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Why are UV -fast and UV -respawn runs generally longer than Nightmare runs?


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Nightmare gives double ammo like ITYTD does, so UV -fast/-respawn requires tighter ammo management.

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Just now, Edward850 said:

Nightmare gives double ammo like ITYTD does, so UV -fast/-respawn requires tighter ammo management.

Ah. Gotcha.

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13 minutes ago, Novaseer said:

Wouldn't Nightmare be harder to do? Or is there some element I'm missing?

 

The usual NM category is NM-speed, where the goal is to beat the map, with no requirement on a certain % of kills. UV -fast and UV -respawn on the other hand have kill-centric goals, and killing stuff takes time. 

 

Also length != lethality != run difficulty. If you're just trying to survive the map in casual play, then UV -fast or -respawn are generally going to be easier than NM on a given map. But when it comes to runs: There are very short speeds that are very lethal (you can will survive a very small % of attempts compared to casual play) but still easy runs if they are short and simple with no insane tricks and you just want a single exit without too much optimization on the time. Kill-based runs can be easier to survive than those types of lethal NM runs but still hard to do when they take lots of routing + strong play + lots going well for stuff to get killed efficiently in your desired time. (Also on a related note, the goal you are shooting for determines run difficulty a lot -- you can make lots of stuff arbitrarily hard by demanding increasingly high standards.)

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1 minute ago, Veinen said:

Because Uv-fast and uv-respawn runs require 100% kills and secrets, while nightmare runs dont?

How would you get 100% kills with -respawn?

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Just now, Novaseer said:

How would you get 100% kills with -respawn?

 

It's just 100% of the starting monster count, rather than all monsters that exist being dead upon level exit. (The kill tally in oldschool ports reflects that, unlike some ZDoom tally settings that don't go over 100%.) 

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