Final Doom: The Plutonia Experiment in 12:53.29 (11:55 IGT).
2471 frames faster than the previous submission.

Objectives:

  • Aims for in-game time instead of real time (the tally screens are significatly shorter now, though).
  • Takes damage to save time.
  • Abuses programming errors (mostly collision).
  • Manipulates luck.
  • Aims for speed instead of aesthetics. Lots of sharp turns are present here.

Recorded with:

  • PrBoom-Plus 2.5.1.4 (only for encoding and minor editing)
  • XDRE 2.06, XDRE 2.20

Tools used:

  • Permanent SR50
  • Frame-by-frame building
This run uses Skill 4, Ultra-Violence. Secret levels were ignored.

About demo playback.

In order to start the playback, you have to create a .bat file with the following commands: plutonia.exe -playdemo 30pl1155.lmp
Any vanilla Doom-compatible sourceport is also suitable for playback (e.g. Chocolate Doom, PrBoom-Plus, Eternity, etc.). Here's an example of .bat file: sourceport.exe -iwad plutonia -playdemo 30pl1155.lmp
The best port for demo playback is PrBoom-Plus, and it can be downloaded here: https://sourceforge.net/projects/prboom-plus/

Note: MAP01 and first 3 seconds of MAP24 were made by Vita. Everything else was made by me.

Time

MapTime
MAP01: Congo 0:05.94
MAP02: Well of Souls 0:42.37
MAP03: Aztec 0:32.80
MAP04: Caged 0:31.89
MAP05: Ghost Town 0:18.97
MAP06: Baron's Lair 0:38.71
MAP07: Caughtyard 0:14.94
MAP08: Realm 0:12.86
MAP09: Abbatoire 0:30.77
MAP10: Onslaught 0:16.97
MAP11: Hunted 0:41.91
MAP12: Speed 0:05.43
MAP13: The Crypt 0:10.97
MAP14: Genesis 0:06.97
MAP15: The Twilight 0:16.97
MAP16: The Omen 0:17.97
MAP17: Compound 0:05.66
MAP18: Neurosphere 0:05.94
MAP19: NME 0:11.80
MAP20: The Death Domain 0:33.97
MAP21: Slayer 0:02.94
MAP22: Impossible Mission 0:39.97
MAP23: Tombstone 0:55.86
MAP24: The Final Frontier 0:09.97
MAP25: The Temple of Darkness 0:10.37
MAP26: Bunker 0:36.94
MAP27: Anti-Christ 0:41.37
MAP28: The Sewers 1:09.86
MAP29: Odyssey of Noises 0:55.97
MAP30: The Gateway of Hell 0:12.91
Total time (RT minus tally screens)12:19.97
Total time (RT)12:53.29
Total time (IGT)11:55

Used tricks and glitches

  • Rocket boosts.
  • Guided and guideless gliding (all of them are instant now).
  • Double-sided impassable line gliding.
  • Arch-vile jumping.
  • Wallrunning, thingrunning (explained here).
  • Momentum preservation (by pressing up against solid walls in a certain way, the player is able to maintain their momentum; it was known as "door boosting" in the previous submission).
  • Pressing switches through walls.
  • Suiciding in order to reduce doomguy's height.
  • Teleport "unstuck" trick (after teleporting player has to wait 16 frames before they can move, but any kind of damage can free them instatly).
  • Linedef skipping (with some precise positioning and speed larger than player's radius per frame it's possible to avoid triggering walkover linedefs; some of them require doubled speed)
More detailed info about 'em all can be found here.
I started making this movie in April 2016, and had to start from scratch a couple of times. Map24 took 2 months.

Level by level comments

Map01: Vita made this one, thanks to him. One second saved thanks to more precise wallruns. That jump in the end is quite well-known and is very precise.
Map02: Nothing interesting here. Just about more precise movement and wallrunning.
Map03: Features a couple of new useful line skip tricks that prevent some doors from closing and thus blocking me in the blue key area. Those are great timesavers.
Map04: It's about more precise movement as well.
Map05: Nothing interesting here.
Map06: A bit different route here this time. Features a little momentum preservation trick.
Map07: Lots of damage manipulation here. It was a huge adversity.
Map08: Almost identical to the previous run. Featuring that good old instant glide and an arch-vile jump.
Map09: A new line skip + rocket boost trick here.
Map11: Better wallrunning here, and no archviles awoken this time. Also, there's a new teleport "unstuck" trick in the end.
Map12: Here's the trick that was suggested by somebody on these forums. I didn't need those heaps of health this time, so please enjoy.
Map13: The entire level can be skipped thanks to that quite well-known double glide trick.
Map14: A different route featuring a rocket boost trick here. It's 8 seconds (279 frames) faster than the previous route.
Map15: Lots of small tricks here, including 2x teleport unstuck, several rocketboosts, and momentum preservation. Wallrunning doesn't count - it's just everywhere in this movie.
Map16: Yet another momentum preservation trick and a better arch-vile jump.
Map17: The entire map, once again, is skipped by suiciding and sliding under that vertical bar.
Map18: Nothing interesting here. The entire map is just skipped again.
Map19: Nothing interesting here.
Map20: Lots of momentum preservation and a brand new unstuck trick near the end.
Map21: The entire map is easily skipped again.
Map22: Unfortunately, it's not possible to catch that lift. Some more wallruns and momentum preservation here.
Map23: Long and intense. Lots of everything listed above + monster manipulation.
Map24: The worst one of them all. Manipulating those archviles was hard as hell. Vita helped here a little bit as well.
Map25: Nothing interesting here.
Map26: Lots of running and no tricks.
Map27: Only first 12 seconds make sense on this map, the rest is just waiting (and collecting stuff, of course). There are several interesting tricks including three rocket boosts, though.
Map28: Long and boring, no tricks besides momentum preservation and some rocket boosts. Those seemingly random turns in that tunnel were made in order to walk on and off that little ledge and cause the "downstairs run" effect. In other words - it gives a minor speed boost.
Map29: Shorter but more boring. Precise movement makes sense here. Lots of shooting near the end in order to manipulate RNG.
Map30: A different (and beautiful) route here, featuring a double arch-vile jump.

A small note: the demo file ends as soon as there's no player input required anymore (a couple tics before the text screen). I can edit it however the judges wish.


feos: Accepting as a notable improvement over #4621: Clumsydoomer's DOOM Final Doom "The Plutonia Experiment" in 14:05.96, inhering the star.
Aktan: Publishing...
feos: Movie with extended input userfiles/info/68378977202856215


TASVideoAgent
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Moderator
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Editor, Skilled player (1440)
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Sweet, a Doom improvement. What an incredible movie. These archvile jumps are nuts. Yes vote, obviously.
Dimon12321
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2 months... for saving 1.77 secs (9,97 vs 11,74 in the previous submission)! You're a real perfectionist, man!
TASing is like making a film: only the best takes are shown in the final movie.
Player (120)
Joined: 3/21/2015
Posts: 29
Location: 66th region, Russia
Dimon12321 wrote:
2 months... for saving 1.77 secs (9,97 vs 11,74 in the previous submission)! You're a real perfectionist, man!
Just like everyone should be?.. I didn't have any motivation to do the later levels after that, though, so they're not that good.
scrimpeh wrote:
Sweet, a Doom improvement. What an incredible movie. These archvile jumps are nuts. Yes vote, obviously.
Thanks.
pkasting
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Various maps here are slower than http://tasvideos.org/4621S.html : MAP07 MAP17 MAP21 The latter two of these are only slower by 0.03. It would be nice if the submission comments talked about why these were slower. (Then again, it would be nice if the submission comments talked about why IGT was prioritized over real time.)
Publisher
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I was going to update the your older run with the correct music, but if this one gets accepted, maybe I shouldn't?
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Aktan, I suggest you to even publish 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.
Player (120)
Joined: 3/21/2015
Posts: 29
Location: 66th region, Russia
pkasting wrote:
Various maps here are slower than http://tasvideos.org/4621S.html : MAP07 MAP17 MAP21 The latter two of these are only slower by 0.03. It would be nice if the submission comments talked about why these were slower. (Then again, it would be nice if the submission comments talked about why IGT was prioritized over real time.)
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
Aktan wrote:
I was going to update the your older run with the correct music, but if this one gets accepted, maybe I shouldn't?
That would still be nice, I think. That music fail makes it look a bit unprofessional
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Clumsydoomer wrote:
That would still be nice, I think. That music fail makes it look a bit unprofessional
Yea, I think so too.
Publisher
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Posts: 1283
feos wrote:
Aktan, I suggest you to even publish it.
By the way, I think all current Doom encodes published on YT is wrong. It should be all upconvert to 60 FPS to get those extra missing 5 fps. Currently the YT encodes look quite jumpy.
Skilled player (1417)
Joined: 10/27/2004
Posts: 1978
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What are the chances of us seeing an Evilution run? I am something of an outlier in that I prefer that to Plutonia.
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.
Player (120)
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Posts: 29
Location: 66th region, Russia
Ferret Warlord wrote:
What are the chances of us seeing an Evilution run? I am something of an outlier in that I prefer that to Plutonia.
100%, I guess. I can submit Vita's run (19:44 IGT), he's ok with that.
Dimon12321
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Yeah, Vita's Evilution run is enough optimized IMO.
TASing is like making a film: only the best takes are shown in the final movie.
ventuz
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Incredible
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Aktan wrote:
feos wrote:
Aktan, I suggest you to even publish it.
By the way, I think all current Doom encodes published on YT is wrong. It should be all upconvert to 60 FPS to get those extra missing 5 fps. Currently the YT encodes look quite jumpy.
IIRC, kkapture will heavily drop frames if one captures at HD at 70 (or 60?).
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.
Dimon12321
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What about using smooth weapon animations for PrBoom+? It gives more sense to upload videos in 60 fps. https://mega.nz/#!LVgn3BZL!ScrZOVt2NuD318sTYdRwqTetqLC7xirrrUWvtx7O8kM
TASing is like making a film: only the best takes are shown in the final movie.
Publisher
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Posts: 1283
feos wrote:
Aktan wrote:
feos wrote:
Aktan, I suggest you to even publish it.
By the way, I think all current Doom encodes published on YT is wrong. It should be all upconvert to 60 FPS to get those extra missing 5 fps. Currently the YT encodes look quite jumpy.
IIRC, kkapture will heavily drop frames if one captures at HD at 70 (or 60?).
I'm not saying to capture at 60, I'm saying to add the frames with AviSynth with ChangeFPS(). Edit: The download encodes have the wrong resolution also for the current published run.
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Dimon12321 wrote:
What about using smooth weapon animations for PrBoom+? It gives more sense to upload videos in 60 fps. https://mega.nz/#!LVgn3BZL!ScrZOVt2NuD318sTYdRwqTetqLC7xirrrUWvtx7O8kM
That would be modifying how the original looks, but it is an interesting idea.
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How is it going, Aktan?
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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feos wrote:
How is it going, Aktan?
I think you should be asking in the publish run thread, lol. As this one still needs to be judged first.
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If I judge it, and you couldn't publish it for some reason, then it'll remain in the queue for half a year, as we don't have much people who can encode it properly. If you're ready, I will accept 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.
Site Admin, Skilled player (1254)
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Clumsydoomer, check PMs!
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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F*cking awesome! Good job guys) Cheers.
Doom is Eternal!
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Any suggested screenshot?