Anima Zero Posted March 4, 2013 (edited) DSDA page aka sf12 // sf2012 old mod edit: Spoiler [MOD EDIT: Listen up, dawgettes. Post Slaughterfest 2012 demos here. Some demos that do not play back with final version will require previous versions of wad to work. Which version to pick for playback of demos not working with final version is noted with corresponding post to which demo is attached.Final Versionversion Dversion Cversion B As for demo naming, just use 'sf'.] ------------------------------------------------------------Slaughterfest 2012 final version B Map 6 UV-Max in 3:58. A pretty quick and rather solid run of this map. Not a whole lot that could have gone better honestly. sf2-06-358.zip Edited March 21, 2023 by Maribo 0 Quote Share this post Link to post
dannebubinga Posted March 7, 2013 Slaughterfest 2012 map 22 UV-max in 14:56 Laughable [mod edit: version B]sf12_22_1456.zip 0 Quote Share this post Link to post
Nisuuh Posted April 8, 2013 Hey. I've been entertained for some time by the amazing demos and maps you guys make, and I finally decided to start recording some demos of my own to at least contribute something :P So here's my try at SF2012 map 01 UV-Max. Sorry if it isn't in the right format or smth, tried to make it similar to the ones you guys post :) [mod edit: version C]sf2012-01-643.zip 0 Quote Share this post Link to post
Ribbiks Posted April 8, 2013 neat, we should just suck it up and release that thing already, been itching to demo a few maps. 0 Quote Share this post Link to post
TimeOfDeath Posted April 8, 2013 I'm just waiting on GoS's final graphics, but if people don't want to wait anymore then we can release it as is. 0 Quote Share this post Link to post
cannonball Posted April 8, 2013 Nisuuh said:Hey. I've been entertained for some time by the amazing demos and maps you guys make, and I finally decided to start recording some demos of my own to at least contribute something :P So here's my try at SF2012 map 01 UV-Max. Sorry if it isn't in the right format or smth, tried to make it similar to the ones you guys post :) Nice to see new speedrunners, double nice to see a demo on a map of mine (of sorts) You missed 4 pinkies (chaingun area).... you have some good awareness of making good strategies. I would say the revenant horde behind the yellow/red key door would be handled better with rockets rather than plasma as the splash damage makes taking them out a lot quicker. Also GrainOfSalt is giving this map an aesthetic overhaul so this demo will likely desync in the final released wad. Note to Andy, this plays with sf2012c.wad 0 Quote Share this post Link to post
Nisuuh Posted April 8, 2013 Thanks for the feedback Cannonball! Damn pinkies, thought they'd come to the starting area and died in infights since i got 100% kills, guess not :( Also, felt like playing some more and did map02 too, hope I didn't spare any baddies this time >=) So, Uv-Max (attempt at least) of SF2012c map 02 in 8:35 in the attachment. asdf, failed the textfile, edited that [mod edit: version C]sf2012-02-835.zip 0 Quote Share this post Link to post
cannonball Posted April 9, 2013 Got them all this time :) Glad you are enjoying the wad 0 Quote Share this post Link to post
Nisuuh Posted April 9, 2013 Yay! How can you see the monster count in prboom? Wouldn't want to upload "failed" runs. And the wad seems great! No offense to the makers of sf2011, but the quality just seems a bit better this time. :> 0 Quote Share this post Link to post
Ribbiks Posted April 9, 2013 you can use the advanced HUD that shows monsters/secrets left, time into the run, at the expense of ammo inventory information. Just zoom out a couple times, and mess around with the HUD style (F5, by default, iirc) you can configure what the advanced HUD shows by going into: options --> setup --> status-bar/HUD 0 Quote Share this post Link to post
Nisuuh Posted April 9, 2013 Ah, okay. Gotta check that out, thanks a bunch! 0 Quote Share this post Link to post
j4rio Posted April 9, 2013 TimeOfDeath said:I'm just waiting on GoS's final graphics, but if people don't want to wait anymore then we can release it as is. I'd say just do a version where everything besides map 1 is in finalized state, that way it'd be safe to record. 0 Quote Share this post Link to post
Nisuuh Posted April 17, 2013 Finally managed to finish SF2012 Map 03. Even though this demo is slow and ugly, I'm so happy I landed a UV-Max on this map :P Time is 9:04. [mod edit: version C]sf2012-03-904.zip 0 Quote Share this post Link to post
Nisuuh Posted April 17, 2013 Was so psyched that I had to do map 04 too! =) This demo is a bit better, but i still need to pick up the speed, I'm running maps too much step by step and it shows. SF2012 Map 04 UV-Max in 6:48. [mod edit: version C]sf2012-04-648.zip 0 Quote Share this post Link to post
Memfis Posted April 18, 2013 Tried SF2012 MAP03 UV-Max too, here is my first exit. [mod edit: version C]sf1203-617.zip 0 Quote Share this post Link to post
cannonball Posted April 18, 2013 not bad memfis :) probably should create a sf2012 demo thread as I suspect this wad will be pretty busy on the demo front. Or putting them in the sf2011 thread and generalising that thread like the community chest series 0 Quote Share this post Link to post
j4rio Posted April 18, 2013 I'd say a new one, and move stuff from misc demos there. I wanted to make one but just waiting for a version with 11, 35 and dehacked change stuffed in. Also statusbar, I suppose. I'm too illiterate to do so myself. 0 Quote Share this post Link to post
TimeOfDeath Posted April 18, 2013 Btw j4rio, when you play 29, please don't make a different version for glboom+. I just tried it with glboom+ and you can still totally see the cybers/rockets in the water hallways because of the solid walls. They shouldn't be any harder than prboom+. Plus you can see through the walls in glboom+. Consider it a gl feature. 0 Quote Share this post Link to post
j4rio Posted April 18, 2013 I would definitely not have bothered anyway. I'll never be fond of .lmp compatibility being a higher priority than fixing potentially bugged map (as subtle as that bug can be) ideology though. Screw that. 0 Quote Share this post Link to post
TimeOfDeath Posted April 18, 2013 There's no bug in the intended source port. :) 0 Quote Share this post Link to post
j4rio Posted April 18, 2013 Well you didn't make it impossible to pick BFG from nearby platform in 35 as well, despite that you said it's unintended. Nyaah. :p 0 Quote Share this post Link to post
Ribbiks Posted April 29, 2013 sf2012, map08 uv-max in 14:04 by the skin of my teethsf12_08_1404.zip 0 Quote Share this post Link to post
Nisuuh Posted April 29, 2013 SF2012 Map 05 UV-Max in 13:09 I'll leave this one to the doomgods now :) The time could probably be halved with riskier play. [mod edit: version C]sf2012-05-1309.zip 0 Quote Share this post Link to post
Ribbiks Posted April 29, 2013 sf2012, map35, uv-max in 57:25 a long ToD grindfest, pretty easy map, had fun recording this :) definitely improvable by a lot though. I took things relatively slowly. On a side note, should we merge these with the other thread and just have it be a "slaughterfest demos" thread, or just keep posting them here?sf12_35_5725.zip 0 Quote Share this post Link to post
cannonball Posted April 29, 2013 Probably should just make a new thread for sf2012. 0 Quote Share this post Link to post
Nisuuh Posted April 29, 2013 SF2012 map 06 UV Max in 8:37 Managed to get a decent exit in this one too, what an awesome morning! :) [mod edit: version C]sf2012-06-837.zip 0 Quote Share this post Link to post
cannonball Posted April 29, 2013 Nisuuh said:SF2012 map 06 UV Max in 8:37 Managed to get a decent exit in this one too, what an awesome morning! :) Nice, you can upload demos to the specific wad thread from now on :) http://www.doomworld.com/vb/doom-speed-demos/64093-slaughterfest-2012-demos-complevel-9/ 0 Quote Share this post Link to post
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