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Eviternity demos [-complevel 11]


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Map 21 UV-pacifist in 1:48 - Evit21p148.zip (recorded with GlBoom+ 2.5.1.7 and CL11)

A pathetic table-filler demo. I just did it for fun and have not much desire to improve it.

 

Edit: Just gave it another run and HOLY HELL I managed to do it 10-seconds faster.

Map 21 UV-pacifist in 1:38 - Evit21p138.zip (recorded with GlBoom+ 2.5.1.7 and CL11)

Edited by ReaperAA

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1 hour ago, kraflab said:

2.5.1.7?

 

Well it is this fork of Prboom+. It just adds umapinfo support but otherwise pretty much identical to 2.5.1.5

Edited by ReaperAA

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Map 21 No Monsters in 0:23 - evit21o23.zip

 

A 1 tic improvement but that's not why I'm posting. I had no setup for the jump trick in the previous demo, just spammed attempts until I luckily got it, but I've found a pretty consistent one now and this new demo shows it. 

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MAP32 UV-Respawn (TAS) in 22:45

8 segment run with purely human input. Not for DSDA. I just wanted to share a route I came up with for this map. I'm not gonna attempt a single segment run anytime soon - from some calculations based on my death distribution I'd expect to take around 200 hours of gameplay before surviving it.

ev32rx2245.zip

Edited by tchkb

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7 hours ago, tchkb said:

MAP32 UV-Respawn (TAS) in 22:45

8 segment run with purely human input. Not for DSDA. I just wanted to share a route I came up with for this map. I'm not gonna attempt a single segment run anytime soon - from some calculations based on my death distribution I'd expect to take around 200 hours of gameplay before surviving it.

ev32rx2245.zip

Very impressive! I'd love to see you complete a Single-Segment one day.

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13 hours ago, tchkb said:

MAP32 UV-Respawn (TAS) in 22:45

 

That was wild. I have a range of notes:

  1. This on respawn is madness. I legitimately did not think I'd see it, and while multi segment this shows it's somewhat doable. Wild.
  2. Making the level this interconnected I knew some paths were simply never going to be used other than accidentally in blind runs, but it's a real delight to see so many of them have actually been found useful in practiced runs at this point; Several new path combinations are on display here that I hadn't seen used before.
  3. I'm a little confused about the category; I guess 100% secrets is mandatory, but why then do blue key room? Overall there's a lot of kills here I don't quite understand why you do, but as someone who usually prefers max runs over speed, I'm not complaining, just curious.
  4. Yellow and red areas are really scary with respawn, holy moly. It'll be no surprise we didn't do testing in this mode.

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10 minutes ago, ukiro said:

I'm a little confused about the category; I guess 100% secrets is mandatory, but why then do blue key room? Overall there's a lot of kills here I don't quite understand why you do, but as someone who usually prefers max runs over speed, I'm not complaining, just curious.

 

Respawn requires the end tally to display 100% kills and 100% secrets. It's easier to understand the kill requirement in terms of PrBoom's Advanced HUD: the map starts with 929M, so I simply need the K counter to display 929 before I exit the map.

I need Blue Key to enter the second half of "guardhouse" area after taking megaarmor and invul secrets (sector 4554 door), as well as the first half from the Imp cliffs + Zombie horde (sector 5760). That zombie horde is key to fast completion of the map - I can quickly rekill its respawns twice for over 100 extra kills.

 

22 minutes ago, ukiro said:

Yellow and red areas are really scary with respawn, holy moly. It'll be no surprise we didn't do testing in this mode. 

 

Yellow area isn't too difficult, but red is indeed one of the hardest parts of the run, especially those two astrals on the stairs, who more often than not get themselves stuck on the geometry around the forcefield that I never get to disable. I got obscenely lucky in that demo with those two, but usually they just keep hanging up above and keep blocking me via infinite height.

What I think may be the hardest part is the megaarmor secret before invul. Not only are the jumps very tricky, but I have to do them under constant fire from Revenants and the monsters on the opposite side of the tunnel. Thankfully I routed two BFG shots there in order to kill the captain on the tower along with zombies below, but with everything else I just have to pray for good RNG.

And then there's the ending. Sometimes I can squeeze through immediatelly once the forcefield goes down, other times the teleporting lost souls keep blocking me until everything else kills me.

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Thanks! The 100% kills thing makes sense now, but another way to get to 100% fast is to unleash the lost souls in pink after you return with the BFG.

 

You can get into green building without blue key, but it's a bit trickier: After yellow, you can exit where the Arachnotron is (instead of looping back to climb the cliffs) and dash over the lava to this building where there are two arachnotrons and some barrels. But it might not align well with your ammo/armor setup, and could present problems later on. Even though I made the map I'm not sure what's faster.
 

And yeah the ending looked scary, I think you exited with 12%. Having the lost souls block rushing the exit was the whole idea, but my teleporter setup is a little wonky, which I guess makes this approach possible :-)

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Lost souls do not count as monsters in vanilla engine, they only do in (G)ZDoom and maybe some other advanced source ports. If they did, the map would become exponentially harder because they'd increase amount of kills required by 50%.

 

I don't think your route idea could work (both for Respawn and regular Max) for two reasons: the mandatory sector 1898 Megasphere secret dropping you down to the lava lake and the 500 cells on lava lake platform section. I cannot take the former without doing a trip back to the latter and I can't take the latter earlier because I can only carry 600 cells at a time. I doubt that my route is perfect, but speed optimizations would likely come from killing different stuff with different weapons rather than macrorouting. Safety optimizations are a completely different matter and if I wanted to maximize my chances of finishing the map I would end up not doing certain things, but also having to spend a lot of time spawncamping some easier monster groups.

Edited by tchkb

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Gah, of course, I've played doom since 94 and still somehow forgot about lost souls not counting when I wrote that. What an embarassment. Sorry!

 

And yeah your route notes make sense too.

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Map 32 UV-Max in 34:13. evit32uvmax3413.zip

 

Had shaved a significant amount of time off the current WR run while routing this for my D2All, so I wanted to see how far down I could push it as an IL.

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That time save is ridiculous. I knew sub40 was doable even with my route just by doing it faster + slightly optimized weapon use and not paranoically hoarding so much ammo for the ending, but sub35 was something I considered fundamentally impossible. Even after watching your demo I have no idea why your route manages to save so much time despite the late BFG pickup, which made purple and blue sections a little slower.

What struck me the most is how extensively you used plasma gun despite already having BFG. I made a rule for myself to never use this weapon (except for rare circumstances like a bunch of scattered chaingunners) and instead route every individual BFG ball to hit whatever has a lot of HP to instantly deplete or poses high danger to my survival. Yet your PG-heavy strats ended up saving a lot of time in a couple places. Still, I've noticed a few parts where BFG would've definitely been faster. Also you wasted a total of 60 cells from the PG + 3 cellpacks near the zombieman army and also didn't pick the cellpack in the area that connects yellow area to the cave with megasphere secret.

Demo of the year so far, along with your Valiant & AA D2ALLs (which I am still yet to watch, but don't have time for it right now). It's probably a lot to ask of you, but I would absolutely love to see a demo playback commentary explaining your reasoning behind your route. Unless you want to improve it even further, of course.

Edited by tchkb

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Routing the levels is half the fun of doing a d2all, so I've avoided watching other people's runs of levels and have just been ad libbing everything. I'll find some time to watch your run so I can properly talk about route differences.

 

On a macro level, I wanted to avoid backtracking as much as I could. It's hard to imagine it being worth skipping the buildings at the start just to grab the bfg, then run all the way back. I'm also not sure how you /could/ get to it without atleast doing purple, unless you rushed through orange. That'd require having to ssg everything which sounds horribly inefficient. Cell ammo also never felt like it was so restrictive to where I had to route every bfg shot, and I was comfortable using whatever ammo was appropriate for the encounter.

 

I didn't actually know there was a cellpack at the cave outside the yellow area. If I grabbed it on the side I came in from, I think it'd wake a pain elemental that i'd want to stop to deal with so it doesn't get stuck somewhere random. If I went from yellow, it'd have to be after the after annihilator and arachnotron at the end, but it seems like id have to spend almost the same amount of time killing everything there ontop of backtracking time.

 

I definitely don't mind doing a proper commentary playback of it, but i'm not the greatest when it comes to vocalizing my thought process.

 

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