feel like playing any other game - it's almost like you play doom with your subconscious mind...
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and map04, 1:57...tricky little map.
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map03 done in 2:51...
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if i hit any, i'll switch.
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oh, btw, my demos are prboom 2.2.4 under Linux, I think compatibility level 0 (at least I have default_compatibility_level set to 0 in my prboom.cfg).
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just sent opulent 2:40 for MAP02. :: http://www.doomworld.com/sda/dwdemo/VF-pack/vi02-240adam.zip
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just did 0:58 max for MAP01, sent to opulent. i'd like about 0:55... Opulent edit: http://www.doomworld.com/sda/dwdemo/VF-pack/vi01-058adam.zip http://www.doomworld.com/sda/dwdemo/VF-pack/vi02-256adam.zip
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entryway, would you please provide me with the source code for this GPL software.
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schneelocke: I don't like playing TAS, it doesn't feel like fun, more like work - there's no excitement in it. I'd rather go do some stuff for that Vile wad, which I'm gonna try just now, or have yet another go at getting e1m7 back :). I made a TAS demo to prove the fast route for n2m5s was possible once, think that's the only real TAS I've done. I didn't mean to sound excessively harsh on this run, but IMHO if you're going to make a TAS demo you should make it something really impressive. I'm watching it through again and onyx just doesn't play with the best style for TAS - in TAS you should play as if you're God. You shouldn't kill anything that isn't immediately blocking your path unless you can do it on the run, you shouldn't accept taking any damage that isn't damn near inevitable, and you should above all always look as if you know *exactly* where you're going and what's going to happen next, because in TAS, you effectively do. Onyx's demo looks like fairly tentative uncheated play - he plays as if he doesn't know what's around the next corner, and plays to minimise damage and get through situations "safely", at least in a lot of places. I only really see the point of watching a TAS demo when it's something you'd never try in an uncheated run...
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my comment on the movie is above - i watched the first two maps, which was enough to show me it's nowhere *near* as optimised as a TAS demo ought to be, and the horrible turning makes me want to vomit. there, glad you asked? :)
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cyber-menace: um, you do know what TAS means, right? there's no such thing as luck in a TAS demo...and not much skill, certainly just running around and not dying isn't hard in TAS at all.
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i find it pretty much unwatchable due to the horrid jerky looking turning which is caused by recording with extreme slo-mo and not compensating for it...
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the above applies also to onyxstar. there's the considerable bonus, of course, that releasing the source code would let those of us who don't run bloody windows use the modified versions...
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andrey, prboom is GPL code. By releasing your version of it as a compiled executable but not releasing the source code, you're violating cph's and id's copyright. Please rectify this by uploading the source code to your site and adding a copy of the GPL to the archive, or posting it on your site, or doing something to indicate that the software is GPL.
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if you want to know how to play Doom better, watch compet-n demos on maps suited to speedrunning, don't ask people to record demos for your weirdass super-size ZDoom map...
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it's EASY to nominate according to simple rules. heck, I didn't even watch any demos when I nominated :P. do it like this: Rule 1: anything by vile, ocelot or sedlo gets automatically nominated Rule 2: fill up the remaining spots with demos from the original IWADs, ranked by popularity of level easy peasy :D as for voting, well, that's where you actually watch the demos...heheh.
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ukiro: hehe, thanks :). no point dodging those last AVs - you have loads of health, and if you do then they just resuscitate a bunch of monsters, you run out of rockets and it wastes a load of time. actually, method has a faster time for the map now, shame he didn't get it done before the pack was compiled...
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nice time method...i'd watch and respond except i'm on holiday in vancouver for six weeks with only my laptop, so, i won't :D. dunno if it's too late for the pack...
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i vote it gets redone. i'd volunteer to do it only i'm buggering off to canada for six weeks tomorrow morning, so no chance of that :). having things incomplete just bugs me. the compet-n rules are pretty clear; the issue has come up before and adamh has clearly stated that, as far as compet-n is concerned, resurrected monsters must be killed. i'd forgotten the actual formal statement of the rules was so ambiguous, though, that's interesting...
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MAP01: I'm not happy with this demo, but I played it over and over and never could beat it. The final open area goes really, really well in this run and I couldn't duplicate it, but there's 5-10 secs lost earlier in the run. It's quite a fun level to play, except for the very start - the cacos and chaingunners are frustrating as hell. This is prboom 2.2.4. MAP03: This is one of those odd levels that gets easier the more aggressively you play it - I spent several days getting two initial very tentative runs at this map, then when I decided to play it harder and go for a faster time this came pretty quickly. It's nowhere near a COMPET-N quality time, but it looks quite smooth. MAP21: This is probably the best of my runs, on a type of map I haven't really run before, so I'm pretty happy. There were some previous demos from six to eight minutes long, I just took a far more aggressive route and relied more on monster infights. This map would be a lot more fun without the baron that appears on the lift just inside the door from the big open area; if he wasn't there it could be played even more aggressively. MAP23: This is a pretty sketchy demo, and I wish I'd had time to refine it. It's my first proper completion of the map, and the ammo use reflects that - I really ought to have saved some BFG shots for the penultimate section. It's not the best map I've ever played, either, the slugfests are dull and the yellow key area is very, very irritating. Overall: Well, another major megawad release and another demopack :). I thought this would be a nice way to get back into playing some proper Doom, which I haven't been doing much since taking Windows off my main PC. MAP01 was recorded with prboom, but the other three are proper doom2.exe, run through dosemu on Linux. Thanks to plan9 from #nightmare for helping me out with that. HR2's a nice wad - while it doesn't really follow the style or consistency of HR1, it has some excellent levels, and it's been a blast to work on this demopack...thanks to all the other guys for their awesome demos :)
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OK, think we need to do this, no use having an incomplete set...plus has anyone gone over the other demos with IDDT (or the savegame trick) to check all monsters are dead? I know I didn't bother checking mine, but it'd be nice to know the set is 100% OK.