kimo_xvirus

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About kimo_xvirus

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  1. That is one impressive demo. Really good SR50
  2. Oh You're right, it's unfortunate, we had some slower time 0:55 (I think) which was probably on my phone that was lost. I talked a bit about my trip in Germany in that demo's txt, I should not use demo txts as a blog lol :)
  3. I've been too lazy to wrap up these 2 demos. Finally here they are The coop demo was from back in August, when I was in Germany in a Course Study Trip The Ultimate Doom E3M1 Coop UV Max in 0:50 with Termrork Final Doom: Plutonia Map11 Coop UV Speed in 0:36 with Termrork Memento Mori 2 Map01 UV Max in 1:14 kimocn.zip
  4. Map06 in 50.83 I looked back at my Map30 Run, played it back with -trace_thingshealth and found out that in my run actually only my 1st rocket was needed to kill Romero and not all 3 as I first thought, this then reminded me of Akse's full TAS Run of Scythe where kills Romero's head with 1 rocket too. This can happen on this map if you try to time the rocket on the lift like I did, because only then can you get the direct + splash damage of the rocket. pv06o50.83.zip
  5. Great Demo! First time I see really optimized Turbo Doom runs, and it turned out to be quite entertaining to watch :) As for Map10, your demo looks difficult to improve, maybe you could try to round the corners differently, try to go for even more monsters wallruns and maybe a wallrun at the end like in this demo lv10-026 could save a tic. Remember the .23 are 8 tics, Good Luck!
  6. Alright Map30 in 0:33.80 pv30o33.80.zip
  7. Map14 in 39.51 Map30 in 1:31.37 kimoprcp.zip
  8. What's the song in Beluga from?
  9. I'm ready, I hope it's over fast as well :)
  10. Make it 14:00 UTC and I can probably participate
  11. Have you tried to get a boost in map05 to get blue key as soon as the wall lowers?
  12. wow, you crushed kimo's expectations. I had forgotten, my map13's run was actually 50 seconds :P
  13. Map01 UV Max in 2:13 Map02 UV Max in 2:45 kimopccp.zip
  14. I think the problem is the resolution change from Doom's text to the game, so your suggestion wouldn't solve it as still the command line interpreter would run Doom's text then the splash screen. The only solution it seems is to fix the SDL code, or hack vanilla doom.