Ultimate Doom - Episode 2 in 3:02.
This TAS was finished by Akse in November 2014. Aqfaq is now submitting it here on behalf of the author.
  • Aims for in-game time instead of real time (doesn't care about score tally screens)
    • Contains speed/entertainment trade-offs
  • Takes damage to save time
  • Abuses programming errors
  • Manipulates luck (weapon damage)
This run uses Skill 4, Ultra-Violence. This is the most common skill level used in the Doom speedrunning and TAS community.

Recorded with

GLBoom-Plus 2.5.0.4 & GLBoom-Plus 2.5.0.6 Beta
Doom Replay Editor 2.0 custom

How to playback the run?

There are at least three options:
1. The original Ultimate Doom v1.9. Use the following command line: "doom.exe -playdemo e2dq-302.lmp"
2. Prboom 2.2.3 (or later version). You just need the original doom.wad file, which contains the level data etc. Drag and drop the LMP file to the prboom.exe and the run should begin.
3. Eternity engine: "Eternity.exe -iwad doom.wad -playdemo e2dq-302.lmp"
You can find the various Doom source ports for your operating system here: http://www.doomworld.com/classicdoom/ports/

Aqfaq's comment about Strafe50

Strafe50 is always on. This means the player can turn while strafe running at max speed, which is supposedly impossible. It makes nearly no difference in the run (maybe a few frames), but makes recording the game A LOT easier (hours of work). Any sane person who makes Doom TASes should use it. IMO, this is technically less drastic than pressing left+right simultaneously, which has always been allowed. So, I think using strafe50 while turning is totally okay.

Quick level by level comments (Feel free to delete or edit these!)

E2M1

Damage is randomized, so RNG is manipulated to kill some monsters with two pistol shots.

E2M2

A switch is pressed from a strange position.

E2M3

When running alongside a wall that has a certain orientation, the player speed is boosted. A short wall glide can be seen here. Monster placement is controlled by not shooting and waking them up.

E2M4

I can't think of anything special to say about this level.

E2M5

Nice maneuvering in narrow corridors. Short wall boost near the end of the level.

E2M6

Wall boost. Rocket boost. And then something known as the void glitch: Some solid walls can be penetrated and the out of bounds area (or void) can thus be entered. Here the level design allows hitting the exit switch from beyond the level boundaries.

E2M7

Rocket boost to the exit.

E2M8

A direct hit from a rocket inflicts a range of 20 to 160 hit points of damage. RNG is manipulated to deal good damage to the boss.
MapTimeKillsItemsSecrets
E2M1 - Deimos Anomaly0:33.5724%0%0%
E2M2 - Containment Area0:13.970%0%0%
E2M3 - Refinery0:23.666%19%33%
E2M4 - Deimos Lab0:36.378%2%10%
E2M5 - Command Center0:25.230%0%0%
E2M6 - Halls of the Damned0:19.774%0%0%
E2M7 - Spawning Vats0:08.461%3%0%
E2M8 - Tower of Babel0:25.77100%0%100%
Total3:02

Truncated: A wild DOOM TAS appeared! Go! Truncated!
Truncated: I have uploaded the fixed version supplied by the author, which includes the ending. The levels are unchanged.
So, this run. It has had good viewer feedback, and is eligible for Moons category. It is also faster than any existing regular speedrun or TAS. The intermission screens are not skipped as quickly as possible, but that should easily be covered by the fact that it is timed in-game, and does this as a speed/entertainment trade-off. (I have added this tag above.)
The second question is about the difficulty level. Technically, Nightmare (NM) is the highest, and this is done on Ultra-Violence (UV). UV can be considered the highest "regular" difficulty, since NM was added at a later time (supposedly as a impossible joke difficulty), and plays very differently from what everyone is used to. In addition to the monsters respawning on NM, they also shoot faster projectiles, attack more often, and move faster. I think TASvideos has room for both. It should also be mentioned that due to the respawning, any 100% runs (which includes killing all enemies) should be done on UV.
About episodes in Doom 1 - all episodes are separate, and starting a new episode resets all your weapons and stats. Submitting them separately is OK. We will not accept single-level runs, though. For Doom 2, there are no episodes, and only whole game completions are considered for acceptance.
Long story short: accepting for moons category.
ADDENDUM: I was asked to comment on Strafe50 while turning. Aqfaq's reasoning is sound, it can be compared to left+right. It is not possible to press normally, but it can be accomplished with a modified controller in both cases. The game accepts Strafe50 and turning as valid input when it receives it. This is not true for all input which can be sent, for example sending quicker running input than normally possible makes Doom go "Indigo: is turbo!" to warn viewers/other players that the player Indigo is cheating.
feos: Let's DOOM!

adelikat: Setting this to delayed. While it is has been judged as acceptable on a technical level, there's still some details to work out before this is ready to be published.

adelikat: Truncated did verify this on the original unmodified version of doom (running on dosbox). I want this to set a precedent for future doom submissions. Since the game itself is the one with the tools, we should be verifying against an unmodified doom for authenticity.

Truncated: I have added exact level times, extracted via -levelstat in prboom-plus. The times are always rounded down before being shown and summed up.
Also, setting this back to delayed :( until we have a decision of how to classify and handle Doom publications. Adelikat says the decision will come "soonish".

adelikat: Deciding to keep the SystemID as "DOOM", but on the Movies list, we will lump it with DOS movies, setting it back to accepted
feos: I'm back!
feos: Movie with extended input userfiles/info/68378758219639038


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Warp wrote:
Would it be possible to modify the game engine so that ending the input file doesn't end the game?
It might be too complicated. I don't think there is any issue, if we consider the fact that including the ending is a TASVideos standard. This game requires empty input to show the ending. So what? That's how the game is. Oh, I get it now. If the game was TASed with JPC-RR or some other DOS emulator, then the .lmp file would not be needed at all. The game would be played normally without using the game's own replay feature. Input could then be ended early and the ending text and image would keep rolling. Until somebody makes this happen (which might take years), I believe the best thing is to just accept the fact that .lmp file requires empty input to show the ending.
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Aqfaq wrote:
Warp wrote:
Would it be possible to modify the game engine so that ending the input file doesn't end the game?
It might be too complicated. I don't think there is any issue, if we consider the fact that including the ending is a TASVideos standard. This game requires empty input to show the ending. So what? That's how the game is. Oh, I get it now. If the game was TASed with JPC-RR or some other DOS emulator, then the .lmp file would not be needed at all. The game would be played normally without using the game's own replay feature. Input could then be ended early and the ending text and image would keep rolling. Until somebody makes this happen (which might take years), I believe the best thing is to just accept the fact that .lmp file requires empty input to show the ending.
Since its empty input, can that be done for encoders, and for the main movie file don't have that ending so as to not make the time seem longer? :P
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This is what I was talking about earlier, with having the time calculation the site does ignore any empty input in the input file. Heck, we should be doing that for any input movie. Null input that immediately precedes the end of the file is effectively pointless except in weird edge cases like this one.
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If you want to see end screen use this. Other than that use this.
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Akse wrote:
If you want to see end screen use this.
This looks really good. I think this is what the encoders should use for the publication. Speaking of encoding, I believe there are some people who would like to see it encoded with the original Doom resolution and others would prefer the better resolution of Prboom, so maybe do both to satisfy everyone? Personally, I would be okay with just a Prboom encode.
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Derakon wrote:
This is what I was talking about earlier, with having the time calculation the site does ignore any empty input in the input file. Heck, we should be doing that for any input movie. Null input that immediately precedes the end of the file is effectively pointless except in weird edge cases like this one.
The notion of "empty" input isn't trivial and is specific to every file format, it can't be supported universally in the site submission parser. Also, when did it become required that you end input early? This movie plays all the way until the real ending of the game, which is a completely valid choice. If anything, ending it earlier than this point is the controversial decision.
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adelikat wrote:
This movie plays all the way until the real ending of the game, which is a completely valid choice. If anything, ending it earlier than this point is the controversial decision.
Meaning episode 3 (and the rest) should have end screen?
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Re: Resolutions. Aqfaq, can you tell both?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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How many more cells would you need to kill the cyberdemon with only plasma, assuming optimal RNG manipulation? Besides dealing damage faster than the rocket launcher, you'd avoid the weapon-switching animation. Without doing the calculations, I guess you'd have to collect the extra plasma ammo without losing more than ~4 seconds, which probably isn't possible. The backpack on E2M4 is close but doesn't give enough ammo, and the plasma gun and cell on E2M7 would take too long to collect. There's also the plasma gun + cell pack near the exit on E2M2... perhaps those could be picked up quickly enough, at least considering that you might save a second by skipping the plasma gun on E2M3 or E2M5? Probably doesn't work out, but I'd like to know that it has been tested.
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Fredrik wrote:
Probably doesn't work out
Probably. Also, rocket blast's damage is much easier to manipulate.
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Akse wrote:
Meaning episode 3 (and the rest) should have end screen?
Yes, please.
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Re: Resolutions. Aqfaq, can you tell both?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Aqfaq wrote:
Yes, please.
In this case it's almost 2000 frames longer...
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Akse wrote:
In this case it's almost 2000 frames longer...
Ending cutscenes don't count towards the movie time, but they're shown in the encodes anyways. Stopping the encode when the movie ends would be very anticlimactic in some cases
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I already have encodes for episodes 3/4 (with "sloppy" intermissions and no end screen). May i use them or should i re-upload them? (i'd prefere the first one)
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I'm curious Akse, is the music in your encodes with Roland sc-55 music? If not, I'd prefer it be used to be the most authentic Doom music =D.
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Akse wrote:
I already have encodes for episodes 3/4 (with "sloppy" intermissions and no end screen). May i use them or should i re-upload them?
I think those are just fine for showing the run. It is not required that the submitted file has an encode, anyway. Often they don't include encodes at all, only the input file. One of the TASVideos encoder experts is going to make the final encode anyway, so encoding it would be unnecessary double work.
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AQFAQ, WHAT ARE THE RESOLUTIONS?????!!!!!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The Doom engine's native resolution is 320x200. It was scaled up to 320x240 on the monitors of the time to conform to the then-common 4:3 aspect ratio, with the pixels stretched vertically. More details here. PrBoom-plus has many resolutions available in not only 4:3, but 16:9, 16:10, and even 5:4. In each case, the status bar is scaled up as well (with filler on each side for non-4:3 resolutions). For 4:3, the options available from the menu go up to 1280x1024. However, you can edit the "screen_resolution" option under "Video settings" in prboom-plus.cfg to change it to whichever setting is necessary for an encode, such as "1440x1080" for a 1080p encode. (This can be used for reference, by using 320x240 as the base values.) Thus, for the prospective "non-pixelated" encode, it will be possible to do TASVideos's usual HD encodes at the game's original 4:3 aspect ratio. However, last I checked, PrBoom-plus's video capture feature does not capture the game's distinctive "melting screen" effect for screen transitions. (It might have changed for the current test version; I haven't checked yet.) Also note that in PrBoom-plus, it shows the stat screen after the eighth level of each Doom episode, which must be skipped to see the ending. The original Doom, meanwhile, skips straight to the ending after any of those levels are completed. All encoding issues aside, this run was an impressive piece of work when it came out with its precise movement and its optimized use of the crazy E2M6 trick, and still is. This run earns a Yes vote.
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One thing I might have missed in this discussion: Why are we even considering accepting a partial completion of the game? This completes only one episode of the game. It has four. This run, thus, does not complete the whole game.
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Warp wrote:
One thing I might have missed in this discussion: Why are we even considering accepting a partial completion of the game? This completes only one episode of the game. It has four. This run, thus, does not complete the whole game.
The same issue exists with the extant TASes of Jill of the Jungle and Hocus Pocus (moreso with the latter as we have both the shareware episode and one of the non-shareware episodes in the listing).
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Warp wrote:
One thing I might have missed in this discussion: Why are we even considering accepting a partial completion of the game? This completes only one episode of the game. It has four. This run, thus, does not complete the whole game.
imo, we should publish each episode separately. They are completely unrelated to each other. If you made a movie of all 4, it could be broken into separate movies and still sync, and vice-versa. I'd rather the separate movies, that can be more easily competed against, than one monster movie that is just a concatenation of separable content.
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So for the sake of argument, how does this compare to, say, an all-cups run of Super Mario Kart vs. a run that only completes one cup?
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adelikat wrote:
If you made a movie of all 4, it could be broken into separate movies and still sync, and vice-versa. I'd rather the separate movies, that can be more easily competed against, than one monster movie that is just a concatenation of separable content.
The fact that you could improve a single episode and then safely stitch the whole thing back together means that a single "monster movie" is just as easy to compete against.
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feos wrote:
AQFAQ, WHAT ARE THE RESOLUTIONS?????!!!!!
My New Year's resolution is to not drink alcohol while TASing. I don't know about other resolutions.
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