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Hello, glad to see the interest. I'm preparing them for submission right now but there's a couple of questionable moments
1. End of E1M8. This entire movie tetralogy was meant to be a proof of concept, and it ended up proving that it's not possible to finish the game without taking damage. You're obligated to have 20%> health in order to finish E1M8, so the only way to make it fall under the "no damage" category is to use a mod that removes all health pickups and sets player's HP to 1.
2. Getting damage with an invulnerability powerup. Technically it's still damage, but the player doesn't lose health. All damage effects, such as momentum, still affect the player, and i used an enemy attack to increase my speed one time. What do you think about it?
3. Is it worth it after all? It's the first movie in the category, merely a proof of concept.
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MAP07 - that rocketboost in the end is not present here. I reserved some HP for the double rocket jump trick on map09.
MAP17 - one less rocketboost here as well, but there's one more on map16.
MAP21 - I was unable to manipulate RNG in the end of map20, since I couldn't shoot (edit: it only made things worse anyway, dudes started to shoot me and thus slow me down, and it didn't affect map21) and/or change my movement trajectory. That saved a whole second of IGT (which is traditionally more prioritized in Doom speedrunning community) on map20 and only costs a frame on map21.
Quoting one of the posts from the previous submission thread:
"By convention, pretty much no one has ever cared about real time in the 20-year history of Doom speedrunning (including 15 years of TASing), and viewers/other players generally appreciate being able to see the individual level times and scores."
I don't know if it makes sense here, though. Lol
That would still be nice, I think. That music fail makes it look a bit unprofessional
Experienced Forum User, Published Author, Player
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Well, those maps actually push Doom engine to its limits. Higher detailing may cause crashes (actually some of ksutra's maps can crash Doom).
No, because it can't and doesn't need to. The only point of most of Doom wads is maps. Everything else usually goes to mods without maps (90% of those mods are not compatible with original Doom due to it being hardcoded)
Actually it has awesome maps - they're funny, speedrun-friendly and not boring. You have to be talented to make 32 awesome maps without breaking Doom's limits.
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They were not awoken. I'll explain the mechanism:
These barrels near the teleporters were put there in order to awake cyberdemons - when player shoots / punches them / etc, cyberdemons hear that and start walking around somewhere outside the map. When a certain linedef is crossed, they will be released and get teleported to that area.
But if you shoot BEFORE teleporting to that room with barrels (BFG shoots slowly enough), cyberdemons will not hear that and won't be able to teleport until you awake them.
EDIT:
Actually there are many of them (outside TASVideos), including that Plutonia run I submitted.
Experienced Forum User, Published Author, Player
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Wait, why did you use Doom 2 music? It's possible to get the correct tracks from Doom and Doom 2 packs and put them in the right order. For example:
MAP01 = D_E1M2 from Doom 1
MAP02 = D_E1M3 from Doom 1
MAP03 = D_E1M6 from Doom 1
MAP04 = D_E1M4 from Doom 1
MAP05 = D_E1M9 from Doom 1
MAP06 = D_E1M8 from Doom 1
MAP07 = D_E2M1 from Doom 1
etc.
I can make the whole music pack myself if you give me Doom 1 and Doom 2 SC-55 music packs. That won't take long.
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Doom speedrunners don't care about saving bits of a second because intermission screen time is more important for us. Local rules are different and we aren't used to them yet.
Yes, 2 shots seem to be faster because it takes more time to wait for the BFG traces to deal damage than to fire another shot. I'll ask Akse if it's worth fixing.
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1. It can be calculated easily because vanilla Doom's tickrate and framerate is 35. So, one frame is 1/35 (~0.028) of a second. There are some timing tools, but they all work in the same way as PrBoom-Plus (they never work on intermission screens though).
2. No, it's not really different. There are three ways to make a Doom TAS:
a). Just record it in a sourceport with simple tools, such as slowmotion, auto SR50 and rerecording. Pretty dirty and obsolete way.
b). Record a chunk of a run with those tools, "polish" it with a frame-by-frame building tool and keep recording in a sourceport. I did my run this way.
c). Completely build it with a frame-by-frame building tool. Runs made this way may look terrible because of sharp turns, but it's harder to beat them. Majority of modern Doom speed demos were made this way.
EDIT: I forgot to mention the levelstat function in PrBoom-Plus. It can instantly generate all statistics just by examining the demo for a few seconds.
Here is what it generated:
MAP01 - 0:06.63 ( 0:06) K: 0/46 I: 0/0 S: 0/1
MAP02 - 0:42.97 ( 0:48) K: 6/54 I: 0/28 S: 0/0
MAP03 - 0:37.97 ( 1:25) K: 7/52 I: 0/11 S: 0/1
MAP04 - 0:33.77 ( 1:58) K: 13/64 I: 0/30 S: 0/4
MAP05 - 0:19.97 ( 2:17) K: 8/70 I: 8/23 S: 0/1
MAP06 - 0:40.97 ( 2:57) K: 7/60 I: 1/4 S: 1/6
MAP07 - 0:14.80 ( 3:11) K: 9/34 I: 0/1 S: 0/1
MAP08 - 0:12.94 ( 3:23) K: 2/85 I: 0/48 S: 0/1
MAP09 - 0:31.97 ( 3:54) K: 14/168 I: 2/4 S: 1/2
MAP10 - 0:17.54 ( 4:11) K: 5/91 I: 0/2 S: 0/3
MAP11 - 0:43.63 ( 4:54) K: 0/18 I: 8/16 S: 0/1
MAP12 - 0:06.94 ( 5:00) K: 5/93 I: 1/25 S: 0/2
MAP13 - 0:11.94 ( 5:11) K: 3/65 I: 0/2 S: 0/1
MAP14 - 0:14.94 ( 5:25) K: 10/54 I: 0/2 S: 0/3
MAP15 - 0:18.97 ( 5:43) K: 11/108 I: 4/51 S: 0/19
MAP16 - 0:18.91 ( 6:01) K: 7/109 I: 0/11 S: 0/0
MAP17 - 0:05.63 ( 6:06) K: 1/73 I: 0/70 S: 0/2
MAP18 - 0:05.97 ( 6:11) K: 0/96 I: 0/17 S: 0/1
MAP19 - 0:11.91 ( 6:22) K: 3/116 I: 0/2 S: 0/1
MAP20 - 0:35.97 ( 6:57) K: 11/84 I: 1/16 S: 0/2
MAP21 - 0:02.91 ( 6:59) K: 1/85 I: 0/3 S: 0/0
MAP22 - 0:41.97 ( 7:40) K: 29/139 I: 1/64 S: 0/4
MAP23 - 0:59.74 ( 8:39) K: 40/196 I: 7/96 S: 0/5
MAP24 - 0:11.74 ( 8:50) K: 1/66 I: 9/15 S: 1/7
MAP25 - 0:10.97 ( 9:00) K: 1/108 I: 3/60 S: 0/1
MAP26 - 0:38.69 ( 9:38) K: 8/159 I: 1/1 S: 0/4
MAP27 - 0:41.97 (10:19) K: 10/79 I: 2/16 S: 0/3
MAP28 - 1:11.97 (11:30) K: 17/179 I: 1/34 S: 0/4
MAP29 - 0:57.66 (12:27) K: 4/157 I: 0/3 S: 0/2
MAP30 - 0:14.91 (12:41) K: 3/19 I: 1/8 S: 0/0
I used these commands: prboom-plus.exe -iwad plutonia -warp 31 -playdemo 30pl1241 -levelstat
-warp 31 isn't required, but it makes the process instant. Otherwise it will play the whole demo.
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To be honest, this run itself took about a month to make. An idea about it came to me in 2013, but I couldn't fully embody it until now because of laziness... I had a heap of free time and burst of inspiration because I've finally mastered the smooth movement art, so this run didn't take much time to make.
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In UV-max runs (100% completion) they are required, but in UV-Speed (fastest completion) they usually are just a waste of time. But there are many different opinions about it...