Jump to content

Question about partimes


Deadwing

Recommended Posts

Should they reflect UV-max or UV-fast routes? Or maybe something else, like a regular playthrough of the map? Or maybe people don't at all about it?

 

What do you think about this? If possible, give examples of wads that you think that deals well with partimes (or maybe even some creative approach, idk)

Share this post


Link to post

 "John Romero generated the par times by completing each level as fast as possible, rounding off the resulting time and adding 30 seconds" - DOOM Fandom

Since it doesn't take THAT much skill to beat the PAR times in the original DOOM, any custom ones should do the same thing.

Complete the level fast-paced (but not too fast), and then add or minus 30 seconds from the time.

 

 

 

idk.

Share this post


Link to post

Personally I don’t pay much attention to par times, but if I had to choose, I’d vote for ”UV-quitefast”, ie. UV-fast minus some reasonable buffer to make it viable for good players. World record pros are playing in their own league anyway.

 

Another approach would be to set it to a time in which a good player (not a doomgod) would ideally complete the level.

 

But I don’t know, I still wouldn’t pay much attention to them. Most ideally par time would be set to my own personal best for each map.

Share this post


Link to post
1 hour ago, El Inferno said:

No, the par time should be 1:09 on every map (as it is for example in sd20x7 and other ribbiks sets). 

Or 1:56:09 for very long levels.

Share this post


Link to post

I like to know what it reflects, so I would advise putting it in the text file either way. As for what it should be, I like the idea of as fast as possible, but does that include speedrunner tricks or no? Some tricks are much more accessible than others. Should the par time reflect a perfect rocket jump or a bar glide? I would say no, but I don't really like the idea of someone coming in at two minutes under the par time that was supposed to be "as fast as possible." So in the end, I tend to prefer par times to reflect an efficient maximum run, or at least a 100% kills run. 

Share this post


Link to post

I think par times should always be how fast the author can get through the map, but it can be on their own standards. Either how fast you can beat it from start to exit like a speed run or your personal best time for 100% completing the level. They should be rounded up, not down, though, when applicable. 

Edited by TelicAx7

Share this post


Link to post

I beat my map as fast as possible for me (a pretty average player with little talent for speedrunning) and then round it up to the nearest fifteen seconds. Kind of the same as Romero’s system.

Share this post


Link to post

My suggestion is to scale the par time around reaching the exit in UV on the intended route: no shortcuts or exploits (this includes straferunning)

 

I don't really pay attention to par times in Doom though ever since the days of DHT and the topic never entered my mind until I saw it on the forum.  So do what you will.

Share this post


Link to post
On 1/18/2022 at 2:06 PM, TuomasGaming said:

 "John Romero generated the par times by completing each level as fast as possible, rounding off the resulting time and adding 30 seconds" - DOOM Fandom

Since it doesn't take THAT much skill to beat the PAR times in the original DOOM, any custom ones should do the same thing.

Complete the level fast-paced (but not too fast), and then add or minus 30 seconds from the time.

 

 

 

idk.

> DOOM Fandom

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...