Dimon12321
TAS RoboCop 2 NES in 12:31 OBSOLETED!
updated
Beta 4 brings the full set of SIGIL levels. Looks awesome! At least, all the maps maintain their original layout, albeit simplified. They are not very tall. All those decorated backgrounds are replaced with plain textures.
I like how E5M2 (Sheol) utilizes the scrapped part of the map and filled it with monsters. It was certainly a good idea!
Now to negatives:
1) PSX provides more room for optimization than Sega 32X, but it still doesn't handle it well. You can notice, throughout my walkthrough the framerate often jumps from 30 to 10 and vice versa. In half the cases, I don't know what's the reason because I see the mappers tried to keep the visplane limit.
2) The maps are not optimized for PSX controls. There are secrets that require walking on ledges along the walls. The process of precise positioning can be quite tedious. Most floors also have lava, and if you fail, you lose health. It would be great if GEC could fix the Atari Jaguar's bug when the player bumps into wall edges and, to get unblock, has to walk back or in the opposite direction. Those ledges should be enlarged.
3) Maps sometimes abuse darkness. I know PSX Doom is famous for this, but it makes the play difficult. Especially, when you fight Nightmare monsters because they become hard to be spotted.
Download PSX Doom Master Edition here:
doomworld.com/forum/topic/101161-gec-master-edition-psx-doom-for-the-playstation-beta-4-released-11162022
0:00 Main Menu
0:17 E5M1 Baphomet Demense
3:24 E5M2 Sheol
16:13 E5M3 Cages of the Damned
22:17 E5M4 Paths of Wretchedness
30:11 E5M5 Abaddon's Void
37:10 E5M6 Unspeakable Persecution
43:21 E5M9 Realm of Iblis
49:20 E5M7 Nightmare Underworld
59:36 E5M8 Halls of Perdition
I played this map a lot when I met Doom 2. Looks like I'm a fan of complicated maps.
Anyway, Downtown transfer to PSX seems pretty well for me.
I see, the cyberdemon behind the building with 3 arachnotrons is missing. The building are not so tall.
Yellow card is placed on the lift platform. Looks like the game doesn't have "Floor starts moving up and down" effect.
Download PSX Doom Master Edition here:
doomworld.com/forum/topic/101161-gec-master-edition-psx-doom-for-the-playstation-beta-4-released-11162022
Oh, boy! I didn't expect survival horror to be in the game! The point is, there are a lot of nightmare arch-viles on this map which have twice as much HP as regular arch-viles, and, if you pistol start this map, you basically don't have enough ammo to kill all of them. I remembered about the berserk only when I got to the teleport which take you out of the labyrinth. Their chase sounds freaked me out the first time I heard them.
Even though I got used to PlayStation control, I died several times. You didn't see it because I used savestates and replayed those situations.
In the end, I intentionally to the teleport with 4 arch-viles, and looks like the game doesn't handle the effect of ending the level upon you reaching 11 HP or lower. I hope it will work alright in the future, but for now you can finish the map with the safe teleport.
Download PSX Doom Master edition here:
doomworld.com/forum/topic/101161-gec-master-edition-psx-doom-for-the-playstation-beta-4-released-11162022
Looks like nobody refreshed Betray for Beta 4. It used to have 3 Wolfenstein SS, 2 archviles and several hell knights. Don't know why they made the map that easy. It has so much plasma cells dropped all around you can clear most spots with BFG shots.
Download PSX Doom Master edition here:
doomworld.com/forum/topic/101161-gec-master-edition-psx-doom-for-the-playstation-beta-4-released-11162022
I was expecting a map to look close to PC version which has one giant room. Well, this didn't happen. The giant room was replaced with 2 smaller rooms. Big wall blocks are now stationary and the secrets are revealed by lifting down any of 4 wall centres.
No Wolfenstein SS enemies. These 2 smaller rooms look kinda empty.
Nightmare Cyberdemon was unexpected on my first walkthrough. Here, I was too cocky to fight him without a secret invulnerability, which I decided not to take. Having a fully loaded BFG, a crowd of Barons wasn't a problem as well.
Download PSX Doom Master edition here:
doomworld.com/forum/topic/101161-gec-master-edition-psx-doom-for-the-playstation-beta-4-released-11162022
Well, I had to begin with Downtown (map 13) where I spawned, but whatever.
So, Wolfenstein map is a mixture of SNES Wolfenstein E1M1 (first 3 hallways) and Doom 2 Map 31. I like the adaptation style. There are second level walls which tries to make the plain map look more 3D, there are PSX Doom monsters and Nightmare monsters (Imps, Demons) to give more challenge, especially with a pistol start. Nevertheless, I expected more enemies on the map.
I got into trouble near the BFG secret, because I forgot where that secret door was, but decided not to replay it from the beginning.
Download PSX Doom Master edition here:
doomworld.com/forum/topic/101161-gec-master-edition-psx-doom-for-the-playstation-beta-4-released-11162022
0:00 Map selection
0:51 Actual start
The easiest one is to finish all regular missions with any grade. What a surprise, a speedrun does it in 45 minutes. All RE:M 3D speedruns are done with all characters and skills unlocked, but TAS still can beat almost all missions faster.
It was a big challenge for me to make this video. Citra has all necessary TAS tools, but it's not comfortable enough for me. I spent twice as much time than I had spent on making Resident Evil 4 TAS in Dolphin of a similar movie duration.
I got only one desync so far, but I think that was an accident. Maybe I will have a savestate problem in the future, like I had in Dolphin, but I hope savestate implementation is of high quality. Like, it's 2022, memory is not a problem. I'd rather save everything, then not save something necessary and have desyncs because of it.
So, it's a test run. Mission 1-3 is optimized because it's almost trivial, but mission 2-3 can be improved. I didn't test it with Hunk. Also, there are 2 spawn points on that map.
Some time can be saved on mission result screens.
Download the ROM from here: hexrom.com/resident-evil-the-mercenaries-3d/download
You collect two crystal items. Each type counts towards kills or items. UV-Max category here assumes collecting both types of crystals.
The platforming reveals its main flaw: when you jump and bump against the wall and there is more than 24 units, you lose momentum, fly up parallel to the platform and fall down with a frowning face. It would be great if your momentum was preserved while flying up, like in most platforming games.
Also, there is no inertia for Z-axis. Regardless of how fast you fall down, any action that kicks you up (aka. jumping) resets the speed, and no subtraction happens. For this reason, you can fly a little further, if you jump while being in the air for a moment, in contrast to jumping from the platform's edge.
Map 1 route looks kinda linear though there is a pair of spots of varieties where shall you go first. Nothing much to say.
Just in case, you can watch it here: youtube.com/watch?v=606kK63g7U0
Surprisingly, when I sold the console, I forgot about NRFTL for a long while, until I got obsessed with Doom TASes as a spectator. I believe that was ClumsyDoomer's UV-Speed TAS and when I saw the beginning of Map 1, I was like "Wow! I played this mod!"
When I began building Doom UV-Max TASes, NRFTL was one of my top priorities, but I found that it required patching and Memfis' patcher only works with the "original" version and I dropped the idea. But now, when I finally patched the wad, the priority of this wad has raised drastically. Here it is, Map 1!
---- Map 1: The Earth Base
It's pretty cool that the most powerful weapon (Berserk) is available from the beginning, so I spent most of the time punching the crap outta everyone.
Actually, the map can be divided into 2 parts: before and after grabbing the SSG.
Part 1 is pretty simple. You make sure all teleportless sections are clear, so you won't spend time on unnecessary backtracking to kill the remaining monsters. That's why this part looks fast-paced, despite smooth turns.
Part 2 requires inordinary placement management because, when the yellow card is grabbed, monsters begin teleporting in from 3 closets to 3 different spots.
About 3 hours were spent on redoing part 2 because of those crappy closets. Monsters sometimes make laps inside those closets and when they finally reach the right place, they struggle crossing teleporting linedefs.
As a result, I saved 1 minute compared to Cyberdemon531's UV-Max TAS.
I decided to repeat my success where I complete SNES version in a similar manner. You can watch this TAS here: youtube.com/watch?v=wvVbyR-wT6w.
But if SNES version was beaten for experiment and hype, how all this would look like, then 32X Resurrection is TASed under the influence of its quality comparing to the original 32X version (and also 1000 views on my Map 1 Co-op TAS).
Like in SNES walkthrough, I made some routing mistakes. One fail is that I didn't enter secret 2 on E2M4 (Deimos Lab), even though I killed all the enemies.
Another blinder was on E3M3 (Pandemonium). I didn't use the switch in the big room near the starting point because I remember in PC version it lowers the platform with a shotgun which I didn't need then. Turned out, it reveals 4 enemies that I missed.
Played on the highest in-game resolution (320x180) with high details and with no widescreen option. It stretches the image vertically and, if you set 16:9 aspect ration in the emulator (which stretches the image wide), then it should look normal on widescreen TVs. But I prefer its regular view because stretching hides a solid part of ceiling.
Most of the time I was playing on 25% speed and with a lot of savestates though some moments that required precision were playing frame-by-frame.
The speedrun features quite a lot of unintentional ignorance moments when I don't react on enemy fire because I was doing all this with no sound.
The control settings could be more flexible. When a player chooses Always Run and LR Strafe buttons, he/she loses ability to have 2 buttons for weapon circle switching which can be implemented because A button is now free. I chose easier strafing. Through the game I was trying to avoid picking up a chainsaw because it would slow my weapon switching.
The perfect control setup for me would be:
A, B - strafing, X, Y - weapon switching, C - fire, Z - use, Mode - map.
Nightmare difficulty is different from the original 32X version because here monsters have sorta random threshold values which make them walk around a little bit before they switch to attacking frenzy and it resets if the player runs out of sight. There were a bunch of cases when enemies were still focused on me instead of switching to a monster that infights them.
Demons' attacks are very fast. Even though I was able to evade their bites thanks to slow motion, I think people will have hard time with demons if they come enough close for demons to attack.
Random is much wider than on PC version, but it made it a little harder to get good damage rolls. I focused on killing demons with 2 shotgun shots (or 1 berserk punch) and barons with 4 rockets. Hitscanners can deal up to 24 damage which sometimes results in zombieman gibbing. Barons can gib the player if he has less than 10 hp left.
Timecodes:
0:00 Intro
0:10 Map 1: Hangar
1:15 Map 2: Nuclear Plant
4:02 Map 3: Toxin Refinery
7:59 Map 24: Military Base
10:50 Map 4: Command Control
13:29 Map 5: Phobos Lab
16:59 Map 6: Central Processing
20:35 Map 7: Computer Station
24:45 Map 8: Phobos Anomaly
25:45 Map 9: Deimos Anomaly
27:30 Map 10: Containment Area
29:59 Map 11: Refinery
32:27 Map 12: Deimos Lab
36:38 Map 13: Command Center
40:00 Map 14: Halls of the Damned
43:34 Map 15: Spawning Vats
45:30 Map 16: Tower of Babel (Hell Gate)
46:34 Map 17: Hell Keep
48:33 Map 19: Pandemonium
51:03 Map 20: House of Pain
54:37 Map 21: Unholy Cathedral
57:48 Map 22: Mt. Erebus
59:45 Map 23: Limbo
1:02:10 Map 24: Dis (Fortress of Mystery)
1:02:49 Victory
Played on Bizhawk 2.6.1 using PicoDrive core. Upscaled to 1440p using Nearest Neighbour filter.
It also features a unique enemy, Mean Jackalope, which seems to be present only on this map. I didn't run through other episodes to say for sure, but it's the weakest enemy in the game and there isn't much point in using it in regular maps.
Like I said before, I didn't know where to use Steel Shot Launcher besides E1M9, thanks to its horrible damage per a minute. But here, there are 3 reasons to use it:
1) It's the only weapon you have ammo to spare, besides melee weapons. I could use Soul Launcher or Bless of the Gods there, but its ammo are more valuable.
2) Since Mean Jackalopes die in 1 hit, they are good targets to kill with SSL. Because it has a small hitbox and SSL's spread is quite wide, you can kill up to 12 units per a shot if you collect a horde and shoot it from a big distance. Point blanks usually result in killing just 1 jackalope because all the bullets fly at the ground spot where it was running.
3) The map gives you plenty of time to kill all the enemies with SSL while waiting for the exit door to open.
Some people say they couldn't get 100% upon killing all the enemies. I have 2 ideas why this happens:
1) One jackalope hits another one with its melee attack and some specific logic is not applied by the game because they are not monsters, but user-defined entities,
2) Runic Stuff weapon kills a jackalope with a falling launched rune which, in theory, is an irregular projectile, but it produces a regular projectile's blast attack which has the player's pointer and counts towards his kills.
It's possible to take a secret map by revealing a blue key behind a secret, open a door with it, it takes to a special part of the map where you solve a puzzle... 2 puzzles in order to open the secret exit. Episode UV-Max requires beating secret maps, so you will see one more map. It's quite easy.
Sometimes speed orientation may be harmful because I sometimes ignore grabbing former humans' souls. They disappear when their animation is over. Hope it won't provoke the lack of soul ammo.
When Soul Launcher is not available, soul bow is better at killing individual enemies while steel launcher is better at killing weak couples (4+ monsters per a shot), but once you have it, there's little point in using any of those.
Soul Launcher is basically a faster Soul Bow. You shoot 1 projectile per 12 tics (ReFire state). If you let the fire button go, it takes 12 tics for it to reach its Ready state. With a bit of manipulations, we deal ~2.5 times more damage per minute than we do with Soul Bow.
Fortunately, the map lets you build an optimal route pretty easily.
Such monsters, as Husks and Imps, have their "mean" copies now. They have more health and move faster.
Eyeballs are basically lost soul replacements.
Due to the lack of monster slots, some enemies are programmed as custom things. That's why they cannot infight.
It also features a new concept of delayed door openings, but, unlike barrels that hit Voodoo dolls in outer closets, this one doesn't hurt you. You cross a linedef, a platform with a hit-scanner dummy rises up and shots a wall that opens doors.
The ending room is questionable, but I tried my best in manipulating good damage rolls.
Fist attack is now a sequence of 3 punches. Pretty flexible for TAS, for speed and damage manipulations.
SSL takes 3 tics before fire, reloading takes 66 tics (to ReFire state) or 70 (to READY state). Deals ~145 damage. As a result, this weapon has the least damage/sec in the game. I don't know where I will use it besides E1M9.
My activities would begin much earlier, but I was waiting for the final release and Episode 4. Turned out, it eventually moved towards a standalone release for GZDoom and that version didn't get acceptance from DSDA community, as a commerce content. Well, vanilla release still has 3 episodes and some bonus maps in Episode 4 slot.
To the map.
First 10 seconds were made in October 2021. Back than I took a wrong route: ran straight to the secret with the red key, found that it's slower and dropped it.
Recently, when v1.1.6 was finally confirmed as the appropriate version for speedrunning, I decided to revisit it. After all, the first map is quite small.
It has only one secret, the sector with the red key behind the waterfall, which lets you open the door to the area with several former humans and an axe.
I don't like the crossbow it's potential is quite big, yet requires a big amount of time for manipulates. Here are it's characteristics:
1) It has very low firerate: one arrow per 30 tics.
2) It also has a wide damage interval: 12, 24, 36, ..., 108.
3) Arrows are projectiles. Hence, its damage relies on RNG index.
Once upon a time ChillyWilly mentioned his port in Doom 32X Resurrection thread. I found just a few videos on YouTube which didn't really show its quality, which disappointed me. But what shocked both of us, was that I mistook the words and called the port "mediocre" instead of "unpopular". Sure thing, I apologised for that.
Now I finally took my computer from my former home and thought of trying the game out. I can't influence its quality, but I can produce a non-usual video and give some popularity to the port.
I was playing the game mute because I don't have acoustic speakers yet. That's why there were some cases when I lose enemies when they enter other rooms. I've lost 2 enemies on E1F3 and 1 enemy on E1F7.
Timecodes:
0:00 - Starting
0:10 - E1F1
1:51 - E1F10
5:44 - E1F2
9:07 - E1F3
12:43 - E1F4
16:12 - E1F5
20:27 - E1F6
23:29 - E1F7
26:06 - E1F8
28:02 - Most boring secret in Wolf 3D
28:54 - E1F8
29:30 - E1F9
30:05 - Ending
I can't say what was the true reason of my disappointment. This wad doesn't look ancient like those released in 1994-95, but it still doesn't follow the formula of good mapping practices.
The pace is slow as hell when it comes to lifts.
To sum up, it doesn't look interesting neither to watch nor to speedrun.
0:00 - Map 1
0:18 - Map 2
1:03 - Slow lift going up
1:22 - Map 3
1:57 - Slow lift going down
2:23 - Map 3
2:44 - Very slow lift going down
3:10 - Map 4
First map has a timesaver in a co-op run. I'll explain it now.
Batman has to get on the train and spend some time running back and forth so the station would transform into a different one, imitating the travel. As soon as Batman get far enough from the entrance, it gets closed using Door Close Stay linedef. If someone blocks it, you can leave the train much faster and just wait for the wall to lower down and reveal the door.
I don't know if ACE Team made it intentionally to prevent enemies from getting anywhere near the train, but it made it impossible to perform this timesaver in a solo run.
I decided to use 2 smoke bombs to kill the Slum Lord by splash damage instead of one bomb because it takes 2 seconds for him to raise up, so I could touch his hotbox directly.
There was an option of what to take after killing him. I decided to pick up an armor instead of a medkit. It's complicated for me to do the planning because VirtualBox cannot handle 3D mode of Doom Builder, so maybe it makes sense to lose some time, but save a bomb instead.
-- Weapons --
Batarangs is a cool pistol replacement. It deals 8, 16, .., or 64 damage per a hit and, since it's a projectile, its damage relies on RNG. Making three batarangs deal more than 150 damage in total is a big pain in the butt.
Smoke Bombs act like rockets, but are thrown on a ballistic trajectory. Guess that's where Blood TC took the code from, for its dynamite weapon.
Maximum capacity is 480 ammo and one bombs takes 40 ammo, so you can have up to 12 bombs. Each weapon gives 4 bombs.
-- Enemies --
Terrorists function exactly as a Former Human, including its bad accuracy. Three variations have 40 hp.
Strake functions as a Demon and his attack is also delayed. Green pants variation has 150 hp.
Bane is simply a Lost Soul with MK3 Shao Khan's voice, with 140 hp and he has another "attack" that taunts you, basically giving you about a second for a free punch.
The gloves are delayed Doom fists, with the same damage interval (2..20). I'm surprised I got such a good sequence of damages by waving rapidly, without stopping to get a good damage roll of a punch.
After a long while, El Juancho proved it's actually possible to perform that zero-press, and I decided to give it another try. After 1 full day of brute forcing, I made it and examined it better.
My main oversight is that if a switch cannot be activated using .000000 trick, then zero-press is impossible. Usually it works if the distance doesn't exceed a specific number of map units, but sometimes it works if your target coordinate (either X or Y, in relation to the switch side) can vary by ±0.01. It takes 3-4 tics to brute force mashing small numbers of SR and SL.
As I found for the second time, it makes sense to kill the shotgunner (thing 74) and take the gun on your way in, to have your gun ready for removing an obstacle on your way out of the yellow key section. This time I got lucky - nothing was blocking my way on the stairs and I performed a wallrunning trick while in the air.
As a result, I moved from using Andrey Budko's slow-motion TAS, to using ELMLE's red key item grabbing trick, to performing a zero-press discovered by El Juancho.
P.S: the lighting is pretty bad on Software render here. Wish I could switch to OpenGL on VirtualBox.
Since libTAS can handle Ruffle, which launches Flash games in a similar manner as Adobe Flash Player, I thought why not give it a try. And damn! It works pretty fine, at least for old games which use Action Script 1 and 2.
Bush Shoot-Out was one of the first Flash games I played. I found it pretty cool and it's a good opportunity to beat it once again, in a new style.
If you have ideas how to make it more entertaining, please share! I will redo it anyway. Maybe I'll skip cutscenes
youtube.com/watch?v=MqzLkr5jMDM
Back then I was an unskilled doomer who discovered certain possibilities of PrBoom+ and wished to surprise the world. I got positive feedback despite all the flaws, but there was a valuable feedback too.
On the same day, Kraflab mentioned the void glide on Map 24, pointed at the right corner which should be used and even disclosed who discovered that trick - Zero-Master.
Since I was a noob, of course, I failed to perform it. Since I was a noname, I decided not to disturb Zero-Master about my problem. As a result, I dropped and left it as is.
In Discord channel, that glide has been being occasionally mentioned by people, but Zero-Master didn't comment on it. On March 13, 2022, Sayeth#9255 asked about that trick and I expressed my willing to perform it if I knew how. On March 29, Zero-Master responded to me and provided the demo how he executed that trick. It turned out, that was done without any rocket launchers or arbitrary boosts, by running into the corner.
So, I performed this void glide by repeating his conditions: I ran along the waterfall wall.
Basically, there is nothing much else to say. I wasn't trying hard to optimize my movement, but momenthum preservations and short wallruns are fine, I think.
It took me a long while to drive away to safety from both the war and conscription, but now I feel myself relatively confident: I can work, volunteer, donate to local charity and army funds and hope nobody will touch me.
Now, to Doom. Since I only had my enterprise MacBook Pro with me, I installed VirtualBox, so I could build Doom TASes. It took me 4 days to get prepared because some software refused to work due to low technical graphical limits.
My conditions were really artisanal:
1) Windows 7 was maximally optimised for weak hardware,
2) Only Doom Builder 1 managed to launch (GZDoom Builder Bugfix wasn't showing some thing placements)
3) XDRE was lagging,
4) I couldn't watch my demo with OpenGL render to see alive monsters and utilise walkcam, so I had to listen to all monsters by their IDs and notate alive ones.
I was surprised most things worked as planned. It takes much time to grab the SSG, so I decided to ignore it. The only time it would come in handy is when I was finishing the pain elemental (thing 75).
Some time was lost on the shotgunner that didn't wake up when I was passing by.
Ammo management was perfect. No excessive ammo.
The life goes on! Never cry too early!
====
IWAD: Doom 2
PWAD: Doom City
PWAD Name: DOOMCITY.wad
Map: Map 1
Category: UV Max, TAS
Skill: 4
Exe: XDRE 2.21
Recorded on: March 30, 2022
Time: 1:17.14
I wasn't making Doom TASes for a month, so I took something simple to refresh my XDRE skills. Even though it's an official game and every modern TAS must squeeze everying out and be super-jittery, I still put smoothness and watchability on the first place. Undoubtly, the time can be improved.
Most moments of the map was nothing, but RNG manipulations to make monsters leave the way.
The hallway and the room with the yellow key was sluggish because the section is turned at 45 degrees, resulting in square hitboxes blocking much more space.
I have doubts it's possible to make monsters NOT to occupy the narrow hallway on my way back, but who knows what magic can RNG do with them.
Fence glide was discovered by Looper, I can assume. It was used in Light_Speed's Episode 1 UV-Fast TAS.
Moved to public access because the submission didn't make it and TASVideos won't publish it in a better quality.
On Map 1, I forgot to open a secret under the artificial funeral arrangement "Rest in Peace" in the big room. It is not marked as a secret, but anyway, it gives a map and a stick of dynamite.
On Map 4, one line of monsters in the big outer closet couldn't leave it for some reason.
On Map 5, weapon shop and library secrets didn't trigger up because of tight sectors or maybe height differences.
On Map 6, one axe zombie was left behind in the first house. I don't know how I managed to consider its fake death as a real one xD
Blood TC was an ambitious attempt to reproduce Blood gameplay on Doom engine. It was made in 2006 , but then the devs decided to change the engine to ZDoom for more advanced and authentic experience which vanilla Doom couldn't provide.
blood-wiki.org/index.php/Blood_TC
Source port: DSDA-Doom 0.22.5
Timecodes:
0:00 - Map 1 (Cradle to Grave)
5:23 - Map 2 (Graveyard)
11:24 - Map 3 (The Sick Ward)
19:36 - Map 4 (This is Your Life)
23:21 - Map 5 (Mall of the Dead)
29:59 - Map 6 (Camp Crystal Lake)
34:51 - Intermission
35:07 - Map 7 (Hells Mouth Canyon)
43:21 - Some chill play (Doom 2 Map 8)
Originally, I recorded maps 26 and 27 separately, to divide the chronometry, but when map 30 was finished, I realized there were no music in the first video, so I decided to record the whole episode walkthrough as a whole one.
Map 28 is not perfect. I have no idea which linedef I had missed to reveal the last 2 revenants.
So concerns Map 29. One of the closets remained closed.
To finish Map 30, you should kill 3 "bosses". There are 4 of them in total: one at the beginning (Spider Mastermind), two more in the final room with teleports and the Icon of Sin (two Spider Masterminds) and one more in the closet outside of the map (Cyberdemon) which gets tele-fragged by one of Voodoo dolls after you activate the yellow keycard switch on the right. The left one triggers a barrel explosion reaction which reaches the Icon of Sin.
There are a lot of monsters walking around in closets, so it seems to be able to finish the map with 100% kills if, by some accident, all monsters get out of closets
Fail moments where I die or walk around were replayed.
Timecodes
0:00 - Map 26
21:43 - Map 27
50:22 - Map 28
57:51 - Map 29
1:20:40 - Map 30
Source port: DSDA-Doom 0.22.5.
Judgment WAD release thread: doomworld.com/forum/topic/125238-judgment-34-map-mbf21-megawad-final-version-now-on-idgames
Timecodes
0:00 - Map 21
8:23 - Map 22
20:33 - Map 23
29:04 - Map 24
41:01 - Map 34
43:45 - Map 25
Source port: DSDA-Doom 0.22.5.
Judgment WAD release thread: doomworld.com/forum/topic/125238-judgment-34-map-mbf21-megawad-final-version-now-on-idgames
Fail moments where I die or walk around were replayed.
Timecodes
0:00 - Map 16
3:58 - Map 17
22:03 - Map 18
31:26 - Map 19
44:16 - Map 20
Source port: DSDA-Doom 0.22.5.
Judgment WAD release thread: doomworld.com/forum/topic/125238-judgment-34-map-mbf21-megawad-final-version-now-on-idgames
Map 32 is a slaughter map and its balance on ammo to powerful weapons results in running around collecting breadcrumbs to fight back. A bunch of monsters was still missing. I was running around with Show Alive Monsters turned on behind the scene, but didn't find anything. Maybe there's one monster closet that didn't make it.
Such moments as where I die or pointlessly walk around were replayed.
Timecodes
0:00 - Map 31
6:21 - Map 32
Source port: DSDA-Doom 0.22.5.
Judgment WAD release thread: doomworld.com/forum/topic/125238-judgment-34-map-mbf21-megawad-final-version-now-on-idgames
Fail moments where I die or walk around were replayed.
Timecodes
0:00 - Map 11
7:51 - Map 12
15:20 - Map 13
23:41 - Map 14
35:42 - Map 15
Source port: DSDA-Doom 0.22.5.
WAD release thread: doomworld.com/forum/topic/125238-judgment-34-map-mbf21-megawad-final-version-now-on-idgames
Fail moments where I die or wander around were replayed.
Timecodes
0:00 - Map 7
6:44 - Map 8
12:10 - Map 8 (secret exit switch sequence)
14:10 - Map 33
19:44 - Map 9
28:18 - Map 10
Source port: DSDA-Doom 0.22.5.
WAD release thread: doomworld.com/forum/topic/125238-judgment-34-map-mbf21-megawad-final-version-now-on-idgames
Timecodes
0:00 - Map 1
3:32 - Map 2
14:27 - Map 3
23:05 - Map 4
32:04 - Map 5
41:40 - Map 6
Source port: DSDA-Doom 0.22.5.
WAD release thread: doomworld.com/forum/topic/125238-judgment-34-map-mbf21-megawad-final-version-now-on-idgames
The gameplay is pretty smooth. Sharp turns are avoided, except for a pair of homely moments. Bruteforces don't feature sharp turns as well.
Replay file and my comments on maps could be downloaded from here: dsdarchive.com/files/demos/ur/59163/urallx857.zip
Timecodes:
0:00 - Map 1
0:10 - Map 2
0:21 - Map 3
0:34 - Map 4
0:53 - Map 5
1:39 - Map 6
1:50 - Map 7
2:23 - Map 8
2:46 - Map 9
2:59 - Map 10
3:18 - Map 11
3:49 - Map 12 + Map 13
4:01 - Map 14
4:11 - Map 15
4:37 - Map 16
4:53 - Map 17
5:11 - Map 18
5:24 - Map 19
5:39 - Map 20
6:35 - Map 21
6:59 - Map 22
7:05 - Map 23
7:15 - Map 24
7:37 - Map 25
7:56 - Map 26
8:13 - Map 27
9:28 - Map 28
9:42 - Map 29
9:52 - Map 30
Looks like it's the first TAS Coop run in UV-Max category which beats a sequence of maps, not an individual one. At least, I haven't found one.
I caught some inspiration to try something new and decided to make this kind of run. Actually, I tried doing it once (youtube.com/watch?v=2hfclj3JaAc), but it was too complicated in terms of time/progress. I decided to control 2 players instead of 4 and Scythe was picked up as an easy WAD because the maps were small enough, so I could be sure I wouldn't abandon it due bad planning or the lose of inthusiasm.
Smoothness above speed and sharp turns.
0:00 - Map 1
Well, the objective here was to collect all the weapons, so I wouldn't lose much tempo on weapon switching on later maps. On the other hand, I had to pick up a chainsaw which, in contrast, made berserk sequences less dynamic.
I wasn't feeling good for spending a rocket on 2 imps, but it turned out later the rockets were not a big problem.
0:12 - Map 2
Here I felt the lack of ammo for the first time because it's impossible to pick up a weapon in multiplayer if you have it already. Fortunately, chainguns helped a lot, thanks to 50 starting bullets.
A tandem of Berserk and Chaingun works quite alright. No need for messing around trying to get a high damage for punches.
0:34 - Map 3
It took quite a lot of time to plan the actions. I was confused which monsters could be killed on the way to keys and switches without much time wastement.
Also, it was the first map I had to redo because of the crappy closet where it takes ages for all monsters to get out.
The only SSG on Map 3 was just in front of the exit switch, so only one player got it.
0:54 - Map 4
Another inconvenient placement. This time, it's the Plasma rifle. But both player had to pick it up because it was the only one in the whole episode and it gives one extra BFG shot.
And I had to redo this map because I didn't expect that useless shotgun near the red key to be a secret!!
1:12 - Map 5
This map was made for co-op. 2 separate sections, 2 players and they join each other in the end. The random was not on my side this time. When I finished that map, I breathed a sigh of relief.
Love that moment when on the right section in the switch room, an imp threw a fireball at the barrel, it exploded, pushed another barrel and it killed that imp.
1:32 - Map 6
Another map which took quite long to plan. Luckly, I found that the bridge that takes you to the room with hell knights and shotgunners takes too long to raise up and lift you up.
The conclusion was respective: one player takes a berserk and wallruns across the pit and another one cleans everything on the ground and uses that sluggish lift to catch up.
Ending sequence was great. Player 2 blasts from the BFG and Player 1 kills the remaining monsters. It was unexpected for me that Player 1 would reach the final room in time.
1:56 - Map 7
BFG came in handy to destroy 4 mancubi to launch the gate for arachnotrons. Too bad I couldn't kill all the pairs in 5 rockets, not in 6, like usual.
By this time, the demo was lagging already it took longer to reverse individual parts of it. XDRE savepoints became useless because they randomly spoil the input while you build it.
2:08 - Map 8
Openning the gate was quite useful in co-op despite the obvious shortcut. I could have saved 1-2 secs if I wouldn't concentrate on mancubi at the beginning.
Was a little upset for not killing all 6 chaingunners at once, even though it wouldn't save any time.
2:37 - Map 9
Another map which I had to redo because of useless secrets.
It was obvious that spending time on the blue key is not the fastest strategy. Fortunately, the boxes and the window near the yellow key lets one get to the switch without openning the blue door. Plasma gun had found its purpose.
3:03 - Map 10
We'll keep on fighting till the end!
Was a little hard to roll high BFG ball damages.
- Summary
The planning could be better, I guess, but can't say for sure which moments I'd like to remake. I wish I could swap the players or share inventory between then.
Placing secrets on visible area which the player could ignore because of unnecessity breaks the concept of "secrets" in Doom. They thought the secrets MUST be placed somewhere for God's sake. As a result, I had to rebuild input for several maps.
Time spent on building: ~50 hours.
Looks like it's the first TAS Coop run in UV-Max category which beats a sequence of maps, not an individual one. At least, I haven't found one.
I caught some inspiration to try something new and decided to make this kind of run. Actually, I tried doing it once (youtube.com/watch?v=2hfclj3JaAc), but it was too complicated in terms of time/progress. I decided to control 2 players instead of 4 and Scythe was picked up as an easy WAD because the maps were small enough, so I could be sure I wouldn't abandon it due bad planning or the lose of inthusiasm.
Smoothness above speed and sharp turns.
0:00 - Map 1
Well, the objective here was to collect all the weapons, so I wouldn't lose much tempo on weapon switching on later maps. On the other hand, I had to pick up a chainsaw which, in contrast, made berserk sequences less dynamic.
I wasn't feeling good for spending a rocket on 2 imps, but it turned out later the rockets were not a big problem.
0:12 - Map 2
Here I felt the lack of ammo for the first time because it's impossible to pick up a weapon in multiplayer if you have it already. Fortunately, chainguns helped a lot, thanks to 50 starting bullets.
A tandem of Berserk and Chaingun works quite alright. No need for messing around trying to get a high damage for punches.
0:34 - Map 3
It took quite a lot of time to plan the actions. I was confused which monsters could be killed on the way to keys and switches without much time wastement.
Also, it was the first map I had to redo because of the crappy closet where it takes ages for all monsters to get out.
The only SSG on Map 3 was just in front of the exit switch, so only one player got it.
0:54 - Map 4
Another inconvenient placement. This time, it's the Plasma rifle. But both player had to pick it up because it was the only one in the whole episode and it gives one extra BFG shot.
And I had to redo this map because I didn't expect that useless shotgun near the red key to be a secret!!
1:12 - Map 5
This map was made for co-op. 2 separate sections, 2 players and they join each other in the end. The random was not on my side this time. When I finished that map, I breathed a sigh of relief.
Love that moment when on the right section in the switch room, an imp threw a fireball at the barrel, it exploded, pushed another barrel and it killed that imp.
1:32 - Map 6
Another map which took quite long to plan. Luckly, I found that the bridge that takes you to the room with hell knights and shotgunners takes too long to raise up and lift you up.
The conclusion was respective: one player takes a berserk and wallruns across the pit and another one cleans everything on the ground and uses that sluggish lift to catch up.
Ending sequence was great. Player 2 blasts from the BFG and Player 1 kills the remaining monsters. It was unexpected for me that Player 1 would reach the final room in time.
1:56 - Map 7
BFG came in handy to destroy 4 mancubi to launch the gate for arachnotrons. Too bad I couldn't kill all the pairs in 5 rockets, not in 6, like usual.
By this time, the demo was lagging already it took longer to reverse individual parts of it. XDRE savepoints became useless because they randomly spoil the input while you build it.
2:08 - Map 8
Openning the gate was quite useful in co-op despite the obvious shortcut. I could have saved 1-2 secs if I wouldn't concentrate on mancubi at the beginning.
Was a little upset for not killing all 6 chaingunners at once, even though it wouldn't save any time.
2:37 - Map 9
Another map which I had to redo because of useless secrets.
It was obvious that spending time on the blue key is not the fastest strategy. Fortunately, the boxes and the window near the yellow key lets one get to the switch without openning the blue door. Plasma gun had found its purpose.
3:03 - Map 10
We'll keep on fighting till the end!
Was a little hard to roll high BFG ball damages.
- Summary
The planning could be better, I guess, but can't say for sure which moments I'd like to remake. I wish I could swap the players or share inventory between then.
Placing secrets on visible area which the player could ignore because of unnecessity breaks the concept of "secrets" in Doom. They thought the secrets MUST be placed somewhere for God's sake. As a result, I had to rebuild input for several maps.
Time spent on building: ~50 hours.
Didn't have enough time to beat the WAD when the attention to it was at maximum. In case of hype, TASes usually come late when nobody expects it.
- Map 1:
Pretty short map. Yellow skullkey was not that trivial because any shot would wake up a demo that immediately teleports in and blocks the path to the key. Fortunately, the guard gave the way for me to run through.
Picked up a secret rocket launcher to be used for a shortcut on Map 3. If I didn't run for it and just waited for the bridge to raise up, I would have saved about 1,5 secs.
- Map 2:
It was really lucky there. There are a lot of monsters which can easily block your path. Killing a chaingunner and a spectre in a single SSG shot was complicated. What took the most time is the manipulation of my actions so arachnotrons near the yellow key didn't attack me and let run though, because it was important to have enough health for Map 3.
- Map 3:
So, I finally did that rocket jump and saved about 8 secs from the bridge that's supposed to be raised up. Wasn't that hard.
- Map 4:
Key collection was a little tiring, but the luck was still on my side and monsters didn't try hard to stop me. Even though the run was smooth on turns, I had to shoot the arch-vile behind me, so I would have enough time to run away. Arch-viles in the exit room didn't spot me on time, so I had to pick up the regular route. I don't think I would have saved any time if any of them would start performing the attack as soon as I enter the room.
Then 1.4 version came out which brought... (drumroll) ... Cooperative and Deathmatch modes! Holy mother, that was unexpected. It got my enthusiasm and now I'm glad to present this video!
To begin with, it's easier to control 2 players than 4 players (youtube.com/watch?v=2hfclj3JaAc).
Second, the game feels pretty much consistent and the framerate jumps are rare, so frame-by-frame movie building is not that tedious. The main obstacle was the random, how much damage monsters receive and how they move around depending on the players' actions.
Third, Hangar is a small map which is good start to introduce such a mode.
As you see, both players have 41% (12 monsters) kills each. There are 29 monsters on the map, but 5 monsters didn't count towards any of the players, that are 4 zombiemen which died of barrel explosions near the exit room and a zombie in the main room on the stairs that was killed by a shotgunner.
Emulator used: Bizhawk 2.6.1 (using TAStuio tool)
Doom 32X Resurrection (by Vic): doomworld.com/forum/topic/119202-doom-32x-resurrection
Oh boy, it was quite complex! It was the first time I tried different RNG seeds to get a decent beginning of the game because it usually doesn't take long for Arch-Viles to attack me. Since I was naked (just 100 HP and no armor) and running on the open space for the whole run, I even had to shoot and deal damage to prevent those bastards from finishing me off.
Yes, the best option was to make Cyberdemons attack me and hurt Arch-Vile with splashes, so they would might back, but I could wait for them to finish their sluggish 3-rocket shooting.
The third exit switch was so tedious because an arachnotron nearby had shot so accurate its projectile somehow flew over arch-viles and hit me if I would run anywhere from the switch, so I had to stick in the corner for about 1 sec.
Surprisingly enough, I died two tics later after I finally used the final switch. Looks like those voodoo dolls on conveyor belts outside the map were made exactly for that purpose =)
WAD: Slaughterfest 2011
Filename: Sf2011v8.wad
Tags: UV-Speed, TAS
Walkthrough: Map 32
Source port: XDRE 2.20
Yeah, the map is kinda long and boring if you don't know where to go. You have to go twice through a long way to the room with a maze and 2 portals at the end, and also go once through a copy of the loud lifting room with a lift occupied by a mancubus. The map also has 3 teleports that lead to secret places if you go in from a specific side.
That fake section with a loud lifting room and a lift also features a tiny room with a spider mastermind, but the secret with a BFG provides a switch that activates crushers.
The music is great, by the way!
This TAS is my contribution to Freedoom speedrunning thread on Doomworld: doomworld.com/forum/topic/115275-freedoom-speedruns/?do=findComment&comment=2394917
Even though I spent about 10 hours on building it frame-by-frame, I still made 2 mistakes.
1. I forgot to kill 2 imps behind the demon wall in the room with a chair. I suspect demons would block my way out if I had stayed in the room for longer, but I've lost about 4 secs anyway. Fortunately, they were not far away from the battlefield.
2. I could use more advantage of gradually opening gates and lifts that guard yellow and red keycards and leave more monsters alive to kill them later.
Since monsters in the round hallway may block my way, I decided to play in pacifist until I cross sound-blocking linedefs.
I'm sure it's possible to take a good position so you would get to box's edges so closely that you X and Y momentum is enough to catch red keycard at once. However, my efforts were useless, but since it's possible to gain momentum of south and west walls, behind which the keycard was, I decided to brute-force .0000 position for X and Y positions instead. I've lost 1 second, but whatever.
Had to shoot on my way to the yellow key section to manipulate monsters' movements, but faced a blocking zombie on my way out.
Frankly speaking, I wasn't trying that much. If I make a D2ALL TAS by some miracle, it would be like that or worse.
The run itself is simple for a TAS. Just a 32-unit glide straight to the exit.
Nightmare difficulty was picked just to show off =)
Resonance WAD can be downloaded here: dsdarchive.com/wads/resonance
0:16 - E2M2
0:30 - E2M3
0:37 - E2M4
0:53 - E2M5
1:08 - E2M6
1:16 - E2M7
1:22 - E2M8
0:15 - E1M2
0:28 - E1M3
0:42 - E1M4
0:55 - E1M5
1:08 - E1M6
1:16 - E1M7
1:28 - E1M8
It was made by accident during a map testing while in Zombie glitch.
I can assume, the edge of my hitbox touched in-between 2 linedefs which let me get through the wall that I was going along. At the moment of touching I was walking forward. When it happened, I started run-strafing left and slided along the angeled wall until I get completely into the void.
Replay file is present.
Prehistory:
I was surfing YouTube and found that Saturn's Duke Nukem content is very poor, beside comparisons with PSX. No videos in a good quality, at best - 480p.
On the same day, FlitterSpace released his first Ion Futy TAS test video and this inspired me to finally try Duke Nukem 3D though I have been watching Duke videos for a long time.
Main comments:
This port is very specific. What I don't like in it is the delayed control. All my movement was made of predictions because I don't know where the camera will turn after I release left or right and it also sways. Same concerns movement, but it's more or less fine.
On the other hand, the framerate is more consistent. In most cases it stays on 30 fps, like in PowerSlave.
Saturn brings some miscellaneous features.
1) Damage randomization for bullets - its range is small, but I had to prevent situations when a trooper has to take one more shot because its health is 1 or 2 HP. Mostly, it concerns pistol with its damage 7-8. Trooper has 30 hp, so I need a sequence like 7+8+7 and take a pause to get 8 at the end and kill it.
2) Here troopers cannot pretend they're dead. If they fall on their knees, they'll eventually die and won't raise up regardless if you finish them or not.
3) All doors are sliding because Lobotomy devs didn't have enough time to implement those. That's why toilet doors are missing.
8 secs is possible if we take an IL run, but I had to wait for some time to finish the level at the same frame as I die to make it work.
Barrels have just 10 HP in this port, so you can destroy one in one shot. Pistol damage here is dividable by 4. It's 4, 8, 12, 16.
The glitch is explained here:
doomworld.com/forum/topic/122764-new-glitch-in-doom-gba-breaks-the-full-game-any-world-record-once-again
P.S: I named it "Dead Man Walking" to refer to the glitch in Max Payne 1 which has some similarities to this one.
P.S.S: I don't know when a full game TAS will come. I made this video just because of Trinity Sunday which makes Monday a day off (at least, for Ukraine). Unfortunately, I don't have much time on it, so the progress will be tardy for sure.
0:00 - Intro
0:18 - Gameplay
I decided to share Roebloz's newly made hack in my favorite style. BTW, John Romero himself nominated it for Doomworld's Cacowards. So I hope, it will get even more attention.
I still find the control frustrating. Also, I think NTSC version is too fast-paced. I also found that damage random is much wider than in any other version of Doom (even SNES stays behind it) which made damage manipulation difficult. Bullets, rockets, plasma projectiles deal unpredictable damage.
BFG is a real stress-test for the hardware. The framerate falls dramatically when it's time for ray damage calculations.
Ultimate Cacodemon boss was relatively easy to kill. With a bit of luck, you can stymie it, so it would receive most of the BFG rays damage. It has only 5000 hp.
0:00 Title, Main Menu
0:10 Map 1
1:13 Map 2
2:26 Map 3
4:09 Map 4
5:47 Map 5
7:31 Map 6 + Map 7
8:39 Map 8
9:37 Ending
--------
SIGIL ROM hack is made by Roebloz & Alex Pilipenko.
Made and recorded in Bizhawk 2.6.1.
All useful addresses can be found using RAM Search in 32X RAM memory domain.
0076A7 - Secrets found
00885B - Secrets total
00769F - Monsters killed
007833 - Monsters total
003DD44 - Ultimate Cacodemon's HP
Actually, it doesn't matter how good the source video used to be. YouTube compresses everything. Still, here they the specs.
Codec: Matroska Loseless
Resolution: 3086x2160 (upscaled native 320x224 to 4K using Nearest Neighbor filter).
Overall bitrate: 22,5 MB/s
Bizhawk TAS replay movie can be downloaded here: http://tasvideos.org/userfiles/info/71175621732303871
Official Doom 32X Delta mod thread (which contains SIGIL as well): doomworld.com/forum/topic/118090-sigil-released-doom-32x-delta/?do=findComment&comment=2299264
Download SIGIL hack (xdelta) for Doom 32X ROM here: romhacking.net/hacks/5732


