Final Doom: The Plutonia Experiment in 12:41.
This TAS was made by Clumsydoomer and submitted by himself.
  • 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, monster action)
This run uses Skill 4, Ultra-Violence. This is the most common skill level used in the Doom speedrunning and TAS community.

Recorded with:

PrBoom-Plus 2.5.1.4test
XDRE 2.06

Playing back the run

1. You can play back this demo in any Vanilla Doom-compatible port, e.g. Chocolate Doom, Eternity, PrBoom, PrBoom-Plus. Use the following commands: yourexe.exe -iwad plutonia -playdemo 30pl1241.lmp
- Example for PrBoom-Plus, which I use: prboom-plus.exe -iwad plutonia -playdemo 30pl1241.lmp

2. You can play back this demo in Vanilla Final Doom. Use the following commands: plutonia.exe -playdemo 30pl1241.lmp"
You can find the various Doom source ports for your operating system here: http://www.doomworld.com/classicdoom/ports/

Used tools

  • Permanent SR50
  • Gametime slowdown
  • Savestates
  • Precise frame-by-frame building via XDRE

Used tricks and glitches + commentary

  • Rocketboosting (map04, map06, map07, map09, map14, map15, map17, map25, map26, map27, map28). Just shoot a rocket to nearest wall and it's done.
  • Guided gliding (map05, map21, map23, map25, map29). Some of them are instant, but they all are pretty easy.
  • Guideless gliding (map03, map08, map09, map13, map19). The instant ones like in map03, map08 and map18 require extremely precise movement and are impossible without tools' assistance.
  • Double-sided impassable line gliding (map07). Most random trick of all.
  • Arch-vile jumping (map15, map16, map18, map24). Requires a bit of monster manipulation.
  • Wallrunning, thingrunning (pretty much on every map). Most common and easy trick in Doom games.
  • Door boosting (map22, map28). Requires very precise movement.
  • Pressing switches through walls (map06, map22). Some of the switches required very precise positioning, but some didn't.
  • Deathslide - suiciding in order to reduce doomguy's height (map17). Dead doomguy can slide under small gaps and activate triggers, but can't move.
  • Teleport "unstuck" trick (map14, map27, map28). If you get shot / boosted right after teleporting, you won't have to wait for doomguy to "unfreeze" himself.

Time (without tally screens)

MapTime
MAP01: Congo 0:06'63
MAP02: Well of Souls 0:42'97
MAP03: Aztec 0:37'97
MAP04: Caged 0:33'77
MAP05: Ghost Town 0:19'97
MAP06: Baron's Lair 0:40'97
MAP07: Caughtyard 0:14'80
MAP08: Realm 0:12'94
MAP09: Abbatoire 0:31'97
MAP10: Onslaught 0:17'54
MAP11: Hunted 0:43'63
MAP12: Speed 0:06'94
MAP13: The Crypt 0:11'83
MAP14: Genesis 0:14'94
MAP15: The Twilight 0:18'97
MAP16: The Omen 0:18'91
MAP17: Compound 0:05'63
MAP18: Neurosphere 0:05'97
MAP19: NME 0:11'91
MAP20: The Death Domain 0:35'97
MAP21: Slayer 0:02'91
MAP22: Impossible Mission 0:41'97
MAP23: Tombstone 0:59'74
MAP24: The Final Frontier 0:11'74
MAP25: The Temple of Darkness 0:10'97
MAP26: Bunker 0:38'69
MAP27: Anti-Christ 0:41'97
MAP28: The Sewers 1:11'97
MAP29: Odyssey of Noises 0:57'66
MAP30: The Gateway of Hell 0:14'91
Total time12:41

Author's Youtube channel: http://www.youtube.com/user/5doomer

Truncated: Judging!

Truncated: Good viewer feedback, very well played as far as I can tell, and beats all known records (with the exception of a marginally faster MAP12 strat which requires you to die). It also syncs on the original Doom executable. Therefore, accepting to moons category!
As with the other Doom submission, this has to be put to delayed, since we currently don't have a way to handle Doom publications.

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

AntyMew: Processing...

Truncated: Movie file replaced with version cut after last input.


Editor, Expert player (2479)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
grassini wrote:
IS THIS THE SAME?
Yes, "permanent SR50" in the submission message means that the run uses fast strafe speed even during turns. Same as Akse's run.
Player (120)
Joined: 3/21/2015
Posts: 29
Location: 66th region, Russia
Dimon12321 wrote:
How much time did you spend on making this? Yes vote, btw!
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.
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Two questions to anyone who knows (probably Clumsydoomer): - How do you extract/show fractions of a second for the levels? Does it have to be calculated by inspecting the movie file, or is there an option in PrBoom, or what? - Could you elaborate on the method of constructing a Doom TAS? It seems to be quite different from how the rest of our tools work.
Player (120)
Joined: 3/21/2015
Posts: 29
Location: 66th region, Russia
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.
Joined: 5/13/2013
Posts: 180
Where can I get the Gametime Slowdown tool? I never found a usage.txt in my prboom folder.
A wise man once said "Damn, that's one hell of a steak."
Dimon12321
He/Him
Editor, Reviewer, Experienced player (596)
Joined: 4/5/2014
Posts: 1223
Location: Romania
YushiroGowa wrote:
Where can I get the Gametime Slowdown tool? I never found a usage.txt in my prboom folder.
In the NUM section (right side of the keyboard): + to increase the time, - to decrease the time, * - set to default speed.
TASing is like making a film: only the best takes are shown in the final movie.
Joined: 5/13/2013
Posts: 180
Dimon12321 wrote:
YushiroGowa wrote:
Where can I get the Gametime Slowdown tool? I never found a usage.txt in my prboom folder.
In the NUM section (right side of the keyboard): + to increase the time, - to decrease the time, * - set to default speed.
Okay thank you, I'll see if it works. EDIT: Nope, in PrBoom it didn't do anything at all. I must not have set it in the .cfg file or something.
A wise man once said "Damn, that's one hell of a steak."
AntyMew
It/Its
Encoder, Player (35)
Joined: 10/22/2014
Posts: 425
YushiroGowa wrote:
Dimon12321 wrote:
YushiroGowa wrote:
Where can I get the Gametime Slowdown tool? I never found a usage.txt in my prboom folder.
In the NUM section (right side of the keyboard): + to increase the time, - to decrease the time, * - set to default speed.
Okay thank you, I'll see if it works. EDIT: Nope, in PrBoom it didn't do anything at all. I must not have set it in the .cfg file or something.
Does your keyboard not have a numpad?
Just a Mew! 〜 It/She ΘΔ 〜
Player (120)
Joined: 3/21/2015
Posts: 29
Location: 66th region, Russia
YushiroGowa wrote:
Nope, in PrBoom it didn't do anything at all. I must not have set it in the .cfg file or something.
Do you use PrBoom or PrBoom-Plus? Those are two different ports with different functions.
Joined: 5/3/2010
Posts: 2
https://www.youtube.com/watch?v=Kadh3R_YRLA - guys, here is beter looking encode of the same run, by Sp00kyFox - he also posts some other TASes/unassisted runs.
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
And where did the original music and extra frames of animation come from?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Editor, Expert player (2479)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Sp00kyFox used smooth weapon animations mod and what looks like some minor color fix mod. The plasma shots of arachnotron were blue instead of green. The invulnerability mask was also changed to light everything instead of making everything black and white. I believe the midi tracks are composed by Clumsydoomer.
Player (120)
Joined: 3/21/2015
Posts: 29
Location: 66th region, Russia
No, that music addon was a community project started by James Paddock at Doomworld.com. I made only 3 of these tracks. http://www.doomworld.com/idgames/index.php?file=music/plutmidi.zip There is a full description.
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Clumsydoomer wrote:
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). 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: 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.
This is exactly what I was looking for, thank you. It took me a while to figure out that the result is dumped to levelstat.txt and not output to the terminal where you launch the command. I noticed that there is a slightly faster non-TAS MAP12 on DSDA - I assume this is because that movie uses death, and death would slow down the following maps more than it would gain for you? http://doomedsda.us/wad946m212.html
Editor, Expert player (2479)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Yes, death would slow him down. In level 14 he makes two successive rocket jumps for which he needs health, armor and rockets, all of which would be lost on death.
AntyMew
It/Its
Encoder, Player (35)
Joined: 10/22/2014
Posts: 425
I don't know what to do with the game version, but I'll set it to v1.9 for now, since that's the Doom engine version used for Final Doom.
Just a Mew! 〜 It/She ΘΔ 〜
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Anty-Lemon wrote:
I don't know what to do with the game version, but I'll set it to v1.9 for now, since that's the Doom engine version used for Final Doom.
Hi Anty-Lemon. This has been claimed for three weeks now. Have you run into trouble? If you need help editing the movie file to include the ending, feel free to ask me, and if there are other problems with capturing/encoding, you can probably ask feos who did the other Doom submission.
AntyMew
It/Its
Encoder, Player (35)
Joined: 10/22/2014
Posts: 425
Truncated wrote:
Hi Anty-Lemon. This has been claimed for three weeks now. Have you run into trouble? If you need help editing the movie file to include the ending, feel free to ask me, and if there are other problems with capturing/encoding, you can probably ask feos who did the other Doom submission.
I've already hex-edited the files needed. Thanks anyways. Speaking of the files, could someone replace the movie with this one? (trimmed to last input)
Just a Mew! 〜 It/She ΘΔ 〜
Joined: 4/28/2015
Posts: 4
Punching the chaingunner to death was a nice touch!
Player (120)
Joined: 3/21/2015
Posts: 29
Location: 66th region, Russia
Wow, does publication really take so much time? Maybe I could help or something?
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Anty-Lemon wrote:
Speaking of the files, could someone replace the movie with this one? (trimmed to last input)
I can replace it if ClumsyDoomer thinks it's OK. You didn't reply to the question if you've run into trouble or not... but it sounds like you haven't? Is it a busy schedule which keeps this from being published? Since it's taken a month, perhaps it is better to hand it over to someone else if this is the case.
Player (120)
Joined: 3/21/2015
Posts: 29
Location: 66th region, Russia
Yes, this movie is okay.
AntyMew
It/Its
Encoder, Player (35)
Joined: 10/22/2014
Posts: 425
Truncated wrote:
You didn't reply to the question if you've run into trouble or not... but it sounds like you haven't? Is it a busy schedule which keeps this from being published? Since it's taken a month, perhaps it is better to hand it over to someone else if this is the case.
YT encode is being ass. The dump is fine, but the encode has some lag problems. At some specific places it drops a lot of frames, then boosts the fps way up for a short time to compensate. Sometimes it even temporarily halts the audio at the high fps, which doesn't occur in audio_youtube.ogg. I honestly have no idea what would happen if it were uploaded to youtube; it sounds like vfr, or even just my comp lagging, but neither of those make sense since it's a YT encode and it happens consistently. Though I'll be honest that I haven't been having this problem for a whole month.
Just a Mew! 〜 It/She ΘΔ 〜
Spikestuff
They/Them
Editor, Publisher, Expert player (2643)
Joined: 10/12/2011
Posts: 6439
Location: The land down under.
It's alright Lemony, take your time. No one should be up and arms about this being slow, considering we have had other TASes which took a long time to publish.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Trilkin
He/Him
Joined: 5/17/2015
Posts: 1
Just watched the encode. Great looking run. I'm not terribly familiar with anything Doom-related other than Doom and Doom 2, but I was definitely entertained and the movement was slick.
Not a speedrunner or TASer. Just enjoying the scenery.