Ribbiks Posted July 13, 2016 dammn. looks like a lot of absurdly finicky strats that require a boatload of consistency on your part, even when the ducks line up in a row. congrats on the badass feat! Those AVs man, even on 1000% I started drifting off :p, I can't even imagine recording attempts on this. 0 Quote Share this post Link to post
vdgg Posted July 14, 2016 Funny to read that health was scarce while you reach the exit with 170% :-P But I probably understand. Anyway, this was hard, fascinating, amazing for me even just to consider beating this, not to mention doing. Time to watch all Tysons now (just kidding, here's the list sorted by time): Spoiler MAP11 4:20 MAP18 4:36 MAP04 4:42 MAP02 11:41 MAP27 14:27 MAP17 14:47 MAP15 16:05 MAP14 17:51 MAP03 19:27 MAP05 19:59 MAP20 21:40 MAP01 24:43 MAP06 25:48 MAP25 27:25 MAP21 29:48 MAP16 32:32 MAP19 34:57 MAP13 35:04 MAP08 35:22 MAP07 36:08 MAP31 37:22 MAP24 41:29 MAP09 45:36 MAP26 47:43 MAP10 48:02 MAP12 67:46 MAP22 86:13 MAP28 88:14 MAP23 92:56 MAP29 114:37 0 Quote Share this post Link to post
baja blast rd. Posted July 14, 2016 j4rio said:Well, looks like those anger management classes paid off. plutonia map 12 tyson I watched this in a few sessions, most at normal speed, all the AV stuff at like 50x or whatever it goes up to. My favorite part was the ending, that slight hesitation. "Oh wait, I can leave now!" 0 Quote Share this post Link to post
Dingir Posted July 14, 2016 Amazing perseverance, j4rio! Watched the demo mostly in normal speed (except the AV parts)... exceptionally nice! 0 Quote Share this post Link to post
j4rio Posted July 14, 2016 Thanks guys, appreaciated! If anybody is into that sort of thing, here's an attempt that gets to the very end and dies with 4 monsters left, it was basically an attempt I got relatively quickly so some strats may be different.pt12fail.zip 0 Quote Share this post Link to post
Aqfaq Posted July 14, 2016 Hey noob, the failed demo should go to the failed demos thread. By the way, I watched the arch-vile part with normal speed. It was great! The forest imp fist fight was pure horror at that point in the run. It is incredible how effectively you punch some of the monsters including the hell knight and the baron. Such speed and precision. I didn't expect this so soon, even after seeing maps 28-29. What next? What is the limit of tysoning? Maybe some AV, HR, HR2, MM, MM2 map? 0 Quote Share this post Link to post
j4rio Posted July 15, 2016 j4rio said:It's also most likely the last IWAD tyson holefiller, with only maps 30 of final doom and go2it remaining, without TAS tools possibly forever. I'm a big fat liar, hahaha. go2tysonpt32-10439.zip 0 Quote Share this post Link to post
ZeroMaster010 Posted July 15, 2016 361% kills, haha. amazing work j4rio! congrats on completing the tables for tyson, if we ignore maps 30 for final doom. 0 Quote Share this post Link to post
Ribbiks Posted July 15, 2016 yeah. wow. I liked your stylish ending with the manc fisting :) 0 Quote Share this post Link to post
Rayziik Posted July 15, 2016 Demo of the year. Holy shit. Well played man. 0 Quote Share this post Link to post
4shockblast Posted July 15, 2016 Really cool to see the IWAD Tysons get practically filled. Now who will be the one to fill the pacifists? ;) 0 Quote Share this post Link to post
GoneAway Posted July 16, 2016 Cyberdemon531 said:@Kraflab I keep thinking about grinding underhalls for a substantial amount of time, but I know it's virtually impossible :( Plus no one would believe me if I actually got an exit, I'd be banned for assumed cheating :P 0 Quote Share this post Link to post
blob1024 Posted July 16, 2016 j4rio said:I'm a big fat liar, hahaha. go2tyson lol if it was me playing, I think id die at last mancubus or id be to tired to shoot with plasma rifle at minute 103 when you finished bullets XD 0 Quote Share this post Link to post
j4rio Posted July 16, 2016 4shockblast said:Now who will be the one to fill the pacifists? ;) Not me. I can do one though. tnt map 6 pacifistep06-3453.zip 0 Quote Share this post Link to post
baja blast rd. Posted July 16, 2016 lol for the first five seconds or so I thought that demo was out-of-sync. 0 Quote Share this post Link to post
Yousuf Anik Posted July 19, 2016 j4rio said:tnt map 1 tyson 0:49 Are you gonna fill up the TNT Tyson table? Good Luck :) 0 Quote Share this post Link to post
j4rio Posted July 19, 2016 Yousuf Anik said:Are you gonna fill up the TNT Tyson table? Nope. I don't like anything above map 16. Just wanted first 2 maps. Also map 2 tyson 7:07.et02-707.zip 0 Quote Share this post Link to post
Gurlugon Posted July 21, 2016 Plutonia Map 26 "Bunker" NM100S in 1:03 Been a while since I spent a day grinding out an IL. From routing to finish only took about 6 hours. <1:05 was a real headache, though.ps26-103.zip 0 Quote Share this post Link to post
Gurlugon Posted August 21, 2016 Plutonia Map 04 "Caged" NM100S in 1:08 This level's a blast. I'm usually too zapped after work most days to do NM runs, but I couldn't wait to get home to grind this one out. Really fun level.ps04-108.zip 0 Quote Share this post Link to post
Andrea Rovenski Posted August 26, 2016 Plutonia MAP32 Solo-net UV Max in 20:03pl32solonetmax2003.zip 0 Quote Share this post Link to post
Dingir Posted August 27, 2016 Would have been hilarious if that last rocket killed you inches away from the exit...! ;) 0 Quote Share this post Link to post
Gurlugon Posted December 27, 2016 TNT Map 32 "Carribean" NM100S in 2:57es32-257.zip 0 Quote Share this post Link to post
Memfis Posted December 27, 2016 Nice work. Very daring moment at 1:0x when you approach that horde of revenants... 0 Quote Share this post Link to post
Gurlugon Posted January 1, 2017 I just picked this one 'cos I really like the song. TNT Map 26 "Ballistyx" NM100S in 2:12 Spoiler **Complete rubbish, read at own peril** So, Nightmare runs involve a lot of trial and error. I've always been curious about the thousands of failed attempts that go into runs of all kinds, but particularly NM runs, so here's a list of things that can go wrong on this level and completely tank the run. i.e. everything that didn't happen to make this run possible. -The first spectres block you from entering the lift maze. -The spectres bite your bum as you shoot the first pinky. -The pinky runs off before you switch to the SSG, taking and blocking the lift. -The pinky after the next two does the same thing. -Losing too much health in the first cave & tunnel to survive the dash across the open to the soulsphere. -Pinky runs off on some wild path, then comes back to box you in with the manc. -Imps respawn too quickly and jam up the hub corridor. -A Hell Knight spawns in at the top of the stairs of the chainer/imp room. 90% of runs ended here. The run pretty much depends on him not spawning in. I don't know why he does or doesn't. -Missing the shot on the chaingunner. He could be anywhere on the platform, so I slow down to give myself time to react to where he is. If you miss, he's more difficult to hit from the other side as you come back and if he can't be hit from there at all, you'll get peppered to death trying to deal with the monster jam at the top of the stairs. -The closet with the chaingunners doesn't open, meaning you don't get a chaingun and have to use the SSG to clear the stairs back to the YK, which is much, much slower. -Missing the shot on a pinky in the round room. Sometimes he'll stay out of reach in his cave and be around to bother you as you teleport back in. -The pinky in the adjacent cave blocking you from behind. -The firing squad in the YK room, natch. -Pinkies either block you from leaving the tele, or eventually follow you down the tunnel and chomp your butt while trying to rocket the monster cages. -A pinky and spectre block the shortcut to the main cave. You just have to fire a couple rockets and hope they either get hit or piss off somewhere else. -Being completely exposed while trying to rocket the manc, who isn't always staggered by rockets and can shoot back. -The autoaim notices a thread sticking off the chaingunner's jacket in the little dead end that activates the manc lift and sends your rocket hurtling into the wall instead of straight ahead. -Pinkies block the red key door. -You have barely any health and are pathetically gunned down by the final zombieman. This happened many times... All this on top of having to navigate shitty TNT corridors. :P I don't have nearly the encyclopaedic knowledge some of you lot have, so I don't know if the individual hazard scenarios of each level like this are just inherently known and understood by most people. I'd be interested in hearing more deconstructions of the specific challenges of each runs. es26-212.zip 0 Quote Share this post Link to post
Gurlugon Posted January 7, 2017 TNT Map 23 "Lunar Mining Project" NM100S in 0:50es23-050.zip 0 Quote Share this post Link to post
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