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[Challenge] Can you kill 15 cyberdemons in 2 minutes?


dmslr

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iirc there's a few ToD maps requiring the player to 2-shot multiple cybers in succession.  one of them required this to be done 18 times, i believe.  this isn't even a novel concept, if anything it's practice for a fundamental skill in doom.

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28 minutes ago, Nine Inch Heels said:

Okay people, if we're gonna do this, then we're gonna do it with a dedicated map.

 

This one has 15cybs (Duh!), and just enough cells to kill all of them with the BFG

 

15CC.zip

 

I wasn't very interested before, but then a dedicated map appeared. Now here's an attempt where I kill 5 cyberdemons and die. It's nice to have a simple map to practice cyberdemon 2-shotting, which I'll be needing for some of the maps I plan to play eventually.

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Hey guys, just want you to know that it usually takes me 120 cells to kill a cyberdemon! Okay, see ya!

 

Is anyone else here legit mentally challenged and only ably to use the BFG “sorta right” even after playing for 25 years, reading the detailed BFG doc on ZDaemon, and watching all 3 of the vids that give detailed explanations on the BFG? I know it emits a cone from the player to wherever the ball impacts and kills stuff between you and the impact (until the cone hits a wall) but where the FUCK is this sweet spot in the cone that deals a trillion times more damage?? If I can figure this out I can EXP whore in deathmatch servers even more effectively!

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it's all in the timing, you have to internalize the groove. one, and two, and push. one, and two, and push. that's more or less how it goes in my head.

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2 minutes ago, Pseudonaut said:

It's nice to have a simple map to practice cyberdemon 2-shotting, which I'll be needing for some of the maps I plan to play eventually.

If you want even more practice after you learned the basics, here's another map you can try:
https://www.doomworld.com/applications/core/interface/file/attachment.php?id=76344

 

That one's boom format, so it won't run in crispy or choco. The idea is to practice under increasingly more difficult conditions, you do get a bit ammo extra, and a megasphere, so maybe try this one when you're comfortable with the basics.

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2 minutes ago, Doomkid said:

where the FUCK is this sweet spot in the cone that deals a trillion times more damage??

Well, I think it is a timing thing.  Like maybe the Cyberdemon has a small window where it's resistance drops.  So, it's the Cyberdemon who has the sweet spot,maybe?  I know you need to hit the trigger just as the Cyberdemon starts to fire the second rocket in his volley....maybe I'm overthinking it, though, lol.

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1 minute ago, guitardz said:

Well, I think it is a timing thing.  Like maybe the Cyberdemon has a small window where it's resistance drops.  So, it's the Cyberdemon who has the sweet spot,maybe?  I know you need to hit the trigger just as the Cyberdemon starts to fire the second rocket in his volley....maybe I'm overthinking it, though, lol.

 It's all pure timing, and knowing when to move in on the cyb to get as many tracers as possible to connect.

Edited by Nine Inch Heels

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1 minute ago, Nine Inch Heels said:

 It's all pure timing, and knowing when to move in on the cyb to get as many tracers as possible to connect.

Like, I can pull it off on occasion, but it's always kind of a surprise to me when it actually happens, lol.

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15CC UV Max in 2:00.74

15ccm200.zip

 

@Nine Inch HeelsI have to thank you again. I actually like to have these maps around when sometimes I really need to do these practices, and also I like how the music loops at exactly 2-minute. Didn't beat your 1:51, but hey, I know I'm not good at this game :P

 

There's an "ahh" demo where I got hit by a stray rocket. It seems if you fight the Cyber on even height, those rockets will fly off in the straight line.

 

There's a "cute" demo where a Cyber's rocket knocked on another Cyber's head and damage me by 1%. I name it cute because I feel like a father is knocking at a boy's head and demand him to take care of his little brother, and that boy gave his little brother a slap of love :P

 

To @dmslr: I suggest putting 2-minute in the title of the thread though. The actual hard part is that 2-minute time limit IMO. You have only 8 seconds to kill a Cyber and you probably need them to cooperate well. Sometimes they can be walking around aimlessly just to waste your time. Also need to appreciate that you make this in order for NIH to make a dedicated map happened for this. It's a nice workout for sure.

Edited by GarrettChan

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Has there ever been a port that enables birds-eye demo playback (aka looking at the automap) but every time you fire a BFG, it actually shows the cone itself on the automap as well? This would make watching demo playback for both SP and DM way, way more educational!

 

I think it would look cool too, especially in a port where you can do that cool thing where each sector shows it's floor texture rather than just being blank. I've always, always wanted to see an overhead depiction of the BFG cone in action.

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1 hour ago, Doomkid said:

I know it emits a cone from the player to wherever the ball impacts and kills stuff between you and the impact (until the cone hits a wall) but where the FUCK is this sweet spot in the cone that deals a trillion times more damage??

This is incorrect. The BFG cone always follows the direction of the Projectile. So if you shoot north, regardless of when where and how you move after shooting, the cone will always be oriented towards the north.

 

If you shot at a pillar, and then teleported to the opposite side of said pillar, prior to the impact, the cone wouldn't change direction at all (as in: Won't be aimed at the pillar, but instead away from it, because of you switching sides).

 

The idea that the cone is drawn between the player and the point of impact, in a relative manner, is not how it works, and it's probably one of the most common misconceptions besides the idea of the BFG dealing some manner of "splash damage".

 

The angle of the cone is absolute in that it's always tied to the angle you're aiming when the projectile goes off. If anybody ever told you that there is some manner of relativity with regards to the direction of the cone, that depends on where you're standing relative to the point of impact, then they're full of shit.

EDIT: Basically, you can move where the cone will "appear" by assuming a different position on the map, but you cannot change the direction of the cone after firing.

Edited by Nine Inch Heels

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So this is from loading the map, I took the pic right in time before slipping off the edge.

 

GxhQScd.png

 

Then I had fun
 

Spoiler

 

ma1D6Qx.png

NKdjf7I.png

O7Qdtik.png

 

 

A simple switch to opengl fixed the sky, but why does it render "missing" on software mode?. Anyways, I'll maybe give it a proper try later (:

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56 minutes ago, galileo31dos01 said:

A simple switch to opengl fixed the sky, but why does it render "missing" on software mode?.

I'm not sure, to be quite honest, but it looks cool, so maybe I'll play the map in software again, just for shits and giggles :P

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2 hours ago, dmslr said:

@Doomkid check this

This is perfect, very very close to what I've always wanted. Illustrates what NIH just told me perfectly. The cone does not work the way I always thought it did - I knew it had no splash damage, but I had no idea it "cared" what angle it started out at. Eye opening!

Edited by Doomkid

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1 hour ago, Doomkid said:

This is perfect, very very close to what I've always wanted. Illustrates what NIH just told me perfectly. The cone does not work the way I always thought it did - I knew it had no splash damage, but I had no idea it "cared" what angle it started out at. Eye opening!

 

Good. Now become the best DM player this world has never seen.

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19 hours ago, galileo31dos01 said:

A simple switch to opengl fixed the sky, but why does it render "missing" on software mode?

To get a sky to render like that in software mode, the sector has to have a height > 0. Changing the ceiling height to -12799 fixes it. (IIRC there are other tricks you can do instead, but I forget what they are :p) Breaks demo compatibility though, unfortunately, probably because of rebuild nodes.

 

edit: Lokatzis 007 CJ made a version that works in software and preserves demo compatibility, on the next page, so just use that one. It looks like he just had to change some textures.

 

Edited by plums

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I am sooooo sooooo angry at my incompetence.

 

Believe it or not, I managed to beat the map with 2:10 within my first dozen tries. But I didn't record a demo.

 

So I decided to try making a demo and then spent the next 2 hrs not being able to win the level a single bloody time. (Frustrating)

Edited by ReaperAA

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Alright. After 1,5 hours of the challenge I realized the vertical mouse movement always had been on. It pissed me off. After a few attempts I could kill 10 cyberdemons. I'm done for today.

15cc-dmslr.zip

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I wouldn't be able to do it even by typing IDDQD. I am pretty bad at such strange Doom tricks. I didn't do any whatsoever.

 

For example, Zero Master rockets himself to the finish at map 7 in Doom 2. I tried it a million times by typing IDDQD. I still couldn't do that.

 

Same for map 4 in Doom 2, where he strangely walks to the exist. I did it a million times as well. It didnt happen.

 

I am pretty sure that 2 shot thing will never happen when I play as well. Not even by typing IDDQD.

 

I can't be the only one here who cannot do such strange Doom tricks.

Edited by Can't play on Nightmare

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