-
Posts
3131 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by vdgg
-
Miscellaneous demos (part 3) [please post in part 4 instead]
vdgg replied to dew's topic in Speed Demo Submissions
Parallels UV Max 4:21 @galileo31dos01 parallels-421.zip -
Hello there. There's a Pacifist run done in 0:40 which automatically counts as UV Speed record. The "table view" list normally shows that. So it doesn't really fill the table, it's just that Pacifist is not listed twice in Default view if there are no runs with harming monsters. When there are both regular Speeds and Pacifists available (this will be the case when your demo gets uploaded), then yes, they are also visible in Default view, but only the record (if the fastest UV Speed is also Pacifist). example 1. example 2
-
Miscellaneous demos (part 3) [please post in part 4 instead]
vdgg replied to dew's topic in Speed Demo Submissions
Maxed two levels that were part of "Beat @Grazza's demos month" last year, only in a different category. Perdition's Gate (pdgate) MAP05, 10:38. Funny, 31 demos at DSDA and not a single UV Max, this is the first one. Rigel I in 6:55. By Scott Lampert, from 1995. Fun map once you learn it. pdg5-1038.zip rige-655.zip -
MAP01-03 are not too exciting; room-corridor-room layout, not too pretty, not too ugly (OK texturing but too many dark areas), boring combat. MAP04 got me and I actually said "wow". For some reason it is called "The Shotgun Factory"; it is long, much of it is even more room-corridor-room, and very sparsely populated; John Bye reincarnate? I was about to fall asleep, but the last few rooms are very unique and unorthodox. MAP05 and 09 are weak; MAP07 joins MAP01-03 for being not memorable. MAP06 has cool music and it's maybe the best, with good grey/silver base looks and more "teeth" (monster density). MAP08 looks very nice and it's crazy about making the player revisit the same areas so many times (but it's short and easy). MAP10 is fine and MAP11 looks like a joke because of its simplicity. After playing I realized there's one Tomi Rajala map here. All in all, don't expect stellar quality, but 04 (the ending),06,08,10 are worth checking. Tech base is the main theme.
-
I don't care about Run From It, but I like Pagan's Run
-
If I remember, the making of the map was "learning as it goes", I had some very vague idea about which weapons and monsters use, and what kind of rooms and situations create. After the first area with the rocket launcher a problem appeared: when I was adding new monsters, the part which was previously perfectly in sync started going out of sync :) So I made a bunch of monsters / items just in case in an empty "inventory" room, because when moving them from there, there were no issues, as opposed to inserting them in the map. Then all monsters that were unused just got crushed at the end so the map could be maxed. Artificial, but any other way would be too much pain.
-
From the author of maps 20&27 of Memento Mori. Fort Hades(27) was excellent, Mount Depot (20) was okayish and I found this one even weaker thanks to a marble-walled maze, a hidden mandatory blue key and a nonsensical BFG placement. However, I would recommend giving it a try not only to die-hard old school WADs enthusiasts; it is the most brutal map of the three, and this difficulty is what is the coolest and most redeeming here.
-
Originally posted in "personal best", but it is a record :)
-
As much as some purists would like to see "no deaths" speedruns, deaths are allowed. If you die in the middle of a map, then of course it is over. But another thing is dying at the end of a map... Plutonia's MAP17 has this setup known for what is called a death exit. This is faster and safer than finishing the map "normally", "intended way". When your health is 0, your height is also null, so you can slide under some spaces which are too low for an alive doomguy to enter, in this scenario, under yellow key bars. After going past yellow key bars, the corpse crosses the exit walkover linedef and the map is over, finished. So it is an exploit. On the next map you start with 100% health but with only a pistol, so you are kind of punished for that :) Another example is Hell Revealed MAP09 but there are tons of such scenarios when it is easier and safer to die.
-
Miscellaneous demos (part 3) [please post in part 4 instead]
vdgg replied to dew's topic in Speed Demo Submissions
Can't Run From Evil MAP03 UV Max in 47:08. 1st exit which took ages. The time is not very good, but I think it's slightly better than the old demo, as the old version was easier. See .txt crf3-4708.zip -
@A.H. Sankhatayan In your review you said that "getting 100% kills on map12 of Equinox is impossible". You meant it because of Icon of Sin spawned monsters? Because it is possible to kill every other monster pistol start: https://www.dsdarchive.com/wads/equinox
-
Remember, memento, what a crazy post with an explanation about the words being derived from Latin (all correct) and yet misspelling them :)
-
Highlights: MAP06 -skipsec 240 funny arch-vile pushed back up the steps. MAP07 - the infight revenant <-> other skeleton is hilarious. This probably can be seen in many other occasions, but I saw it there, -skipsec 33 rev rocket hits the other skeleton and the boxing match begins.
-
So cool! Apart from blue key thing and pillar switches (new discoveries if I'm not mistaken), I smiled when you kill the arachnotron @0:19-0:23. Not often you use this weapon sequence.
-
thespire: Demo by Anima misses 1 monster neis: E3M1 UV Speed by Pseudonaut is also Pacifist class_ep: E2M1 UV Max by Kristian Ronge is also Reality
-
Miscellaneous demos (part 3) [please post in part 4 instead]
vdgg replied to dew's topic in Speed Demo Submissions
The Spire UV Max 55:21 Whoa, this map actually doesn't require ZDoom. Recorded with PrBoom+. Positive map review by Phml Negative map review by Belial spre5521.zip -
10 Sectors MAP28 UV Max 8:44 ts28-844.zip
-
Miscellaneous demos (part 3) [please post in part 4 instead]
vdgg replied to dew's topic in Speed Demo Submissions
No problem with uploading, there's also a mini review I left a month ago here. -
Miscellaneous demos (part 3) [please post in part 4 instead]
vdgg replied to dew's topic in Speed Demo Submissions
Helpyourselfish uv Max 17:58. @Chris Hansen help-1758.zip -
I tried it in January but no exit. First half was very fine, running past that arch-vile was very brave, too bad it followed you after YK bars. But... the sewer section is not needed. Check out nomos for hard trick or my TAS movie for easy way ;) I may try it again, but not now
-
I did a pacifist run of MAP03 in 5 seconds, not sure if there is a way to prevent this... Besides, I think all was fine, can't remember issues, maybe I will post later if something occurs to me. https://www.dsdarchive.com/wads/cc-cod
-
Stomper Beta 2 (Released for preservation sake)
vdgg replied to Alter's topic in WAD Releases & Development
https://www.dsdarchive.com/wads/stomper -
Vrack 3 is completely dry. I noticed that decades ago and found it interesting, given the size, and that the prequels had some, relatively small, nukage sections.
-
This must be a shock after surviving plasma marines unharmed. Honestly, along with kunkun's Plutonia MAP01 UV Speed/Reality, this is one of the best reality demos I've seen.
-
AV MAP24 Tyson