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Everything posted by vdgg
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Miscellaneous demos (part 3) [please post in part 4 instead]
vdgg replied to dew's topic in Speed Demo Submissions
Beyond Revival MAP05 UV Max in 6:12 ber5-612.zip -
OK so let's clean up the sticky welcome thread
vdgg replied to vdgg's topic in Speed Demo Submissions
Thank you @GarrettChanand wow, if you are willing to do it, I will help as much as I can. Possible points which may be included apart from what @BoxY mentioned Introduction, what's the forum about. The first paragraph from Lüt's post, starting from "This forum is now the place..." can be used for reference basic complevels 2,3,4,9 which are surprisingly missing in the dsda port thread about bumping threads, you are allowed if you post a demo TAS should be clearly marked -
OK so let's clean up the sticky welcome thread
vdgg replied to vdgg's topic in Speed Demo Submissions
I can redact what exists and remove stuff which is not extremely important. I don't feel competent enough to write a minimalist guide from scratch. Who is willing to do it? -
OK so let's clean up the sticky welcome thread
vdgg replied to vdgg's topic in Speed Demo Submissions
There follows four posts by Grazza 1. About TAS - I think it's just perfect - nothing to change from me except text formatting which got a bit off after changing the look of Doomworld 2. About PrBoom+. It is very long and very technical, even I don't get everything ("recommended intercept overflow emulation: no"). I leave it for later, but some minor edits, highlighting some parts may be necessary. Also, personal nitpick, I am against writing "hr.wad" etc. in the command line as it is not vanilla and "hr" is accepted by the engine... 3. FAQ, PrBoom+, useful links. Many links are dead, I will get into it. 4. Attachments. I am about to remove this post totally @GarrettChanYes sure. I think nowadays new people will rather watch a tutorial than read long texts. This would be included. -
OK here are my proposed edits tu Lüt's original post. I will not edit that just yet, I want feedback. I will do the same with the remaining posts later. In short, I love this post and how much info is still relevant 18 years later but still... [Edit by Grazza, February 2012: Looking for the old Compet-N/SDA archives, but can't find them because the FTP is down? Browse a copy here or grab the lot (just Compet-N, not SDA) here. Let us know if this link dies. Thanks.] After seeing a noteworthy interest in demos in recent threads, as well as receiving a few recommendations for a demos forum, we've decided to give it a try. This forum is now the place on Doomworld to discuss anything and everything related to recording and watching demos for Doom-engine games. In addition to discussing existing demos, demo styles, techniques, tools, compatibility, etc., this forum is also for users to post their own demos. You can do this using the "attachment" feature (see the final post in this thread). You can also share your demos by hosting them in your own webspace or e-mailing them to one of the moderators of this forum. We should stress how important it is to zip your demos and to include a text file in the zip. This makes it far easier for everyone else to know how to watch the demo. As a minimum, this text file should include: your name, the filenames of any wads needed (e.g. hr.wad) and the demo-compatibility format (Doom2, Boom or other). Note that the zip file should actually be a zip file, and not a file in some other format that has merely been given the zip extension. It is also desirable to include some basic details about the demo, such as the category (e.g. UV Speed) and the time, and the executable used (e.g. Doom2.exe, Prboom-plus 2.5.0.9, etc.). You're very welcome to include a description of your demo - please people tend to enjoy reading these, and it also makes it easier for people them to know whether they should credit you for any tricks or ideas of yours that they later use. If you have used other people's route ideas or tricks, then it is courteous to mention these too. The demo's file name should be kept short (8 characters), and follow similar principles to the compet-n demo naming: a couple of letters for the wad, two digits for the level number, and three or four digits for the time (and one letter to suggest the category, space permitting). When you are recording on a wad for which there is a pre-existing naming convention in use, please follow that convention. [hmmm this is fine but also obsolete, what about:] As for the demo file name: if you are recording on a WAD for which there is a pre-existing naming convention in use, please follow that convention, the more in-depth summary is to be found here. Examples of suitable topics for discussion include: how to record demos which port (if any) to use which demos you have most enjoyed watching what control set-up to use the techniques used by speedrunners which maps are most demo-friendly "demopack" projects demo categories demo news technical questions/discussions about anything to do with Doom-engine demos trick ideas and exploitable game physics built and tool-assisted demos: how to make them and which tools are needed The new moderators of this forum are vdgg and dew [hmmm, is it true still? I don't know LOL] Both are very active recorders and should be well-known to most members of the demos community. vdgg also maintains detailed records of new compet-n entries, while dew has a near-encyclopedic knowledge of Doom tricks. If a demo is suitable for Compet-N (i.e. you have used Doom(2).exe and the demo improves upon a current compet-n record or fills a gap in one of the compet-n tables), this thread is the place to post these demos. Doom Speed Demo Archive currently serves as an unofficial archive for demos posted in this forum. If you don't want a demo posted on his site, then say so - it's an opt-out, not an opt-in. Feel free to comment constructively on other people's demos, and to ask for tips if you are having problems in your own attempts to record. No smack talk, please. The moderators of this forum both intend to watch all demos that are attached in this forum. [hahaha Okayyyy] We accept demos recorded with the original exes or with any port - if you prefer Legacy, GZDoom, Eternity, Chocolate Doom, MBF, etc., there is no need to change. However, please note that demos recorded with the Doomsday engine (i.e. jDoom) tend to have very large file sizes, so if you want to use Doomsday, it is best to upload your demos to your own web space, and to place a link to them in this forum. And please note that Zdoom and its derivatives don't tend to have good demo compatibility between versions, so your demo may not be easily viewable very far into the future. Many people use Prboom-plus to record or watch demos, as it has compatibility modes that make it a convenient choice for many wads. There are other threads in this forum that provide assistance with its settings. Be sure to state what compatibility mode you have used, and if a particular thread suggests a specific compatibility level, then it would be a good idea to use that level, unless there is a very good reason not to. The rules for bumping threads are a little different from those for other forums. If you have a demo to post, and it fits neatly into an existing thread (e.g. if you have an Icarus demo, then the Icarus demos thread would be a natural place to post it), then post it there rather than starting a new thread. This applies even if the thread is old. But avoid bumping old threads just to make a comment on something that happened years ago. If your demo doesn't fit into an existing thread, and the demo isn't on a major wad, then post it in the Misc. demos thread (or Misc. TAS demos thread if it is a TAS demo). This is also a good way to make sure it is seen by lots of people, since these threads will always be among the most prominent in the forum, rather than slipping well down the list. Only start a new thread if the wad already has a lot of demo interest, or is a major new project for which a lot of demo interest can be very confidently expected. We hope this will prove a lively forum, and be useful to everyone in the Doom Community with an interest in demos, ranging from newcomers recording for the first time, to experts looking to achieve near-optimized runs. Enjoy! - The Doomworld staff Last updated: 11 November 2020
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Miscellaneous demos (part 3) [please post in part 4 instead]
vdgg replied to dew's topic in Speed Demo Submissions
Beyond Revival MAP02 UV Max in 3:43 MAP07 UV Max in 5:47 ber2-343.zip ber7-547.zip -
Yeah it's dumb, but the people will surely give you counterexamples. Here's mine: cchest MAP21.
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I suspect Wim Vanrie just wanted the door tracks to behave like this, the overall design it's not *that* amateurish to think that he didn't know how to lower unpeg them; for example MAP20 could be an Erik Alm map, similar style to Scythe2 MAP11 MAP24 is vile and MAP26 may be among 15 hardest maps that I completed. Are you going to abandon or continue with Insertion? The best maps are Thomas Evans' maps IMO, so if you played only 1-4, you missed good stuff.
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Miscellaneous demos (part 3) [please post in part 4 instead]
vdgg replied to dew's topic in Speed Demo Submissions
Legion Down Under UV Max in 8:51. A very good 1994 map indeed, though I suggest -nomusic for playback, be warned :) legion-851.zip -
Miscellaneous demos (part 3) [please post in part 4 instead]
vdgg replied to dew's topic in Speed Demo Submissions
Welcome to Hell MAP06 UV Max in 8:58 UV Speed in :55 whl6-858.zip whl6-055.zip -
Old stuff... Hadephobia MAP33 got me curious, how can UV Max be 33 minutes, and Respawn 42 seconds? That respawn is for MAP34 I suppose :) and other short demos too. IC2001 Opulent demo misses one monster and I checked, it is possible to kill. It's just the slow monster teleporter thingy. kmetl_2 and kmetl_4 have zero demos... There were Zahid UV Maxes for each in doomedsda.us, they got nuked? Now onto my favourite, categories: Going Down MAP03 demo by TheLoneliness is listed as Tyson. Isn't it the same thing as Scythe MAP02? Where Tyson = Max and is the fastest in both? Edit: also Bob9001 demo. On second thought, maybe not, as there are no secrets in gd03. Even more obscure is Cyberdreams MAP31s Pacifist by Daiyu. Because it is also UV Max record for MAP31 :))) I would leave it where it is but it is funny.
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A masochist in me finished MAP06 from Welcome to Hell by Paul Schmitz, with 100% kills and 100% secrets. (The WAD has 3 maps, 05-07, MAP07 suuuucks and MAP05 was cryptic but pretty good; I finished it 9 years ago). The main problem for me was how to get to the "red" section (with a red arrow etc.). >20 minutes staring at Doom Builder, trying to play with -nomonsters, and I finally found a switch which you would think that would lower a lift, but no, it opened the passage. The pitch dark parts in which you don't know where the floor is and where the chasm is didn't help. This is a visually impressive (for 1995), vanilla-trickery-impressive map which is also pretty obnoxious (hello, teleporting chaingunners). I somewhat enjoyed the experience but it's a niche map for sure.
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The most interesting question (the one I like most reading from others) is "what you hate that everyone loves" Cleimos II is not very strict: I think I like things which are generally well received; not sure if Cleimos II is really that hated. And I don't *love* it; I just think it has some excellent maps for 1995.
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Negatives: symmetry. Also, a big Hall of Mirrors in the second room, which apparently can be fixed if I knew what to do with a .GWA file and using a "GL port". No idea which port and what to do with the file, so if you have an idea, please let me know, I am curious. Now, the aesthetics is an allrighty "tech" but not too orthodox which is a plus for me. What's the best is gameplay, if you want to play super aggressively, it's mega fun and the level has one of the best partial invisibility placements I've ever seen.
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Miscellaneous demos (part 3) [please post in part 4 instead]
vdgg replied to dew's topic in Speed Demo Submissions
Invasion II v.1.0b MAP24 UV Max in 8:33 Earth MAP01 UV Max in 5:20 MAP01 Pacifist in :44 inv24-833.zip earth01-520.zip earth01p044.zip -
I very much liked @skogsto09 reply to a similar post not long ago: "There are dedicated threads for non-WR runs and WR-runs. I can promise you it would not be viable if we would do 1 thread pr demo :)" You can check the runs here, from 5.29 to 7.97: https://www.dsdarchive.com/wads/doom2
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Maps Similar to the Techbase in Map17 of Hell Revealed
vdgg replied to princetontiger's topic in Doom General
I think "grey walls"+blue floor lights is rather common/generic. Memento Mori, MAP21 has the same... and it's a better looking map as a whole despite being older. -
The Official 'Trying to Find a Specific WAD' Thread
vdgg replied to gruntkiller4000's topic in WAD Discussion
Not everything is as you describe, but maybe Mines of Titan? -
Miscellaneous demos (part 3) [please post in part 4 instead]
vdgg replied to dew's topic in Speed Demo Submissions
Trying to play back with PrBoom+ I get "G_ReadDemoHeader: Unknown demo format 255." ??? @kraflab -
The best monster is revenant, period. Cyberdemons are cool, but not to punch or pistol, a cyber should have an opposition of barons / mancubuses. An arch-vile reviving these barons can be helpful. I tried to tyson map28 from Memento Mori last month. I didn't succeed yet, but I got very, very far. You know that map? Pretty basic rectangular buildings and "streets". Mosters roaming freely and you have cover. For me the most exciting part was to deal with cybers with the help of arch-viles (one at a time, of course). There are three cybers on the map, and there is sufficient pistol ammo for them, but I think it's faster to just let the infights happen. Hitscanners can be avoided entirely. Pinkies are trivial, pain elementals are trivial or difficult, depending on location. Imps are easy but super annoying at the same time. Cacos are medium difficulty. If you have a chainsaw, easy. You map will not be for a broad audience and will be a hit or a miss :)
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I am probably posting this 10 years too late :) I understand it was Czech-N related, IDoom, run by Twister. They were organizing speedrun contests. Some of the winning demos are faster than DSDA records and they are probably gone... Plus, they had weird naming convention and text files. I would LOVE to have the winners, if not at DSDA, at least available for me to watch https://web.archive.org/web/20190319211233/http://contest.idoom.cz/news01.php Here's the summary season 1 WAD Winner Time contest 1 - dwango5 nm speed collector (?) Graim 24.60 contest 2 - leper map03 hokis 32.00 contest 3 - vilchal Twister 35.57 !! contest 4 - ser1 Graim 44.40 contest 5 - paganrun Twister 2:00.94 !! contest 6 - gogo Twister 32.94 contest 7 - ancient map02 Twister 41.80 contest 8 - judgemnt hokis 46.63 season 2 contest 9 - m1style Twister 27.49 contest10 - arbor2 nomo collector Twister 1:03.26 contest11 - an_coop dew 40.77 OK contest12 - vv2 map06 dew 14.51 OK contest13 - doom2 map15 normal exit Twister 1:21.03 OK (not record) contest14 - nb_wst01 Twister 22.11 contest15 - mlm12 map01-map03 combo Twister 1:25 contest16 - reekrank Kimo Xvirus 40.97 OK season3 contest17 - brit10 map07 collector Kimo Xvirus 12.23 contest18 - rebirth map02 Kimo Xvirus 19.91 !! contest19 - self-ep Twister 1:05.46 contest20 - jusshoot max hokis 27.34 !! contest21 - Warcade4 hokis 33.34 !! contest22 - visor-1 Kimo Xvirus 1:19.80 contest23 - doom2 map29 hokis 1:42.97 OK (not record) contest24 - idmqwcon map04 collector psichotik 1:00.17 !! - means the winner had a better time than current DSDA record (in case of vilchal, there were 5 demos faster...) OK - means the demo actually is uploaded and present at DSDA Category is UV Speed unless noted otherwise
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That is a dumb cyberdemon, not firing at you even once!
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Miscellaneous demos (part 3) [please post in part 4 instead]
vdgg replied to dew's topic in Speed Demo Submissions
Invasion II v.1.0b MAP12 UV Max in 11:08 MAP20 UV Max in 1:04 MAP25 UV Max in 12:25 inv25-1225.zip inv20-104.zip inv12-1108.zip -
There are many really boring, boring maps early on... Also, a "motif": 5 doors, 4 of them cannot be opened, you go through the only openable door A, press switch that opens door B, go through door B, press switch, ... this is repetitive when there are no memorable fights or anything fancy to look at. Also, there are HOMs and instances of two monsters at the same spot = stuck. Now, the positives. MAP08 = funky textures. MAP12, fantastic non-linear (finally!) adventure. MAP19, somewhat modified award-winning Polygon Base (there's an arch-vile and the monster count is slightly up, but I don't know why is the map recycled like that; anyway, it's very good), MAP20, short and sweet and good-looking and MAP25: for me it is like a proto- Suspended in Dusk! Not very challenging, slow gameplay, but the layout of this grey base rocks. I was so lost, and I enjoyed it. Overall, not as bad as I thought after first 11 maps.
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What is Your Favorite “Niche” Mapping Style And Why
vdgg replied to Jacek Bourne's topic in Doom General
I feel excited every time I see unusual weapon progression/ availability. Abyssion is well known, I think, with its rocket launcher / plasma gun all the way. The first map of nilla is brilliant. Recently I played something in which the mapper maybe went too far, it was a bit of a torture, but I am not mad at him, I rather applaud his bravery: