GrumpyCat Posted October 10, 2014 Map01 NM-Speed 0:15rs01n015.zip 0 Quote Share this post Link to post
Andrea Rovenski Posted October 10, 2014 MAP13 uv maximum 2:00resurge13max200.zip 0 Quote Share this post Link to post
GrumpyCat Posted October 11, 2014 Map14 UF-Fast 4:18rs14f418.zip 0 Quote Share this post Link to post
TendaMonsta Posted October 14, 2014 MAP05 UV-Max in 2:16 Just tossing this out there Cyberdemon. You should probably use Prboom-plus for Demo recording instead of GZDoom.rs05-216.zip 0 Quote Share this post Link to post
dew Posted October 15, 2014 TendaMonsta said:Just tossing this out there Cyberdemon. You should probably use Prboom-plus for Demo recording instead of GZDoom. Agreed. Not only is the comparability a bit sketchy, but it's also a pain in the groin to watch those demos. I tried watching Cyb531's scythe run and it bombed out because my gzdoom version was different. Gave up, stopped giving a damn. Use sane ports that don't break demos, make the world a better place. Too bad, because I do want to see those demos, but setting up gzdoom is just too painful. 0 Quote Share this post Link to post
Andrea Rovenski Posted October 16, 2014 well I mean dsda does have the version of the port on there for download that works out of the box. I understand that it's probably slightly annoying, but I'm just really used to gzdoom. I've tried doing stuff on glboom/prboom and my quality is significantly worse. Plus, I do/plan to do lots of stuff for zdoom wads as well, and it's just overall easier for me to just stick to one port rather than hop all over the place. That being said, I'll probably try to make an effort to switch some time. But, as lazy as you all are to get the version I use, I'm just as lazy to use the version you use :p Sorry for any inconvenience. 0 Quote Share this post Link to post
TendaMonsta Posted October 16, 2014 It's not about getting the same port. It's about the demo being as authentic as possible. 0 Quote Share this post Link to post
dew Posted October 16, 2014 Yeah, you said yourself that you can't perform some tricks, because gz simply doesn't support them. That means you're at a slight disadvantage, but there could be other tiny differences that would work in your favour instead... and it's hard to keep track of them, so one keeps wondering how close the game you're playing is to the game we're playing. I know it sounds a bit scholastic and puritan and exclusive, but it's been discussed many times in the past and people usually end up not regretting switching over to something more standard. Btw, just a small example I like using... go here and start watching the demos. See how far down the list you can get before you start pulling your hair out. :) 0 Quote Share this post Link to post
GrumpyCat Posted October 16, 2014 Map13 UV-Fast 2:30rs13f230.zip 0 Quote Share this post Link to post
TendaMonsta Posted October 19, 2014 MAP06 UV-Max in 3:20rs06-320.zip 0 Quote Share this post Link to post
Nevanos Posted October 23, 2014 MAP13 UV-Max in 1:55rs13-155.zip 0 Quote Share this post Link to post
Joshy Posted November 8, 2014 Hey guys, don't record anything on Map27, a fix will need to be made. 0 Quote Share this post Link to post
darkreaver Posted November 9, 2014 Speaking of...Im looking forward to some E2 and E3 maxes (nope, Im not the man to do those myself ;)) 0 Quote Share this post Link to post
Joshy Posted November 11, 2014 Fixed version for Map27's on the archive now. Also, gave Map27 UV-speed a try. Sucky time, but at least for me it's an exit. :Prs27-041.zip 0 Quote Share this post Link to post
GrumpyCat Posted November 11, 2014 Cool! Quick and dirty: Map27 UV-Speed 0:28rs27-028.zip 0 Quote Share this post Link to post
GrumpyCat Posted November 11, 2014 ^ 0:21 Badly failed the end, sub 20 is easy.rs27-021.zip 0 Quote Share this post Link to post
GrumpyCat Posted November 12, 2014 Map27 NM-Speed 0:14rs27n014.zip 0 Quote Share this post Link to post
GrumpyCat Posted November 12, 2014 Ok, now it's good, check out new trick! =) Can someone explain it?rs27-013.zip 0 Quote Share this post Link to post
GrumpyCat Posted November 12, 2014 Redone using mentioned trick, sorry for the spam! EDIT: now 0:11 Map27 NM-Speed 0:11rs27n011.zip 0 Quote Share this post Link to post
SwissCheezz Posted November 14, 2014 Map 02 UV-Speed in 0:57. Edit: Sorry for the double post. The first didn't show up anymore after I edited it.rs02-057.zip 0 Quote Share this post Link to post
GrumpyCat Posted November 14, 2014 Map18 NM-Speed 0:10 Two kinds of assist: cyber and arch-vile.rs18n010.zip 0 Quote Share this post Link to post
Andrea Rovenski Posted December 9, 2014 Considering death exits and such, how would episodes be classified in Resurgence? 1-5, 6-11, 12-15, etc, or just standard episode format? I want to do some episode stuff, so I thought I'd ask to see what others think. 0 Quote Share this post Link to post
dew Posted December 9, 2014 Fair question. Personally, I'd go with clusters... so yeah, episode ends on a death exit. Classic rigid setup is like doing SoD e2 and dying after the first map?! That'd just look weird. This is unconventional though, so perhaps someone else should also chime in. 0 Quote Share this post Link to post
j4rio Posted December 9, 2014 I wouldn't bother with special episodic mess for wads that contain death exits. Just stick to 10 (+ 2) maps per episode and no confusion happens. 0 Quote Share this post Link to post
scifista42 Posted December 9, 2014 I see dew's point as a logical one, and I agree.dew said:Personally, I'd go with clusters... so yeah, episode ends on a death exit. Classic rigid setup is like doing SoD e2 and dying after the first map?! That'd just look weird. 0 Quote Share this post Link to post
dew Posted December 9, 2014 j4rio said:I wouldn't bother with special episodic mess for wads that contain death exits. Just stick to 10 (+ 2) maps per episode and no confusion happens. But we don't even do that anymore. Scythe 2 and Scythe X already broke the mold and if BtSX ever comes out, it won't support that format at all. 0 Quote Share this post Link to post
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