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AdamW

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Everything posted by AdamW

  1. No, I haven't tried that one. I just picked mm2 map06 to run because I thought it'd be fun to have a record on my own map :) Didn't count on you and cyberdemon fighting me for it, heh.
  2. AdamW

    The DWmegawad Club plays: Memento Mori 2

    sorry, dunno how to fix the quoting on that last message :/ also, one other thing to remember - when I made that map I was either 13 or 14, so yeah. :P
  3. you could probably get to 52 or 51 by cutting some rockets and relying on luck, but it'd be REALLY grind-y :/
  4. nice job dwaze, I never expected 0:55 to stand up this long :P
  5. Nice runs xit! On MM2 MAP06 pacifist - I've actually been attempting it on and off for the last three years, was trying to keep it under wraps :P it can definitely be done on the speed route (with the supercharger), with a time around 2:20-2:30. I have an attempt which makes it all the way to the second-to-last room; I had around 100 health after getting the last key, but it gets sniped down very unluckily on the way to the exit area, and by the time I reach the big penultimate room I'm very low and just get killed by chaingunners :/ It's *definitely* doable though on that route, though. I just need to find another quiet week to get it finished...
  6. Christ, 20 secs better than me...that's just sick :) nice run man.
  7. Oh hey post necro! So funny story: I had completely forgotten making this level. I played it again on Saturday (...died about fifteen times, ran out of ammo twice and couldn't remember most of the secrets or traps) and then saw this time and read the text file. I think you're right with a lot of your comments :P I really don't remember how the stuck archvile/mancubus happened; I think maybe we decided to add a monster really late, or something, and didn't test the change. It's kinda silly. The room was definitely playtested at some point, but I think maybe we only had an archvile in there at first then decided to add the mancubus to make it harder, or something. The Mystery Switches where you don't really know what they do and just have to run around till you see something new are silly. I think I was aiming for something more complex than just a Linear Series Of Rooms design but should've figured out a way to make it more clear what was going on. I honestly have no idea what's going on with that 'one-time switch which doesn't look like a switch' that you mention, I don't *think* it was an attempt to fix the potential bug you mentioned but I don't remember for sure. I also noticed the inability to leave the exit area; honestly I think I just wasn't really thinking about flow issues like that, so I didn't think to make the back of the door openable 'normally'. I should definitely have been a bit more generous with ammo in there (and in the map in general too). But c'mon, don't they have Sky Door technology where you live?! Jeez, so backward. :P I don't think it was a really bad level, tbh, but definitely could have done with a bit of rebalancing, fixing the silly bugs and making the switches more obvious.
  8. Improved HN08 to 0:31. 16 seconds faster than Hitherto.
  9. Finally kinda-satisfied with this time (though the two visible errors in the run annoy me). 16 second improvement. hn08-031.zip
  10. Sure, tons of them do - just look at your compet-n page - https://www.doom.com.hr/index.php?page=compet-n_database&cndb=&wad_id=1&category_id=&map_id=&player_id=39&h=&sort=&order= some of those have been beaten with source ports (see this thread and others), but a lot of them haven't.
  11. Haha, thanks zeromaster. I was reading through this thread yesterday and you sure have a lot of amazing-sounding demos here, never thought anyone would make 4:57 for episode 1 (frankly I was surprised when vile put in the time to beat my 5:11, haha). I'll try and find time to watch them through ASAP! And maybe see if I can survive an episode run any more to take just one of them off you at least, no-one should own all the episode records at once...;)
  12. "DSDA should have all the Compet-N records, if any are missing, it's generally something that should be reported in the DSDA thread." Oh, cool - I'd seen some posts from around the place suggesting some compet-n stuff was missing from DSDA, I guess that's old info then. I do think the monster and secret count features of prboom-ish ports give an "unfair" (in comparison to stock) advantage for categories where kill % and secret % are significant. Outside of that it doesn't seem significant, though. (Assuming an appropriate complevel is used of course.)
  13. Improved HP08 to 0:25 with some super luck on the lost souls:
  14. Hah, I just bought a new mousepad and was running HP08 just to test it out and got a two second improvement second try...insane lost soul luck this time. Just wish my running was a bit less sucky so this would've been an 0:24. (edit: uploaded to compet-n incoming too.) hp08-025.zip
  15. I wouldn't worry too much about official COMPET-N eligibility, I think most people consider demos recorded on highly-compatible ports like chocolate or cndoom to be just as impressive :) I think it's only a few of us old-timers now who play under full COMPET-N conditions and it's as much about familiarity as anything else. It'd just be good if DSDA had all the COMPET-N records so we could see the overall WR for any run easily... I'd kinda like to do a GDQ some time but I don't know if I could get spousal approval for that trip, haha :)
  16. AdamW

    FPS Playback Demo Site

    Oh, I see. I guess I figured it'd be most useful just to have as many demos as possible in one place, rather than people having to find different stashes of them around the place...
  17. AdamW

    FPS Playback Demo Site

    BTW, opulent, does your site include all the demos that can be found at http://www.doom2.net/history/history.html ? There's some neat stuff there.
  18. Looper: co-op was always kinda a later addition for compet-n and I never really played it seriously, so I don't have much of an opinion there :) BTW, in case anyone's confused by my reply to kubelwagon's post - he posted it to the COMPET-N thread, I replied, then both posts were moved here by a mod. I think he *is* the same kubelwagon, yes - at least the text file says 'James "Kubelwagon" Gray' and if you google "kubelwagon" "james gray" you get a few SDA and GDQ results. So, hi kubelwagon, cool to have you here! Thanks for representing OG doom at GDQs :)
  19. Hey guys! Just wanted to post a few very belated notes on the Episode Run Map 8 Controversy. One question that was asked a couple of times but never answered is, if the time for M8 doesn't count, why run it at all? The answer's fairly simple: it was always an intended requirement for the movie runs that the runner complete the *whole* episode according to the rules of the category. The fact that we couldn't count the *time* for M8 was an unfortunate limitation, but that didn't mean you got out of *doing the level*, that was still required. (And remember, back in the day when these rules were set, just completing M8 was by no means a given). It may sound kinda trivial but it really isn't, especially for some runs - you can certainly take a death in e.g. E2M8 pretty easily, especially in nightmare. I've lost would-have-been-record runs to deaths in M8 before. Of course, if you want to do something like an episode Tyson or Pacifist run, it becomes even more significant. I think ZeroMaster has a very good point that you can't just say "OK let's all just start running M8 fast and count the M8 time" because *routing* is affected by whether M8 counts. As well as the examples he cites, it's also significant in episode 1: rocket ammo is extremely limited in EP1, and if the M8 time counts, you might want to save some rockets you would otherwise use on M5, M6 or M7 to use on the two barons in M8 instead. Personally I'd probably vote that it would make most sense to count two records for udoom episode runs, an 'M8 record' and an 'M7 record', and let people run and care about whichever they choose. Oh, one other point, on death glides in movie runs: there's a very sensible logical reason to allow them. Just think about why deaths are *generally* not allowed in movie runs: because it's essentially an infinite retry. Again due to the old limitation of only being able to time runs by in-game time. We could only score any given movie run as the sum of the in-game time for each level - and the in-game time for a level is only the time for the *successful* attempt. So if deaths were generally allowed in movie runs, say you got to E1M6 and things went a bit sideways, no problem - just take a death and try again! That's obviously not what we wanted the category to be, hence the rule 'deaths aren't allowed'. With that in mind, it's easy to see why a death glide should be OK - because it's *not a retry*. You still complete the level on the attempt where you took the death, and your in-game time for the level is the time for the attempt on which you died. One way to make this explicit would simply be to clarify the rule to say "you may not die and respawn on a single level in a movie run", because that's really what was intended to be prohibited. It's cool to see all the better-than-competn runs in here, and especially zeromaster's awesome-looking times - I'll have to watch some of those tomorrow :)
  20. Good job on the run (haven't watched it yet), but - demos recorded with a source port (as your text file says yours was) aren't eligible for COMPET-N, or this thread. Only demos recorded with the appropriate original .EXE are eligible for COMPET-N. You can submit source port demos to the DSDA, and post ones for Doom 1 in this thread for non COMPET-N demos: That thread has some other better-than-competn runs recorded on source ports, not sure if there's an N3S2 in there. Edit: also your file name is wrong - NS32 is the filename for a Doom2 MAP32 NM100S run :) Should be N3S2-042.
  21. I posted an HP08-027 (MAP08 pacifist) in compet-n thread - might try some of the runs from this thread under compet-n rules, I guess...
  22. hey, I wasn't inactive. i was just sucking :P (I've been trying a certain run for like the last two years, never quite made it though. no, not PA02, a pwad run.)
  23. guess who's back... Whenever a GDQ marathon is on, I kinda feel like speedrunning, until the next work emergency comes along and I forget about it again. Fortunately this time I got a run done before that happened! With this I believe I have the longest Doom speedrunning career again (19 years, 11 months, 27 days), overtaking ryback, who is at 18 years, 10 months, 21 days - according to https://www.timeanddate.com/date/duration.html I'm kinda curious if anyone has a longer career for any game...:) HP08-027.ZIP
  24. AdamW

    FPS Playback Demo Site

    For historical preservation it might actually be interesting to see if you could get something like archive.org to hold a collection of these. At least from QW onwards it's kinda the early prehistory of modern esports, so really should be preserved professionally somehow. I lost all my old Doom and Quake stuff in a hard disk erasure accident in 2004, sadly...
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