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xit-vono

Official Demo Request Thread

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ello, been far too busy with Real Life TM, bout time I got my shit together and recorded a Max run. Something in the 2-3 minute range I reckon, now just need someone to recommend a wad or two so I can beat it to a pulp. Basically i just watched all my old demos at my doom site (below) and while quite pleased with some of them (the Vile run has its moments, inc the amount of beserking needed to get through the map with the limited ammo) and sort of amazed at my own cockyness (taking on 6 archviles at once in one map... in between hiding like a girl) I really ought to do better...

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lol @Ash Cave ,though might actually give it a look

as for difficulty i'd say something along the lines of the blindalley run

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Some suggestions in no particular order:
Plutonia 2: http://www.doomworld.com/idgames/index.php?id=15550
Claustrophobia 1024: http://www.doomworld.com/idgames/index.php?id=15748
Hell Ground: http://www.doomworld.com/idgames/index.php?id=15919
Whispers of Satan: http://www.doomworld.com/idgames/index.php?id=15950
Speed of Doom: http://www.doomworld.com/idgames/index.php?id=16040
UAC Ultra: http://www.doomworld.com/idgames/index.php?id=16038

Can't say I'd finish any of these levels in 2-3 minutes, but I'm really not a speedrunner.

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Hey guys, have you ever played George Fiffy's "Starbase 7" (2fiffy2.zip)

It must be one of the hardest levels that exists. I would love to see a demo of someone beating it, cuz I have no clue what to do in the first room, I always die no matter what I do, and I have beaten through HR, HR2, AV, Ksutra, and others like that. This map still kicks my ass.

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Thanks Gex, UAC Ultra looks interesting, will give it a play and see if i can beat it before attempting to demo it :-)

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DoomHero85 said:
George Fiffy's "Starbase 7" (2fiffy2.zip)

It looks like it was designed with co-op in mind. I think however, that this map (MAP01) is perfectly finishable in SP (I'm not saying "playable"). The question remains, though, whether it can be completed Max. When playing with -complevel 2, a door which is supposed to open via a remote switch (sector 35, tag 2) does not - so I can't reach a big part of the level. Do I miss something?

Also, TGH is a known fiffy specialist :) I'll record a non-Max demo by the end of the month if he doesn't do it and if no-one answers my doubt.

and I have beaten through HR, HR2, AV, Ksutra, and others like that.

This kind of statement is really not necessary. I personally haven't "beaten" any of the above (and what does it mean, anyway?)

Edit: corrected myself a few posts below

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@vdgg :By the end, ksutra, hr, and av get very hard so when I come across a level I cannot beat, I'm very surprised.

The reason I cannot beat this map is because that first room is so unfair, I can't ever get past the beginning :(

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Try luring projectiles from different monsters into the arch-vile. E.g. a hell knight hits the arch-vile, when it is weak, try either to finish it with the chaingun or provoke a rev rocket or mancubus fireball to hit the arch-vile so it changes its target.

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Uhh yeah, worked on fixing that and a few other things (HoMs, nothing else f'ed up I think) a while ago but didn't upload it and not sure what happened to it ...

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Here's MAP01 of sb7.wad (2fiffy2) UV Speed in 3:27.

I don't really care about MAP02 and MAP03 which look shitty enough for me, but this one is FANTASTIC (thanks, DoomHero85!). Unfortunately, I failed to record a UV Max (though it is possible as the door I mentioned before opens, one just cannot see it as it is hidden behind a texture). The furthest I got was "all three keys". With the YK the map is practically complete, but I went for UV Max (secrets) and got raped. So UV Speed this time.

What's really puzzling is the fact that the fantastic gameplay seems to have been achieved by mistake (see my text file).

sb71-327.zip

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vdgg said:

Here's MAP01 of sb7.wad (2fiffy2) UV Speed in 3:27.

Nice! I thought that was worthy level too but didn't quite have time for it.

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Nice demo vdgg. For everyone: Fiffy has some more levels that are quite good too. I am going to do a demo of the Mines (2fiffy5), also 2fiffy8 looked good from the 30 secs I looked at it. If slaughterfests are more your thing you guys should try amtm.wad

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Would love to see some of the monster-intensive KSutra levels done Max without benefit of Plasma weapons - Would be bloody hard, but VERY interesting. The one that comes to mind immediately is Map 28 (although seeing every level eventually done this way would be a KS delight!!) - The BFG allows for some quick mincing of enemies with minimal (relatively speaking) fuss. Plasma-less would have to take a different approach depending on monster placement... :)

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request : Heretic E5M8 in Nightmare!

stx-vile got very close to get it (one maulotaur left), it is quite a challenge but very possible.

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gggmork said:

fail by telefrag, sl 30 speed


Ouch, that end was awful ... :( Guess I should've put them on raised platforms with stairs. Great try, the arch-vile/cyber bit on the last rockred bit was really intense. I think I might fix SL and re-release it when I put up map 15 of newgothic ... which will probably happen a little after my finals next week. Should be interesting, a bit nutsy though.

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I'd like to take a moment to take some personal requests. Any wads you guys want to see demos of that haven't been done? I'm really bored and need something to do tonight.

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UV max of Sodfinal map23, if anyone's interested in that still ... I have a 'TAS' of it in the SoD thread but keep failing on that jump so much I get maybe 1 or 2 good runs that end badly for each hour I try -.-

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If it makes you feel any better, I gave it a shot after watching your demo and I keep falling down into lava everytime I try to grab the BFG, no matter where I jump from. :P

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But it's much easier to jump from the ledge to the bfg than jumping to the ledge from the stonework ;p I think I actually made the jump to the bfg from the stonework once too, although it either involved a rocket-boost or I had some weird angle. I thought maybe starting infighting between the cacos and mastermind to slip past and deal with the imps and arch-vile could work, but I only got that to work once. Slipping past the cyberdemon to the RL and plasma gun could be a better start, but I never found a reliable way to get past the hell knight in there. Could try something involving the circular room with the cyber block.

Really I've only been brute-forcing the bfg route, so I could easily be missing something useful ... like waiting for things to infight, heh.

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Yeah, what I meant is I can't even jump from the stonework to the ledge. So, I have to get through the mastermind, no choice for me. With that path, infighting is the way to go, it's unfortunately very luck-based but I've found I can have reasonably reliable results with picking the radsuit and standing in lava right before the mastermind room (like I do in the demo I posted below, I think).

After a bunch of legit attempts (50+?) I barely got to the archviles/mancubii post YK, so TASed it up after that to see if the map is playable for me. I'm not sure it is, as I died heaps, but here's the demo anyway. The only TAS feature I used is segments, otherwise it's 100% speed, no SR50, etc..

It seems obvious this map requires much better ammo (cells especially) management and/or more efficient infighting, as I waste way too much time on the few remaining cybies.

sd23-623.zip

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Mm, there's a certain angle that I can strafe-run with that'll sometimes (surprisingly easily) give me the lowest air-time and no-interference to get across to the -16 MU ledge, and a few times the 8 MU ledge. That's why I try to stick to the right of the barons, as the approach is pretty narrow and is easier to run up to.

As for ammo, a little map-checking shows

8 cell charges - 320 cells
8 large cell charges - 800 cells
1 backpack - 40 cells
1160 cells total

8 boxes of shells - 160 shells
2 accessible sergeant corpses - 8 shells
2 SSGs - 16 shells
1 backpack - 8 shells (?)
192 shells total

21 boxes of rockets - 105 rockets
8 individual rockets - 8 rockets
1 RL - 2 rockets
1 backpack - 1 rocket
116 rockets total

And superflous amounts of bullets, minus a little sniping.

For 3 cybers, 2 SMs, 4 arch-viles, and 2 PEs needing plasma/rockets, leaving 160 or so things to kill otherwise. Given 480 cells for cybers, 160 for SMs, 200-240 for the yellow key archs and mancs (others can be taken down with SSG or RL), and 40-80 for the PEs, we have around 1160-920=240 cells, or 6 shots left. A bit of space to move around in, although adding the 4-5 shots for taking cybers down in 5 hits really tightens it up. Otherwise it's mostly SSG, as getting the RL requires getting past a cyb.

In fact it might be a good idea to go; SSG/chaingun, bfg, ignore yk and take RL/plasma gun after killing cyber, THEN get yk and deal. Infighting should probably be about the same both routes considering where stuff teleports in, but would be a heck of a lot more manageable. I think this is how lost heretic managed to get through this map in his FDA.

Well anyway, posting at 5 am is bad, night.

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Had another go at it, still TAS (same as before, just segments) and not much of an improvement, but it looks much cleaner IMHO.

sd23-517.zip

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Wadspy description says
WADSpy assumes you do not use the BFG9000 (shooting 40 cells with the BFG results in 100 points of damage on a direct hit, whereas with the Plasma Rifle you'd only get 80 points)

and

This program is ignorant of:
- Splash damage from rockets and the BFG9000


Considering how big a factor the bfg is in this map, I'd assume the ratio would be a lot lower if splash and actual bfg damage would be taken into account. The same goes for many a map I've made, heh.

I'll look at the TASes.

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