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Everything posted by vdgg
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A set of maps, carefully tuned for pistol starts, pretty hard/challenging. The maps are rather small and have exactly one secret. There is no stylistic consistency; there are a few bases and castles, caves, hellish maps and so on, everything totally mixed up. I can assume the earlier maps have their slots because they are easier and the later maps - harder. MAP26 is probably the most difficult one. mlm12 reminds me a bit of Going Down, as the levels are small, packed with enemies, and one different from the other. But mind, they are less polished than GD. Some maps have a pretty high 2000's level of detail (the ending corridor from MAP09), some others are much more basic looking (MAP02). IMO they are rather good looking (above average). Bugs/problems: The mapper leaves all the doortracks without "lower unpegged" flag, so they move with the door, I'm sure he knew how to prevent it but he preferred the doors to behave this way. What is more problematic for me: unreliable W1 monster teleports, places where you can get stuck and decorations impeding player's movement, no Boom actions but some maps require -complevel 9 due to traps not working with limit-removing compatibility. Favourite maps: 03,08,17,24,25,26. I would definitely recommend giving it a try: the maps are so different everyone will surely find something that appeal to them.
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An ambitious level with an emphasis on looks, which, however, did not impress me much. Good stuff with aligned wooden floors. Super slow at the beginning with just a shotgun and heavy monsters, gets much more intense later. Recommended to check it out, though I can't imagine myself playing it more than once per 10 years.
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Can a former human (green-haired zombieman) defeat a healthy mancubus, when the player cannot directly interfere? No? What about killing an arch-vile with just a pistol and 50 bullets, no cover? It was rwdpa who started a thread which led to speculation about interesting TAS challenges: events which are impossible to do when normally playing Doom, but, when giving experts an infinite number of quicksaves and reloads, or just an opportunity to build each Doomguy's movement tic by tic, they can be accomplished and viewed. Aqfaq started the first challenge thread. Check out the Doom Speed Demos subforum for more. We encourage you to give us ideas, or even create maps. Make sure your task is really impossible with normal play, but theoretically possible.
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2015 is not finished yet, but it has already been a year filled with amazing speedrunning accomplishments. On June 7, Zero Master finished the entire Plutonia Experiment on Nightmare! difficulty in one sitting, no saves or level restarts, with a final time of 43:57. You can watch the video on YouTube, and the demo file can be downloaded in the accompanying forum thread. Until 2002, a few single levels from Plutonia remained undone on Nightmare! Until February this year, not even one single episode (levels 1-10,11-20 or 21-30) from Plutonia had been completed by any speedrunner. Zero Master himself didn't believe the whole run would ever happen. To make the task easier, he invented a whole bunch of new tricks and strategies, carefully planned the run, concentrated on the hardest spots and practiced them, and finally, during the run, meticulously collected all the rockets, cells and power-ups on his way in order to increase his odds of survival. The magnitude of the accomplishment is such that it has bled over into mainstream channels - Kotaku has an article explaining in layman's terms what a feat it is.
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