Doom 2 Kamasutra in 9:37.
This TAS was finished in 06 aug 2015.
  • Aims for in-game time instead of real time
    • Contains speed/entertainment trade-offs
  • Takes damage to save time
  • Uses death to save time
  • Heavy glitch abuse
  • Heavy luck manipulation
  • Unofficial "DLC"
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 2.5.0.6 Beta / Doom Replay Editor 2.0 custom & XDRE 2.06

Ksutra wad can be downloaded here - [dead link removed]

Playback:

1. The original Doom 2 v1.9. Use the following command line: "doom2.exe -file ksutra.wad -playdemo ksdq-937.lmp"
2. Prboom 2.2.3 (or later version): "prboom.exe -iwad doom2.wad -file ksutra.wad -playdemo ksdq-937.lmp"
3. Eternity engine: "Eternity.exe -iwad doom2.wad -file ksutra.wad -playdemo ksdq-937.lmp"

Quick level by level comments

For the sake of saving time and space - monsters were manipulated in every level.

Map 01 - Into the Underground

"Death slide" trick is introduced. After dying player's height is significantly reduced; it allows to "roll" through low-height vertical gaps.

Map 02 - The Hidden Engine

AV jump straight to the exit teleport.

Map 03 - Mr.Adolf Kill You!

RJ and DS tricks were used in a combo to fly over the gap and roll under the bars straight into the exit.

Map 04 - Water Base

DS through the window and straight onto the teleport. RNG is manipulated to receive maximum damage.

Map 05 - Klondike

Specific movement/coordinates allows the player to squeeze through. This is similar to the void glide trick that was used in UD e2m6. Step jump trick is used at the end of this level.

Map 06 - Research Complex

Elevator is used to jump through the window into the final area.

Map 07 - Colosseum

RNG is manipulated to deal good damage. Button is pressed from a specific angle. Cacodemon is tricked to fly onto the teleport in order to prevent cyberdemon's teleportation.

Map 08 - Time Is Tickin' Out

DS straight into the exit.

Map 09 - The Holocaust

Well-performed wallrun trick allows to gain enough speed and simply run over the gap. Player's HP is reduced in order to die with only one av attack in the next level.

Map 10 - To Be or Not To Be...

AV jump + DS straight into the exit.

Map 11 - Execution

Neat'n'quick movements helped a lot in this one.

Map 12 - King Arena

"Thing run" trick is used to reach the final area.

Map 13 - The Holocaust II

AV jump straight to the exit.

Map 14 - Dog Eat Dog

Precise character positioning is needed to run over the gap and reach the final area. It followed by RJ combo: first through the window and second straight to the exit.

Map 15 - Miss Sporty

No tricks here, just neat movements in narrow corridors and usual mob manipulation.

Map 16 - Leeds Castle

Two AV jumps here: the first one to reach the middle section of the level, the second one straight into the exit.

Map 17 - Cyber Machine

Amazing combo here: double rocket boost (one from the boss, another from me) straight into the teleport, another to skip "teleportation stuck", followed by perfect glide with immediate wallrun and final RB at the very end.

Map 18 - The Train Is Approaching

Precise player's positioning is needed to run over the "red gates". The door was opened from above. RB to gain speed and make 12sec possible.

Map 19 - Natural

Precise character's positioning is needed to "step jump" into the window. Then RJ to the final area.

Map 20 - Traps

Two RBs to reach some areas faster. After the second teleportation with certain movement angle the middle part of the level can be reached via sr50 jump trick. "Invulner" is obviously needed for all upcoming tricks. Triple AV jump to jump over the wall. After a short while another one in combination with RB to reach the final area. And two carefully placed RBs more at the very end.

Map 21 - Diablo's Heart

Double AV jump to reach the final area.

Map 22 - Fire Play

Precise positioning of the player allows to: activate the switch through the fence, pick up both yellow and blue keys w/o lowering the pedestals, upon entering the building activate another switch through the floor and push the button (two of them) through the enemy.

Map 23 - A Little Big Massacre

In this map there's a yellow door which leads to the exit. Only one side of this door requires the key to open it; the other one is unlocked. There's also a well-hidden cyberdemon behind it. Carefully aimed ssg shot awakes the cyber and manipulate him to open the door for me.

Map 24 - The Gift From GOTT

This map requires a huge amount of luck manipulation simply to stay alive. AV jump is used to reach the blue key faster. Shooting certain barrels at the very end allows the level to end faster.

Map 25 - Cow Face

ClumsyDoomer did this one. RNG is manipulated to make cyber shoot as soon as possible. The blast, along side with perfect player's position, allows to skip teleportation linedef and exit the level.

Map 26 - Kill Bill

RNG is manipulated to deal good damage and move monsters out of the way. Precise positioning of the player allows jump through the window and reach the final area.

Map 27 - Stairway to Heaven

Neat movements. Precise character's position alongside with "thing slide" trick allows to grab the red key w/o lowering the pedestal.

Map 28 - Hard Target

Two rockets to clear some space in the final area. RB to the teleport, then RJ to the exit.

Map 29 - I'm Just a DOOM Addict

AV jump through the window (ClumsyD helped me a bit with this one) to skip the beginning area. RJ through another window to skip another chunk of the level. Mob in the tunnel were manipulated to move out of the way. Cyber was pushed via the BFG charge to open the final door. The final boss (Romero head) can be reached from a specific position. RNG is manipulated to kill him as fast as possible.

Map 30 - <|>

Two routes here. I chose the right one 'cause it slightly faster. Shooting the barrel awakes the Cyberdemons. Using the BFG and starting to charge it in the previous room prevents this event from happening.
MapTimeKillsItemsSecrets
Map 01 - Into the Underground0:29.9725%0%0%
Map 02 - The Hidden Engine0:04.461%0%0%
Map 03 - Mr.Adolf Kill You!0:03.940%0%100%
Map 04 - Water Base0:03.940%0%100%
Map 05 - Klondike0:15.370%33%50%
Map 06 - Research Complex0:07.946%20%0%
Map 07 - Colosseum1:07.9425%5%50%
Map 08 - Time Is Tickin' Out0:05.200%0%100%
Map 09 - The Holocaust0:12.602%0%0%
Map 10 - To Be or Not To Be...0:02.910%0%0%
Map 11 - Execution0:19.602%19%100%
Map 12 - King Arena0:05.776%0%0%
Map 13 - The Holocaust II0:07.460%0%50%
Map 14 - Dog Eat Dog0:07.911%4%100%
Map 15 - Miss Sporty0:43.8020%4%100%
Map 16 - Leeds Castle0:18.805%9%33%
Map 17 - Cyber Machine0:36.975%25%100%
Map 18 - The Train Is Approaching0:12.860%5%0%
Map 19 - Natural0:18.433%28%50%
Map 20 - Traps0:34.9721%20%100%
Map 21 - Diablo's Heart0:13.370%16%50%
Map 22 - Fire Play0:37.5420%40%0%
Map 23 - A Little Big Massacre0:08.661%0%100%
Map 24 - The Gift From GOTT0:34.5734%33%0%
Map 25 - Cow Face0:00.970%12%0%
Map 26 - Kill Bill0:31.8919%40%0%
Map 27 - Stairway to Heaven0:47.9718%27%100%
Map 28 - Hard Target0:08.912%9%0%
Map 29 - I'm Just a DOOM Addict0:37.514%6%100%
Map 30 - <I>0:16.800%14%100%
Total9:37

Truncated: Since no one else has claimed it, I guess I'm judging this too. So: judging!

Truncated: Sorry for taking so long to make a decision.
I have verified that this movie syncs on original Doom, has no illegal input, and that there are no faster movies.
Kama Sutra (and any WAD not released/condoned by iD) are considered hacks/user modified games, and cannot be published in Vault. This movie demonstrates a large amount of rocket boosting, Arch-vile jumping, death slides, and some picking up objects through walls and getting monsters to open locked doors. Perhaps owing to this, it appears to be a popular speed running WAD. On the other hand, the level design is wonky (nukage floors without damage, stacked enemies, no consistent theme, odd music, naked woman, etc.) and votes have been mixed.
This could have gone either way, but in the end I have decided to accept it.
feos: Taking this bastard to the pub.
feos: Movie with extended input userfiles/info/68378860645255321


BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
I don't think the site rules outright say that "Past decisions are not to be considered justification for making a similar decision in the future," but I know most of the staff live by that mantra as regards the site.
Previous Name: boct1584
Joined: 3/9/2009
Posts: 530
Actually, notability is the only criterion listed in the vault requirements, so it's inconsistent between the two places. http://tasvideos.org/Vault.html At least according to there: Hacks are ineligible for the vault. Homebrew/unlicensed allowed based on notability alone. Moons are, as always, whatever goes, yo.
Noxxa
They/Them
Moderator, Expert player (4125)
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
Nach rewrote the rule about hacks/homebrews relatively recently, lumping both together, but to me they've always been different. The high quality requirement belongs moreso to ROM hacks, because of the ease of cobbling a hack together on any decently popular game with a good hacking tool (e.g SMW), and a game engine that could make nearly any run on it decently entertaining at least. That rule is also exactly for hacks/level packs like this, where what makes it notable is not necessarily the quality of the content, but moreso the controversial aspect thereof. Unlicensed original games have been put into the Vault regardless of quality, as long as they qualified on notability. YHTBTR is one obvious example, although it was also published very early into the Vault's creation, when rules weren't as rigid yet. There are plenty of other examples of unlicensed movies in the Vault, including fan 'favorites' like Cheetahmen and Baby Moses.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Player (58)
Joined: 8/22/2015
Posts: 73
Big disclaimer here: I'm not huge into Doom, most of my knowledge of it comes from hanging out with people who are. It's also difficult to really tell how good of a WAD this is for speedrunning, because some of the maps are plain straight forward, and others are skipped immediately with archvhile jumps, death slides and rocket jumps. That being said, as for quality of play: -There's quite a bit of time, upon a simple watch through without paying much attention where Doom Guy appears to be running straight forward instead of strafe-running. -Overall, I didn't get the sense of wow factor I normally get, even from seeing RTA Doom runs just from watching the movement. It felt slow in places until the last 2-3 minutes. If everything was done as cleanly, movement wise, as the last 2-3 minutes, then I'd probably be reacting differently. And for the WAD: -A lot of the maps seem to be very straight forward including those that have parts where you are actually just waiting on time based triggers. -The difficulty of the monsters and density of them doesn't seem very high for a WAD. There's only a few instances where you're making what seem to be rather hard dodges around monsters, with lots of rather empty hallway movements. I could always just ask my Doom friends about how notable of a WAD they think this is, though.
Joined: 12/7/2005
Posts: 149
Location: Sweden
Ksutra is the 12th most popular WAD for speedrunning, including the four official IWADs (http://doomedsda.us/top20.html) As far as difficulty goes, Ksutra is much harder than Plutonia but somewhat easier than the hardest maps of Hell Revealed (it has been called the true spiritual successor to HR, and I'm inclined to agree). If you ask me, it's one of the most fun ultra-hard megawads to play, having a lot of gameplay variation and even a fair dose in-game (sometimes off-color) humor. It definitely has a LOT of monsters (map28 alone has over 1700 of them); this speedrun just avoids most of them.
Player (58)
Joined: 8/22/2015
Posts: 73
That's the type of answer that is very helpful. As I said, it's hard to judge, given how the run skips so much of the maps and I'm not very into Doom myself, just have secondhand knowledge.
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
Mothrayas wrote:
Nach rewrote the rule about hacks/homebrews relatively recently, lumping both together, but to me they've always been different. The high quality requirement belongs moreso to ROM hacks, because of the ease of cobbling a hack together on any decently popular game with a good hacking tool (e.g SMW), and a game engine that could make nearly any run on it decently entertaining at least. That rule is also exactly for hacks/level packs like this, where what makes it notable is not necessarily the quality of the content, but moreso the controversial aspect thereof. Unlicensed original games have been put into the Vault regardless of quality, as long as they qualified on notability. YHTBTR is one obvious example, although it was also published very early into the Vault's creation, when rules weren't as rigid yet. There are plenty of other examples of unlicensed movies in the Vault, including fan 'favorites' like Cheetahmen and Baby Moses.
That's a very good point. I completely agree that hacks (including new levels created with a level editor) are a different matter than homebrew. It's easy for a hack to derive notability because the base game is famous, or because the hack is controversial or memetic. None of that means it's a good hack. And this is also why hacks are not allowed in the vault whereas homebrew games are. Perhaps the site rules could be clarified on this point.
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
Fredrik wrote:
Ksutra is the 12th most popular WAD for speedrunning, including the four official IWADs (http://doomedsda.us/top20.html)
Yes, we already know ksutra is famous. The question is, is it high quality? How's the level design? Does it do anything the base game doesn't? How does it stand out, other than from having a naked chick in the last level?
Player (58)
Joined: 8/22/2015
Posts: 73
Radiant wrote:
Fredrik wrote:
Ksutra is the 12th most popular WAD for speedrunning, including the four official IWADs (http://doomedsda.us/top20.html)
Yes, we already know ksutra is famous. The question is, is it high quality? How's the level design? Does it do anything the base game doesn't? How does it stand out, other than from having a naked chick in the last level?
He answered that by saying that it's harder than Plutonia, with a large amount of gameplay variation including a slaughter map. I'm not really certain how a question like "How high quality is it" is supposed to be answered objectively anyway. If the only reason it was so popular was that level, would there be so many demos of the other levels? Would people care enough about it to put it in the top 20 out of thousands of WADs? Are those answers we can answer objectively in the first place? Beyond having a bunch of people play it, I don't really see any way to try and answer that properly, and a solution has bias issues in of itself no matter how it's handled.
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
Raelcun wrote:
I'm not really certain how a question like "How high quality is it" is supposed to be answered objectively anyway.
I'm not saying it has to be answered objectively, but it does have to be answered. I do note that throughout this thread, people indicate they like the run, but they are pretty negative about the WAD itself. For instance,
KennyMan666 wrote:
the WAD itself seemed to have a bit too much of "let's put a ton of enemies because we can".
Warp wrote:
That music was absolutely hideous
Mr. Kelly R. Flewin wrote:
This wad was absolutely atrocious! Weak maps, some overlittered with enemies with no real concern for gameplay [And I have played and watched numerous Slaughter maps that do it right... this was NOT one of them].
Bamahut wrote:
I do agree with a few peoples in here that the music was kinda of horrible,
Truncated wrote:
The level design does not look to be anything special otherwise. In fact pretty bad in some places...
Editor, Expert player (2098)
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You guys are acting like this run was terrible. (yes vote)
effort on the first draft means less effort on any draft thereafter - some loser
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
arandomgameTASer wrote:
You guys are acting like this run was terrible.
You can make a great run of a mod, but the question remains whether the mod should be accepted for a TAS publication. After all, we ought to put a limit to how many unofficial mods we accept, or else the site could be littered with TASes for them. Although, admittedly, if the TAS is enjoyable and of high quality, in my books that's a plus for accepting the mod. Not the only criterion, but one nevertheless.
Akse
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Experienced player (508)
Joined: 2/3/2015
Posts: 30
Radiant wrote:
Fredrik wrote:
Ksutra is the 12th most popular WAD for speedrunning, including the four official IWADs (http://doomedsda.us/top20.html)
Yes, we already know ksutra is famous.
I thought it's famous, because lots of people (me and ClumsyD included) enjoy playing it.
Radiant wrote:
How does it stand out, other than from having a naked chick in the last level?
A huge amount of amazing exploits, for example.
Fredrik wrote:
It definitely has a LOT of monsters (map28 alone has over 1700 of them); this speedrun just avoids most of them.
Isn't that the beauty of it?
Doom is Eternal!
Player (120)
Joined: 3/21/2015
Posts: 29
Location: 66th region, Russia
Radiant wrote:
The question is, is it high quality? How's the level design?
Well, those maps actually push Doom engine to its limits. Higher detailing may cause crashes (actually some of ksutra's maps can crash Doom).
Radiant wrote:
Does it do anything the base game doesn't?
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)
Radiant wrote:
How does it stand out, other than from having a naked chick in the last level?
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.
Akse
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Experienced player (508)
Joined: 2/3/2015
Posts: 30
Clumsydoomer wrote:
Actually it has awesome maps - they're funny, speedrun-friendly and not boring.
And good looking. Wanna see poor map design? Check out Hell Revealed. Music is also nice in my opinion. Map26's track, for instance, is fantastic!
Doom is Eternal!
Editor, Expert player (2479)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Warp wrote:
After all, we ought to put a limit to how many unofficial mods we accept, or else the site could be littered with TASes for them.
This is a valid concern, but I wonder whether the effect would actually be significant even if there was no limit at all. I think people mostly ignore bad hacks and mods. It seems that very few highly optimized TASes are ever made for such things. By the way, it would be interesting to see the submission ratio for official games vs. hacks. Oh, it seems that I can't list all hack/mod submissions. Maybe the submission form could be improved by including a checkbox for hacks/mods?
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
Aqfaq wrote:
This is a valid concern, but I wonder whether the effect would actually be significant even if there was no limit at all. I think people mostly ignore bad hacks and mods. It seems that very few highly optimized TASes are ever made for such things.
I think that the major concern about accepting all possible mods is that if people start making TASes for extremely simplistic mods that do not add anything of particular significance to the original game. Or even mods that are more akin to cheats than actual original content. As an extreme example, assume someone modded SMB3 so that the playable character is invincible, and nothing more. Or could walk through walls. And then submitted a TAS of it. This kind of mod would be trivial, akin to a cheat code, and not very interesting. Another extreme example would be a reskin mod. In other words, the game remains otherwise identical, except that the graphics are changed to something else. This wouldn't make a good TAS compared to the TAS of the original game. Thus the requirement for notability and quality of the mod.
Skilled player (1416)
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Posts: 1978
Location: Making an escape
As a small tangent, are there any plans for mods that rely on source ports to function properly?
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!!
Ferret Warlord wrote:
mods that rely on source ports
I'm not sure whether any existing Doom TAS tools work on them. I would like to see TASes of Action Doom 1 & 2. By the way, I hope this Kama Sutra run gets accepted, because any additional visibility probably increases the probability that we see more and better Doom TASes in the future.
Joined: 7/28/2005
Posts: 339
Aqfaq wrote:
Ferret Warlord wrote:
mods that rely on source ports
I'm not sure whether any existing Doom TAS tools work on them. I would like to see TASes of Action Doom 1 & 2. By the way, I hope this Kama Sutra run gets accepted, because any additional visibility probably increases the probability that we see more and better Doom TASes in the future.
Current TAS tools are only really compatible with vanilla Doom and to some extent Boom (though it's unstable). Action Doom uses ZDoom (I think?) which wouldn't work at all.
Joined: 9/1/2014
Posts: 58
The way it was played and the death abuses were entertaining, the hack is just plain bad to watch which becomes clear when you are just standing around waiting for the way to become open in some cases multiple times in a row, and evidently also has a stupid nudity for the sake of nudity thing to it which opens up a can of worms I have absolutely no care to deal with when people start trying to push whatever porn hacks for super mario world exist because we accepted this one. Voted meh since didn't want to flat out destroy your time spent on it. But definitely should go to the vault if it gets accepted. Could do without a teenager's masturbation hobby on the proper page. Leave that to actual good hacks and mods like super demoworld. But yea, the actual tricks used and speed were good, so kudos for making this bearable to watch at least.
Enjoys speedruns but hasn't actually tried making any yet.
Akse
He/Him
Experienced player (508)
Joined: 2/3/2015
Posts: 30
Ragnarokia wrote:
The way it was played and the death abuses were entertaining Voted meh since didn't want to flat out destroy your time spent on it. But yea, the actual tricks used and speed were good, so kudos for making this bearable to watch at least.
Appreciated, thank you.
Ragnarokia wrote:
Could do without a teenager's masturbation hobby on the proper page.
Uhh...
Ragnarokia wrote:
has a stupid nudity for the sake of nudity
For shits'n'giggles. It's a funny joke, which not even presented in this movie.
Ragnarokia wrote:
the hack is just plain bad to watch which becomes clear when you are just standing around waiting for the way to become open in some cases multiple times in a row
Maps 07,11 and 17 comes to mind. In other cases it's pretty tiny. Is it really so unbearable?
Fredrik wrote:
Ksutra is the 12th most popular WAD for speedrunning, including the four official IWADs (http://doomedsda.us/top20.html)
Yes. What makes a wad popular (at least on dsda)? The amount of demos recorded for it. Ksutra has 500, which is plenty. Why there are so many? 'Cause there's nudity in map30, right? Wrong. That's because it's fun to speedrun! Some tricks are intentional, others not. A well made TAS movie would entertain / please pretty much anybody and that's the beauty of it. Like tricks that allows to skip the entire level nearly instantly? There are maps like m02, m03, m04, m10, m28. Too fast? Maps m01, m16, m19 are here. Adore insane trickery? M17, m20, m24, m29 at your disposal. Prefer to run'n'gun accompanied by neat dodging? M07, m15, m26, m27 will certainly provide some action. From DoomWorld forum:
Fredrik wrote:
I like how this run alternates between instant exits assisted by imp, arch vile, rocket, imp, ledge jump... and every once in a while some normal gameplay to change up the pace!
Doom is Eternal!
Player (58)
Joined: 8/22/2015
Posts: 73
Akse wrote:
Fredrik wrote:
Ksutra is the 12th most popular WAD for speedrunning, including the four official IWADs (http://doomedsda.us/top20.html)
Yes. What makes a wad popular (at least on dsda)? The amount of demos recorded for it. Ksutra has 500, which is plenty. Why there are so many? 'Cause there's nudity in map30, right? Wrong. That's because it's fun to speedrun! Some tricks are intentional, others not.
It's unreasonable to claim that map 30 has nothing to do with it. Map 30 does has the most demos out of all of them by a rather large margin. While I don't think it's the only reason, there's no doubting it's a contributing reason. This does also support your point that there's quite a bit of interest in the other maps at the same time, though.
Joined: 5/3/2010
Posts: 2
I'm on Akse's side. I think that due to lesser knowledge of Doom/Doom wads (so Doom being new on TASVideos), people are more like 'meh, was not that entertaining, he's just skipping monsters' etc. I don't have specific knowledge or some classic games (saw speedruns, haven't played them myself), and you can say that watching speedrun marathons people don't react while someone did just some insane one frame skip. But people that played Doom along with some classic/popular wads maybe can appreciate more some hard skips, or some rng manipulation. I don't remember which wad but there's been something like triple Arch-Vile jump which took the runner like 2 weeks to manipulate (it was Akse I believe; maybe some Scythe wad?).
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. ---- [2979] DOOM Kama Sutra by Akse in 10:56.09