Fredrik Posted May 1, 2008 Thanks. Maps 14, 15 and 31 are very impressive to watch. And it's amazing that you got 2 seconds off on map 13. The map16 ending is a bit funny; sure you couldn't reach 9 seconds? I don't think it will detract much though. The rocket count still seems a bit low so I hope you've planned ahead. Good luck with map17... 0 Quote Share this post Link to post
entryway Posted May 2, 2008 Fredrik said:The map16 ending is a bit funny; sure you couldn't reach 9 seconds? He needs to save only one tic, because in my 14:37 run I have 10:00.00 0 Quote Share this post Link to post
RamboBones Posted May 2, 2008 entryway said:He needs to save only one tic, because in my 14:37 run I have 10:00.00 And try as I might I just could not shave that one tic off. Just would not happen. 0 Quote Share this post Link to post
Squonk Posted May 3, 2008 Just watched it, that's really good stuff. Keep working on it ;) 0 Quote Share this post Link to post
Mr.TF Posted August 31, 2008 What was the exact time on MAP30? (29:xx) Perhaps with rocket boosts (while running on the hill) 28 could be done. 0 Quote Share this post Link to post
Squonk Posted August 31, 2008 29.89... He would need huge boosts, but the main difficulty would be to get close enough from a wall... So he could do it only on the way to the first switch, or to the second. I don't think that would be enough to grab that much time. 0 Quote Share this post Link to post
Pirx Posted June 2, 2009 i just found this while browsing. these build demos look weird, when you turn and shoot a monster faster than the eye can register. did you find some time to continue the run? 0 Quote Share this post Link to post
RamboBones Posted June 9, 2009 The run was continued slightly up to using the map 12 rocket jump. This however will never be continued by me so I encourage everyone to take it and do with it as they wish. 0 Quote Share this post Link to post
ultdoomer Posted June 10, 2009 RamboBones said:This however will never be continued by me Why? I was looking forward to it. 0 Quote Share this post Link to post
RamboBones Posted June 10, 2009 ultdoomer said:Why? I was looking forward to it. So was I. However doing built demos of this quality is simply a massive time sink that I can no longer afford 0 Quote Share this post Link to post
Butts Posted June 11, 2009 Aw, these are the coolest demos I've seen for doom2, because they are so ridiculous fast. I was waiting to see what the finished product was going to be. 0 Quote Share this post Link to post
Mr.TF Posted July 1, 2010 Has anyone continued this run? It would be awesome, if it was finished 0 Quote Share this post Link to post
xepop Posted December 30, 2010 This is somewhat related map16 nomonsters built in 9.94 and usable for movie. I hope desyncing won't be problem though, as this works in Budko's 30uv1437 but map 17 desyncs.lv16x009.zip 0 Quote Share this post Link to post
Rizera Posted January 4, 2011 Oh my god, MAP16 in <00:10 is a great achievement. I wish someone would finish this (and use this MAP16 strategy.) 0 Quote Share this post Link to post
termrork Posted January 4, 2011 what about a community project :) ? I would have ideas for some maps 0 Quote Share this post Link to post
entryway Posted January 4, 2011 xepop said:map16 nomonsters built in 9.94 Wow... It was so easy to get 10.03, but 9.9x looked like impossible :) Nice! Do you lowered the lift faster than I did it in 14:37 movie? That's cool when you are able to modify the existed run and stay in synch. For example, my 14:37 movies uses Sedlo's "tics" for glide on map21. You can compare in hex editor. The first 3 seconds are byte to byte similar to Sedlo's 16:17 run. EDIT: heh, I see, there is small "wall run" before the lift 0 Quote Share this post Link to post
xepop Posted January 5, 2011 entryway said:Wow... It was so easy to get 10.03, but 9.9x looked like impossible :) Nice! Do you lowered the lift faster than I did it in 14:37 movie? That's cool when you are able to modify the existed run and stay in synch. For example, my 14:37 movies uses Sedlo's "tics" for glide on map21. You can compare in hex editor. The first 3 seconds are byte to byte similar to Sedlo's 16:17 run. EDIT: heh, I see, there is small "wall run" before the lift I tried to put this to rambobones's wip.lmp, but it desynced in the lift part (I guess different rng number, I don't know anything about these). Anyway it syncs to the lift 2 tics faster than in your demo and after that, with one tic to spare, building the end should be relatively easy. 0 Quote Share this post Link to post
Hock Posted January 17, 2011 is this run ever going to be completed? 0 Quote Share this post Link to post
Looper Posted January 17, 2011 As far as I know, no. It might be frustrating to spent countless hours and then someone finds new trick/route. Maybe it could be continued as a community project? 0 Quote Share this post Link to post
dew Posted January 17, 2011 Paska said:Maybe it could be continued as a community project? termrork asked the same question, but i doubt it. you can't start building separate levels and waiting for others to finish their segments would be highly ineffective. rambo was building the optimal doom2 run, now imagine person XY makes a mistake on map17 and loses a second. someone realizes at map26... whoops, let's start again. 0 Quote Share this post Link to post
Hock Posted January 17, 2011 yeah i guess thats true, but the level 01 and 02 run was just so amazing i was excited for this to be finished. 0 Quote Share this post Link to post
Looper Posted January 17, 2011 dew said:termrork asked the same question, but i doubt it. you can't start building separate levels and waiting for others to finish their segments would be highly ineffective. Unless person A continues one or two levels, then person B continues next 1-2 levels and so on. Work would be divided but the progress would be a little slow, I think. 0 Quote Share this post Link to post
dew Posted January 17, 2011 well, it's theoretically possible, but mind further problems like rocketboosting and health management or weapon changes at the end of the map... all of this would have to be planned and synchronized and that'd slow down the progress even more. 0 Quote Share this post Link to post
RamboBones Posted January 17, 2011 I certainly won't ever be completing this run, simply due to the massive amount of time making a good built run takes and the number of other ways I could be spending all that time. If any person(s) wishes to continue the run then they are welcome to, however those involved would probably need to have some amount of experience at building demos (or have to spend a bit of time practicing). If you really want an optimal demo a strategy where multiple people all work on the *same* level and then compare timings throughout the level could be interesting. I know when I was building these I would have 'segments' that would allow me to compare times of my run, my previous run and andreys run to ensure I was being optimal. Segments would typically be things that you paused at (such as starting a door to open, triggering an event, etc) to avoid scenarios where taking a tic longer in one segment made the next segment 5 tics faster. The idea being that ever segment should be faster (or at the very least equal) to the segment in the previous run. Having multiple people run the same levels/segments could lead to some pretty optimal times (with the usual problems of ammo, health and route planning). Although this would probably take longer than a single person running it, you could possibly get a better result with every individual having to spend less time on it. Also whilst I do like Map 01 in that demo, please remember that it isn't mine (not to mention map 08 is way cooler and saves more time :) ) 0 Quote Share this post Link to post
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