TimeOfDeath Posted July 16, 2009 No, I haven't tried that until now - Gained 1 bytes 0 Quote Share this post Link to post
gggmork Posted July 17, 2009 That run was awesome. Very risky handling of that cyber at 3:20ish (well that's the way you normally handle them). Map 15 = hardest map evah.. yet possible. Knowing me, I'd get all the way to the end then fall down in the acid surrounding the exit. Quite a finale (if these 15 maps are still going to be a separate wad/file). I iddqd'd through it and assume its possible for single player with no deaths (if prboomplus even allows deaths like zdoom does), though the length would probably require less risky playing. 0 Quote Share this post Link to post
TimeOfDeath Posted July 17, 2009 Yeah, the map02 run was annoying. Kinda have to rely on the cyber infighting or not losing too much health from his rockets. Map15 is pretty annoying too because it's long and linear. Each section is possible without deaths, but I haven't beat the whole thing yet - only got to halfway through map03. I'm not looking forward to the archvile horde in the fourth section. edit: map15 safe max 41:05 The map isn't that hard, but some parts can be deadly. 0 Quote Share this post Link to post
gggmork Posted July 17, 2009 I'll probably figure this out when I watch your demo anyway, but not sure if this is a bug: Spoiler The small brief area where you shoot a switch and make an invulnerability appear, is that warp supposed to turn into a crusher? Its cool that way actually because you can barely snag the invuln (and trigger the secret) then go backwards and go out the normal warp instead (if its an intended trap) edit: watched it, that was a pretty efficient way to do everything. I guess its not as hard as it first looked, plus there was a couple invulns I didn't see. 0 Quote Share this post Link to post
TimeOfDeath Posted July 17, 2009 Yep, you got it. Kinda lame trap until you find the solution like you did. The invul used to be a bfg in the original version and Spearhead said you could get it and go back without triggering the door, so thought it would be cool to include that trick. 0 Quote Share this post Link to post
TimeOfDeath Posted July 18, 2009 Download: tom14a - 14 maps Map11 is the same room pasted 100 times - for practising 2-shot cyber kills with bfg and sr50 at the end. MAP11 http://timeofdeath.wrvids.com/doom/tom11a.jpg edit: map11 max 22:55 0 Quote Share this post Link to post
gggmork Posted July 18, 2009 That was quite a fun challenge despite the simplicity. I like how it gets darker. I purposely did my run before watching yours, but looking at the similar times (23:53) we both probably used the same basic strategy: http://www.sendspace.com/file/lhrikb I messed up in the middle and wasn't really efficient enough with 2 hits each to be able to more quickly skip picking up ammo. I'll watch yours now. A speed run would be scary. edit: whoa, ha ha, you didn't even use the same door 'cheat' as me. Mouse rules at tightly circling and sr50. Looks like you were trying to get wall running boosts too, heh. My sr50ing obviously sucked. 0 Quote Share this post Link to post
TimeOfDeath Posted July 30, 2009 Yeah, it looks a lot harder to line up sr50 and 2-hit cyber kills with keyboard. I overlooked the door cheat but I guess it makes it playable on keyboard. For really long sr50, I recently started taking my right hand off the mouse and holding down an arrow key (instead of dragging the mouse to turn, since you need like an ironing board or something). PART 1: tom17 - 17 maps + demos map14 is a remake of level 27 from Chip's Challenge. map31 is map11 with the cybers facing you. map32 is two of the last rooms from flanagan.wad then a surprise (doesn't work in zdoom) I think tom part 1 is done. If anyone wants to record demos before this gets uploaded to /idgames, then post and I'll wait. Thanks for playing! EDIT: if you liked map11, you should check out pe.wad by Espi. MAP14 http://timeofdeath.wrvids.com/doom/tom14.jpg MAP32 http://timeofdeath.wrvids.com/doom/tom32a.jpg http://timeofdeath.wrvids.com/doom/tom32b.jpg 0 Quote Share this post Link to post
gggmork Posted July 30, 2009 Heh, mirrorland. I experimented in doombuilder and edited a single sided line by checking the box so it has a backside. That worked and let you walk into 'mirrorland', but your scrolling exit line doesn't have a backside checked so not sure how that worked. Also maybe just because I'm using prboomplus 2.5.0.1, the engine or whatever has trouble drawing textures on really long lines accurately or something causing the texture to kinda jump (like the sr50 end), which can probably be fixed by adding periodic vertices in the line to break it up into shorter pieces (unless that's just something on my end). Complevel 9 works fine but 2 makes all ghosts a lot. 14 looks creative. Probably more challenging to do things like that in boom than zdoom. Its possible to fall into sector 151 or 117 (when they infight). Also you can hang on the top of the second warp and jump to the 3rd (but doesn't matter because it doesn't help to go there ealier). 0 Quote Share this post Link to post
TimeOfDeath Posted August 2, 2009 heh, I didn't realize that entering the void is as easy as making a single-sided line a double-sided one. To walk through a single-sided line, you can make the borders of your map take up 32768 units west/east or south/north, then the eastern or northern edge of the map will lead to the void. And I guess you can walk through things and walk over action lines without them triggering, if you put them outside of that 32768 boundary (that's why those exit lines along the torch path are there, just for fun). I haven't tried with 2.5.0.1 but I guess I'll leave it since the txt file says 2.5.0.2 I overlooked the getting stuck on map14 part - the raising sectors were originally smaller but they wouldn't raise for some reason, so I made them bigger so the monsters wouldn't touch the walls. I think you can leave the last wolf-ss and get to the chainsaw after you telefrag the 3rd wolf by running back to activate the line and running forward so you're not trapped in the lava, then you could bfg the last wolf for max. 0 Quote Share this post Link to post
gggmork Posted August 3, 2009 Weird. One kinda similar thing (not really) I noticed is if you scroll a mid texture up, it'll eventually go so far up that it comes back up out of the floor. I tried map 1 awhile but gave up beating your time. I'm probably burnt out on doom for awhile. 0 Quote Share this post Link to post
TimeOfDeath Posted September 1, 2009 Uh, I still haven't uploaded part 1 to /idgames, I dunno why, maybe cuz I hate making text files. Anyway, I started part 2. PART 2: tom201 - 1 map Map16 is my attempt at making an oblige-like map from scratch. MAP16 tom16.jpg tom16things.jpg - spheres and ammo placement blue = megasphere yellow = cells green = rad suit 0 Quote Share this post Link to post
gggmork Posted September 2, 2009 Holy fuck. That level looks hard core and a half, like the shredder poured some ooze on an oblige map (I only IDDQD ran so far but definitely want to try max eventually). I think I was the idiot that mentioned the folder of the previous part being bloated with files, but it actually doesn't bother me- might be better as a single wad instead of 2 parts, but your decision of course. Maybe its easier for you this way or something. Or if its 2 parts, might make more sense to start the 2nd part on map 1. Maybe there should be a speed demo forum thread for these maps just to give this insanity more deserved exposure. Of course few if any would be able to beat your times (..especially if these were zdoom with rocket jumping). 0 Quote Share this post Link to post
gggmork Posted September 2, 2009 Ok, maxed 16, but this is just me winging it without a complete route plan or memorization. About 20 minutes give or take. Quite hectic/fun, the megaspheres make it easier than it first looks (took multiple attempts to go that initial vile route at the start only, but then I don't think I even died after that but had some lucky spots). Used hud at end only to verify max. Going fast.. that's another story. http://www.sendspace.com/file/8kstqr 0 Quote Share this post Link to post
TimeOfDeath Posted September 2, 2009 Cool :) Final time was 20:38. Yeah, I kinda wanted the map to be set-up so you could "wing it" without too many retries and memorization, like playing tweaked oblige maps for the first time (that's what I've been playing the past month), so I added plenty of health and ammo. I did a first exit max last night in 14:50, but I pretty much had a planned route with retries. Nah it's ok, the bloated zip file kinda bugged me too, since it would always ask to replace the previous demos when I'd unzip the wad file. I guess since I still haven't uploaded part 1 to idgames, I'll just put part1 and part2 together in one file. I guess I assumed the demo players also check the wads forum and just didn't like these maps or something, so I thought one thread for demos + new maps was enough in the wads forum, but I wouldn't be against a thread in the demos forum too, if people would demo it. I'm sure other players could beat my times. Some of my demos were first/second exits just to show how the map works, so they shouldn't be too hard to beat. As for rocket jumping: yeah I thought about making part2 to be zdoom rocket jumping slaughtermaps (rjumping required), but then like nobody would want to play them (that's why I started making this semi-classic-style wad, so that hopefully more people would play my maps, cuz back in 2006 I was the only person who would play my sloth maps). 0 Quote Share this post Link to post
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