(Link to video)
Ultimate Doom - Episode 2 in 3:02.
This TAS was finished by Akse in November 2014. Aqfaq is now submitting it here on behalf of the author.
  • Aims for in-game time instead of real time (doesn't care about score tally screens)
    • Contains speed/entertainment trade-offs
  • Takes damage to save time
  • Abuses programming errors
  • Manipulates luck (weapon damage)
This run uses Skill 4, Ultra-Violence. This is the most common skill level used in the Doom speedrunning and TAS community.

Recorded with

GLBoom-Plus 2.5.0.4 & GLBoom-Plus 2.5.0.6 Beta
Doom Replay Editor 2.0 custom

How to playback the run?

There are at least three options:
1. The original Ultimate Doom v1.9. Use the following command line: "doom.exe -playdemo e2dq-302.lmp"
2. Prboom 2.2.3 (or later version). You just need the original doom.wad file, which contains the level data etc. Drag and drop the LMP file to the prboom.exe and the run should begin.
3. Eternity engine: "Eternity.exe -iwad doom.wad -playdemo e2dq-302.lmp"
You can find the various Doom source ports for your operating system here: http://www.doomworld.com/classicdoom/ports/

Aqfaq's comment about Strafe50

Strafe50 is always on. This means the player can turn while strafe running at max speed, which is supposedly impossible. It makes nearly no difference in the run (maybe a few frames), but makes recording the game A LOT easier (hours of work). Any sane person who makes Doom TASes should use it. IMO, this is technically less drastic than pressing left+right simultaneously, which has always been allowed. So, I think using strafe50 while turning is totally okay.

Quick level by level comments (Feel free to delete or edit these!)

E2M1

Damage is randomized, so RNG is manipulated to kill some monsters with two pistol shots.

E2M2

A switch is pressed from a strange position.

E2M3

When running alongside a wall that has a certain orientation, the player speed is boosted. A short wall glide can be seen here. Monster placement is controlled by not shooting and waking them up.

E2M4

I can't think of anything special to say about this level.

E2M5

Nice maneuvering in narrow corridors. Short wall boost near the end of the level.

E2M6

Wall boost. Rocket boost. And then something known as the void glitch: Some solid walls can be penetrated and the out of bounds area (or void) can thus be entered. Here the level design allows hitting the exit switch from beyond the level boundaries.

E2M7

Rocket boost to the exit.

E2M8

A direct hit from a rocket inflicts a range of 20 to 160 hit points of damage. RNG is manipulated to deal good damage to the boss.
MapTimeKillsItemsSecrets
E2M1 - Deimos Anomaly0:33.5724%0%0%
E2M2 - Containment Area0:13.970%0%0%
E2M3 - Refinery0:23.666%19%33%
E2M4 - Deimos Lab0:36.378%2%10%
E2M5 - Command Center0:25.230%0%0%
E2M6 - Halls of the Damned0:19.774%0%0%
E2M7 - Spawning Vats0:08.461%3%0%
E2M8 - Tower of Babel0:25.77100%0%100%
Total3:02

Truncated: A wild DOOM TAS appeared! Go! Truncated!
Truncated: I have uploaded the fixed version supplied by the author, which includes the ending. The levels are unchanged.
So, this run. It has had good viewer feedback, and is eligible for Moons category. It is also faster than any existing regular speedrun or TAS. The intermission screens are not skipped as quickly as possible, but that should easily be covered by the fact that it is timed in-game, and does this as a speed/entertainment trade-off. (I have added this tag above.)
The second question is about the difficulty level. Technically, Nightmare (NM) is the highest, and this is done on Ultra-Violence (UV). UV can be considered the highest "regular" difficulty, since NM was added at a later time (supposedly as a impossible joke difficulty), and plays very differently from what everyone is used to. In addition to the monsters respawning on NM, they also shoot faster projectiles, attack more often, and move faster. I think TASvideos has room for both. It should also be mentioned that due to the respawning, any 100% runs (which includes killing all enemies) should be done on UV.
About episodes in Doom 1 - all episodes are separate, and starting a new episode resets all your weapons and stats. Submitting them separately is OK. We will not accept single-level runs, though. For Doom 2, there are no episodes, and only whole game completions are considered for acceptance.
Long story short: accepting for moons category.
ADDENDUM: I was asked to comment on Strafe50 while turning. Aqfaq's reasoning is sound, it can be compared to left+right. It is not possible to press normally, but it can be accomplished with a modified controller in both cases. The game accepts Strafe50 and turning as valid input when it receives it. This is not true for all input which can be sent, for example sending quicker running input than normally possible makes Doom go "Indigo: is turbo!" to warn viewers/other players that the player Indigo is cheating.
feos: Let's DOOM!

adelikat: Setting this to delayed. While it is has been judged as acceptable on a technical level, there's still some details to work out before this is ready to be published.

adelikat: Truncated did verify this on the original unmodified version of doom (running on dosbox). I want this to set a precedent for future doom submissions. Since the game itself is the one with the tools, we should be verifying against an unmodified doom for authenticity.

Truncated: I have added exact level times, extracted via -levelstat in prboom-plus. The times are always rounded down before being shown and summed up.
Also, setting this back to delayed :( until we have a decision of how to classify and handle Doom publications. Adelikat says the decision will come "soonish".

adelikat: Deciding to keep the SystemID as "DOOM", but on the Movies list, we will lump it with DOS movies, setting it back to accepted
feos: I'm back!
feos: Movie with extended input Userfiles/Info/68378758219639038

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TASVideoAgent
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This topic is for the purpose of discussing #4609: Akse's DOOM The Ultimate Doom "Episode 2" in 03:22.01
Editor, Expert player (2460)
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Location: Gone for a year, just for varietyyyyyyyyy!!
This run is great! Also, testing what actually happens when a Doom run is submitted.
adelikat
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Apparently when you submit it, it works...News to me :o
It's hard to look this good. My TAS projects
Editor, Expert player (2460)
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I see the message:
ALERTS POSSIBLY COMPROMISING MOVIE INTEGRITY:

    Skill 3
    1 players 
What does this mean? The skill level used in the run is Skill 4.
Joined: 12/7/2005
Posts: 149
Location: Sweden
Aqfaq wrote:
I see the message:
ALERTS POSSIBLY COMPROMISING MOVIE INTEGRITY:

    Skill 3
    1 players 
What does this mean? The skill level used in the run is Skill 4.
I guess it's the value of the byte encoding the skill level in the LMP format. 0 = ITYTD, 3 = UV, 4 = NM. The 4:43 timing seems off since the YouTube version is <4 min even with intermission screens.
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Well, that is new. Also holy hell, I wasn't aware you could OOB in Doom.
adelikat
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This isn't done on Nightmare, boo.
It's hard to look this good. My TAS projects
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No secret level?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Ferret Warlord wrote:
No secret level?
Kill the animals!!! (Cacos and barons.)
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i'd like the nightmare difficulty but it probably had good reason to not being chosen
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
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Nightmare is treated by the Doom community (and supposedly internally within iD) as more of a novelty or joke-difficulty, with Ultra-Violence typically being the standard "hardest difficulty". Hence how all the competition is in UV-speed or UV-max, with many pwad's having more competition in novelties like UV-Tyson than NM-speed. A Nightmare TAS would be very cool, but it's a very different game when all the monsters are -fast.
Tompa
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Interesting with some more Doom TASes! One thing... Wouldn't it be faster to be closer to the Cyber Demon for the final hit?
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Tompa wrote:
Interesting with some more Doom TASes! One thing... Wouldn't it be faster to be closer to the Cyber Demon for the final hit?
Or, could you save a couple of frames by starting with the rocket launcher instead of the plasma gun, firing rockets already from the main building, and making the cyberdemon walk into them?
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Is my life-long dream of seeing a Doom TAS finally coming into fruition? That being said, the rules say that the hardest difficulty should always be chosen unless there's a very good reason not to. In this case I don't see what that reason could be. On the contrary, choosing the nightmare difficulty would showcase the prowess of TASing. This run looks perhaps a bit too much like a regular segmented speedrun of the game...
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Regarding the cyber kill, it's very likely the better option to start with a plasma gun because that does a lot more damage to cybers. As for moving in closer, it might help slightly, but likely not enough to take the time down from 25 seconds to 24. He doesn't have much health to take the hit; also, I don't know if this is the case in this run, but he may have been at that distance to manipulate damage RNG. As for NM runs, I wouldn't go as far as saying it's treated as a joke-difficulty, but UV is the standard for competition, which is why most TAS runs for Doom is UV-Speed.
Akse
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shockblast4 wrote:
but he may have been at that distance to manipulate damage RNG.
Yes.
Doom is Eternal!
YaLTeR
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A TAS in a game category rather than a platform? o_O Does that mean I'll be able to get HL1 on here when the tools are done? Anyway, cool run! OoB in Doom? D:
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There are differences between ultraviolence and nightmare. In nightmare monsters respawn short after being killed, move and attack faster, and cheat codes are disabled, but it also doubles ammo. It could be argued that ultraviolence might be harder in a TAS as you have less ammo. Console ports and earlier versions of Doom didn't have a Nightmare difficulty, so in these versions Ultra-violence counts as the hardest difficulty. That said, I would prefer to see the run being played in Nightmare.
No.
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shockblast4 wrote:
Regarding the cyber kill, it's very likely the better option to start with a plasma gun because that does a lot more damage to cybers.
Well, you would fire the same amount of rockets, switch weapons, and finish by firing your cells.
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Fredrik wrote:
shockblast4 wrote:
Regarding the cyber kill, it's very likely the better option to start with a plasma gun because that does a lot more damage to cybers.
Well, you would fire the same amount of rockets, switch weapons, and finish by firing your cells.
I'm not certain how that would make much of a difference, since he'd still be firing the same number of shots. The improvements that seem most likely to me is some of the maps have are pretty close to 1 sec improvements (particularly E2M4 in 36.37 and E2M5 in 25.23), and the E2M6 void switch hit seems a bit slow.
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shockblast4 wrote:
Fredrik wrote:
shockblast4 wrote:
Regarding the cyber kill, it's very likely the better option to start with a plasma gun because that does a lot more damage to cybers.
Well, you would fire the same amount of rockets, switch weapons, and finish by firing your cells.
I'm not certain how that would make much of a difference, since he'd still be firing the same number of shots.
Because rockets move slower (slower than the player's movement in fact), you could potentially start firing them earlier and have the cyberdemon walk into them. Plasma projectiles are so fast that you have to run up and get the cyberdemon in your line of sight before firing. That's the theory anyway. It doesn't necessarily save time in practice here. By the way, if the final rocket does much more damage than necessary to get the kill, you could skip the last 2-3 shots with the plasma gun. Again a very minor thing, and something that Akse already appears to have accounted for, based on his comment.
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shockblast4 wrote:
Fredrik wrote:
shockblast4 wrote:
Regarding the cyber kill, it's very likely the better option to start with a plasma gun because that does a lot more damage to cybers.
Well, you would fire the same amount of rockets, switch weapons, and finish by firing your cells.
I'm not certain how that would make much of a difference, since he'd still be firing the same number of shots.
The implication is that you can start firing rockets sooner than you can start firing the plasma, assuming you can get the rockets to land, because you may be able to manipulate the Cyberdemon into walking into them. I.e. you fire from a location where you cannot even see the Cyberdemon (and thus probably can't use plasma because its faster travel time means it'd almost certainly miss), and then while the rocket is in flight the Cyberdemon walks into the firing path.
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Fredrik wrote:
shockblast4 wrote:
Fredrik wrote:
shockblast4 wrote:
Regarding the cyber kill, it's very likely the better option to start with a plasma gun because that does a lot more damage to cybers.
Well, you would fire the same amount of rockets, switch weapons, and finish by firing your cells.
I'm not certain how that would make much of a difference, since he'd still be firing the same number of shots.
Because rockets move slower (slower than the player's movement in fact), you could potentially start firing them earlier and have the cyberdemon walk into them. Plasma projectiles are so fast that you have to run up and get the cyberdemon in your line of sight before firing. That's the theory anyway. It doesn't necessarily save time in practice here. By the way, if the final rocket does much more damage than necessary to get the kill, you could skip the last 2-3 shots with the plasma gun. Again a very minor thing, and something that Akse already appears to have accounted for, based on his comment.
Possibly, although it doesn't seem like the cyber has much time to make it around the corner in this demo. It does seem like it might have been possible to wake the cyber up earlier.
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Are the intermission screens supposed to be that slow? I can't tell what source port you're using, but I would expect the intermission screen to immediately show the stats and move on just as fast. EDIT: Oh, it would help if I read the submission text. Never used GLBoom, but the question still stands. Should source ports even be used instead of "Vanilla Doom"? I also agree with firing the last rocket at the Cyberdemon at close quarters since you win no matter if you are alive or not. Furthermore, the frame where you fire that rocket should be the last input. You do a short sprint after you fire the last rocket that should be cut out.
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Itsbrown4606 wrote:
Are the intermission screens supposed to be that slow? I can't tell what source port you're using, but I would expect the intermission screen to immediately show the stats and move on just as fast. EDIT: Oh, it would help if I read the submission text. Never used GLBoom, but the question still stands. Should source ports even be used instead of "Vanilla Doom"? I also agree with firing the last rocket at the Cyberdemon at close quarters since you win no matter if you are alive or not. Furthermore, the frame where you fire that rocket should be the last input. You do a short sprint after you fire the last rocket that should be cut out.
PrBoom+ maintains very high compatibility with vanilla, and PrBoom+ (as well as tools based on PrBoom like DRE and XDRE) offer the most TAS features for Doom, which is why they are generally used for TAS. That is not true about E2M8 ending, if you die after the cyber dies, you don't finish the level, same for E3M8 (unlike the Icon of Sin for Doom 2). Also, any inputs afterwards make no difference on the final time, so I don't see why they would have to be cut out.
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