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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adelikat
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Truncated wrote:
feos wrote:
14256 is the frame where the ending song first loop ends. But here rises a question: should we use that for all Doom submissions? It's not easy for the author to figure out the exact length, I did it by trimming the dump at different frames and comparing. Neither way is consistent: 1) Cutting the movie at the last input doesn't allow the demo viewers to see the ending, and forces the publisher to extent the demo just to encode the ending. But it's the best practice regarding the site's time calculations. 2) Including the entire ending might be hard for the runners. 3) Including only a part of it just feels wrong.
(I numbered the options.) I think option 1 is the best. We want to make it as easy as possible for players. Most of them are not regulars at TASvideos, and we already have a wall of rules which makes it hard for newcomers to join. It is better to make extra work for encoders (or, realistically, me, since I am the only one who answered the call to edit the movie). In the publication description, put a note along the lines of "Note: The encode has been extended to include the full ending music. This is not present if you play back the movie in Doom."
Just wanted to go on record in saying I 100% agree with everything in this post.
It's hard to look this good. My TAS projects
Spikestuff
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feos wrote:
There's also an option to claim one, then claim another once you've done encoding the first one :)
Also known as the feos method. :3
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+fsvgm777 never censoring anything.
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Akse
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First: When it's gonna be published? Second:
Truncated wrote:
feos wrote:
14256 is the frame where the ending song first loop ends. But here rises a question: should we use that for all Doom submissions? It's not easy for the author to figure out the exact length, I did it by trimming the dump at different frames and comparing. Neither way is consistent: 1) Cutting the movie at the last input doesn't allow the demo viewers to see the ending, and forces the publisher to extent the demo just to encode the ending. But it's the best practice regarding the site's time calculations. 2) Including the entire ending might be hard for the runners. 3) Including only a part of it just feels wrong.
(I numbered the options.) I think option 1 is the best. We want to make it as easy as possible for players. Most of them are not regulars at TASvideos, and we already have a wall of rules which makes it hard for newcomers to join. It is better to make extra work for encoders (or, realistically, me, since I am the only one who answered the call to edit the movie). In the publication description, put a note along the lines of "Note: The encode has been extended to include the full ending music. This is not present if you play back the movie in Doom."
Should i re-encode my next run?
Doom is Eternal!
adelikat
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You re-encoding anything is not necessary. Our publishers are going to make their own publication encode either way, and will adhere to strict standards as to when to end the encode. Providing your own encode when submitting is great, but adhering to those same standards isn't necessary.
It's hard to look this good. My TAS projects
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Since it's been agreed upon, we seem to need to replace the movie file again, with the originally cut one, right?
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.
Akse
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adelikat wrote:
You re-encoding anything is not necessary. Our publishers are going to make their own publication encode either way, and will adhere to strict standards as to when to end the encode. Providing your own encode when submitting is great, but adhering to those same standards isn't necessary.
Nice to hear. That leaves only one question: when?
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Whenever I finish the 3 usual encodes of it.
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.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2825] DOOM The Ultimate Doom "Episode 2" by Akse in 03:22.01
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That was quite disorienting at times. I had no idea what was going on, but it was short enough. The 3D environment composed of 2D sprites made me feel old. :P
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From about a minute in, audio and video in the published video on YouTube don't seem to be in sync.
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Fredrik wrote:
From about a minute in, audio and video in the published video on YouTube don't seem to be in sync.
What about these 2 vids? Link to video Link to video
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 episodes are independent game modes. nothing carries over from one to the other, and they can be played in any order, if you have the full version. IF episode 1 had to be beaten to unlock episode 2, and 2 had th be beaten to unlock three, then a complete TAS would have to do them all. but that is not the case. so each episode is a GAME MODE. Or branch in TAS terms.
AntyMew
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Are the downloadables supposed to be 17.5 fps?
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Anty-Lemon wrote:
Are the downloadables supposed to be 17.5 fps?
Where is that number from? Mediainfo shows me Variable and 35.0 for HQ and Compatibility accordingly.
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.
Spikestuff
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Downloads HQ Downloadable Loads Downloadable in MPC Uh... Properties and oh hello. "Video: MPEG4 Video (H264) 320x240 17.5fps" Loads Downloadable in VLC "Frame Rate: 17.500262" Eh, I'll add the IRC convo for the possible explanation on why this might be.
6th of May 2015
[11:30:31] <Anty> Uh what
[11:30:43] <Anty> Ultimate Doom 10bit is 17.5 fps?
[11:31:17] <DeHackEd> DOOM ran at a target of 35 Hz ("tick" rate)
[11:32:14] <Anty> Your point?
[11:33:00] <Anty> The 10bit444 encode feos made is 17.5 fps
[11:33:16] <DeHackEd> 17.5 would be half framerate... which makes sense in some ways, and no sense in others
[11:34:24] <Anty> 512kb looks like its 17.5 too
[11:34:27] <Anty> Weird
[11:35:09] <Anty> Maybe halffps = true by mistake
WebNations/Sabih wrote:
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No idea what it is. If it was halffps, then it'd be so in both files, while mp4 is perfectly okay. I even imported them in virtualdub, and both play identically. Which is also weird, since the hq one should have dedup, maybe it's VD putting the frames there? If I fame advance through mpc, those dups aren't there. I assume it's players trying to calculate the result of dedupping or something.
[11:34:24] <Anty> 512kb looks like its 17.5 too
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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Doom could be running at 35 FPS but actually updates the screen at a lower rate. Are you sure it isn't just all dedup to have a framerate that low? Example: Mupen capture at 120 FPS, but the download files end up to be 20 or 30 FPS.
AntyMew
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Aktan wrote:
Doom could be running at 35 FPS but actually updates the screen at a lower rate. Are you sure it isn't just all dedup to have a framerate that low? Example: Mupen capture at 120 FPS, but the download files end up to be 20 or 30 FPS.
My 320x240 (plutonia) dump has some dups here and there, but nothing anywhere near 17.5 fps
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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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A new improvement of E2M6: Link to video
TASing is like making a film: only the best takes are shown in the final movie.
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