Unholy Realms Demopack [-complevel 2]

Semi-fillerish Pacifist for map 04 in 0:30. I haven't been releasing many demos lately :/.

Edit: For the demopack, whoever will compile should rename this to ur04p030 since it's Pacifist.

ur04-030.zip

Share this post


Link to post
Kotzugi said:

Nicely done Veinen. Shows what difference an optimal route can make. I was just too damn scared to get into that closed off area (where the monsters teleport in, near the yellow door) without my plasma gun - meant that I had to run a few detours.


I don't know about "optimal." You can open the blue key door from outside by alerting the shotgun guy next to the door. That's a quicker route to the super shotgun and should result in a faster demo (I tried it and got under 5 minutes early on, but I forgot one monster). I might make a demo soon as well.

Share this post


Link to post
4shockblast said:

I don't know about "optimal." You can open the blue key door from outside by alerting the shotgun guy next to the door. That's a quicker route to the super shotgun and should result in a faster demo (I tried it and got under 5 minutes early on, but I forgot one monster). I might make a demo soon as well.


Really now, I did not know that was possible. Definitely changes things quite a bit.

Share this post


Link to post
Veinen said:

Really now, I did not know that was possible. Definitely changes things quite a bit.


The door only requires a key to open from one side, and the shotgun guy right next to it is just barely possible to shoot through the window with a chaingun or shotgun. Sometimes takes two shots for him to notice.

Share this post


Link to post

Here's a map 05 demo (still very improvable) that demonstrates my route. Sort of like Kotzugi's route, but the trick makes it much faster and easier. UV-Max in 4:44.

ur05-444.zip

Share this post


Link to post
4shockblast said:

Semi-fillerish Pacifist for map 04 in 0:30. .


Map 4 is bugged so will most likely cause desync once fixed (...ffs, Snakes, get it together).

Share this post


Link to post
j4rio said:

Map 4 is bugged so will most likely cause desync once fixed (...ffs, Snakes, get it together).

Yes, I know. I'm still having trouble solving the issue with the Map23 bug and don't want to release another "final" wad until I make a 100% sure-fire last fix to all maps. Please focus on other maps until that point.

Share this post


Link to post

On the subject of map 04, is there any way to get out of the first enclosure if you jump into it from the middle bridge? I accidentally fell in there once, and it seemed like I was stuck, and I couldn't find any triggers in Doom Builder 2 to open the door.

Share this post


Link to post

didnt even check that level, should I? maybe its motivating enough to launch doom again ahah

Share this post


Link to post

5 max 4:33

Why in the world there's still no max for 29, j4?..


Probably because Rizera isn't currently around. :)

ur05-433.zip

Share this post


Link to post
Nevan said:

Or maybe because some monsters won't appear.

That or I dunno where they are. Here's a demo for you all to enjoy and to see if there's something wrong. Searched everywhere I can.

desynchs for me. which version u using? D:

Share this post


Link to post

Oh, using the one from Idgames. Think I'm using the wrong version - will find it now.

Share this post


Link to post

Try using ur version linked in op for recording

Share this post


Link to post
Nevan said:

21 max in 2:39

Neat demo. The close-encounter with the manc was a fun moment. Might want to fix that .txt though - still shows time as 7:21.

Share this post


Link to post
Snakes said:

It's looking more and more like I need to change the mechanics of Map23 in certain parts as I just can't fix that goddamned bug. So screw up, I'll upload the Map04 fix and worry about it later.


I get no desyncs for my map 04 speed :). Can everybody else play it back correctly with the new version as well?

Share this post


Link to post

Soooo... a year has passed and the final bugfixed version (that doesn't break stuff which has been previously fixed already) is still nowhere in sight, so I'd say it's safe to say that all contributions may be uploaded to DSDA by now, if contributors agree.

Note to self: no bugged up wads next time.

Share this post


Link to post

I even forgot what bugs were the issue... before the "fixed" version reintroduced bugs from the betas...

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now