(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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Joined: 10/21/2012
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shockblast4 wrote:
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.
Maybe it's different in the port I use then... The inputs afterwards count against the TAS time, though. From what I understand, the TAS is timed until the last input, not the end of the game.
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Yes, TAS timing standards are based on the last frame needed to complete the game. It'd be preferable to end input with the last shot instead of dancing around. Is this run compatible with Vanilla Doom? I personally think that Vanilla should be the standard for this, in order to bring it as close to what the developer's created as possible; it's sort of like how our emulator developers are chasing after console accuracy. Note: Read the submission text first. Also, let me throw my hat in for testing between starting with rockets and starting with plasma. Either way, the last shot ought to be from right next to Cyber.
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The problem with ending input early is this: If the input ends, the game will exit. That is why it is necessary to keep recording input after the final shot.
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http://tasvideos.org/EmulatorResources.html I had a question about why there is "DOOM demo" in "Experimental" section. Now the question is answered. :)
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Yes vote for being fast-paced and going OoB in Halls of the Damned.
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Aqfaq wrote:
The problem with ending input early is this: If the input ends, the game will exit. That is why it is necessary to keep recording input after the final shot.
Hm, so it's a software limitation of the movie playback code in the game? Maybe the TAS timing calculations could be modified for Doom movies to ignore all null inputs after the last non-null input?
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Also, as a note: that kind of OoB in Doom is called a glide. The one in this run is actually done by most non-TAS runners in E2 or doom1 runs, but certainly not that fast. Lining up with the exit switch OoB is notoriously tricky.
Post subject: Re: #4609: Akse's DOOM Ultimate Doom "Episode 2" in 04:43.6
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Submission text wrote:
Aims for in-game time instead of real time (doesn't care about score tally screens)
Mind if I ask why? It's not like skipping the score tally is detrimental to your in-game time, so as it is it just looks sloppy to me.
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Is it really a good idea to publish a new platform that isn't a platform at all? Does this doesn't need to be able to publish it as a Windows or DOS game?
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Post subject: Re: #4609: Akse's DOOM Ultimate Doom "Episode 2" in 04:43.6
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Scepheo wrote:
Submission text wrote:
Aims for in-game time instead of real time (doesn't care about score tally screens)
Mind if I ask why? It's not like skipping the score tally is detrimental to your in-game time, so as it is it just looks sloppy to me.
By convention, pretty much no one has ever cared about real time in the 20-year history of Doom speedrunning (including 15 years of TASing), and viewers/other players generally appreciate being able to see the individual level times and scores.
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This was far more interesting to watch than I thought it would be. I credit that to the smooth and relevant camera movements.
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Kurabupengin wrote:
Is it really a good idea to publish a new platform that isn't a platform at all? Does this doesn't need to be able to publish it as a Windows or DOS game?
I'm more concerned that if other games with their own input file/method gets submitted they all become a new platform lol. I support publishing/categorizing it as a DOS/Windows TAS. :P
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I have a question about RamboBones' Doom 2 WR TAS. Which command/tool did he use as he was killing monsters while runstrafing without any turns? Was he turning extremely fast (I didn't notice this in the encode)? If it's not a cheat, why do it isn't used in the run? Link to video Your run is great! Yes vote.
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Dimon12321 wrote:
I have a question about RamboBones' Doom 2 WR TAS. Which command/tool did he use as he was killing monsters while runstrafing without any turns? Was he turning extremely fast (I didn't notice this in the encode)? If it's not a cheat, why do it isn't used in the run? Your run is great! Yes vote.
RamboBones used DRE to turn instantly for shooting like that (a modified version of it was used in this run). DRE allows for frame-by-frame editing of TASes (also known as building). Akse prefers to use smooth turns and only partially uses building in his runs.
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Hell yes for first submitted Doom TAS! Though i would like to see run done on Nightmare difficulty next time.
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Post subject: Re: #4609: Akse's DOOM Ultimate Doom "Episode 2" in 04:43.6
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Fredrik wrote:
Scepheo wrote:
Submission text wrote:
Aims for in-game time instead of real time (doesn't care about score tally screens)
Mind if I ask why? It's not like skipping the score tally is detrimental to your in-game time, so as it is it just looks sloppy to me.
By convention, pretty much no one has ever cared about real time in the 20-year history of Doom speedrunning (including 15 years of TASing), and viewers/other players generally appreciate being able to see the individual level times and scores.
Then we might be on the verge of a cultural clash here. To me it looks sloppy.
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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As for considering this a "new platform" of sorts, I have a question: Is there a way to verify the authenticity of the file? Is it possible to tamper with the file to make it do things that are impossible in actual gameplay? If it is possible, does this mean that we simply have to trust the submitter that the recording has been genuine?
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Samsara wrote:
Yeah, it's not like we've ever allowed an in-game time run with virtually no difference to the real-time run to be published based solely off of the fact that it's what the game's community cares about. That's just not something we do here on this site.
Except I'm talking intermissions and menu screens here, not in-game timers. It's not like that run lingers on the menu screen every time it gets opened up.
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.
adelikat
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I don't have a problem publishing this movie with "sloppy" score tally screens given that real time is a secondary goal. Having said that, a movie that shows more precision in those screens would certainly obsolete this one.
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Warp wrote:
As for considering this a "new platform" of sorts, I have a question: Is there a way to verify the authenticity of the file? Is it possible to tamper with the file to make it do things that are impossible in actual gameplay? If it is possible, does this mean that we simply have to trust the submitter that the recording has been genuine?
Yes, see http://tasvideos.org/Natt/Doom.html As long as the movement inputs don't exceed the legal range of values, the demo file simply consists of a sequence of controller inputs, and if doom.exe plays it back with desyncing, then the sequence could in principle have been provided by a player in real time. As was already noted in the submission, the demo uses "strafe50 on turns", which technically exceeds the legal input range. You can find discussion about this "feature" of the demo format elsewhere (for example, see this Doomworld forums thread). Strafe50 on turns should at most save a few frames compared to an optimal demo that does not use this feature, but using it simplifies TAS recording tremendously. It might actually be possible to "legally" achieve strafe50 on turns using a custom joystick that connects to Doom's little-known control API. I don't know if this was ever fully investigated. This wouldn't be allowed in human competitive play (ordinary strafe50 without simultaneous turning is allowed, but not custom drivers or controllers that automate strafe50), but might be considered OK for robot players.
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Warp wrote:
Is there a way to verify the authenticity of the file?
It can be done. The history of Doom speedrunning/TASing is so long that any broken file is easily spotted by the experts.
Akse
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shockblast4 wrote:
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.
E2M4 - 35sec should be possible via skipping plasma gun pick-up. E2M6 - 18sec is doable, yes, but it's gonna be a real pain in the ass. Edit:
adelikat wrote:
Having said that, a movie that shows more precision in those screens
If it means cutting them off completely, the answer is no. If it means making them the same length (let's say 50 tics/frames), i'll be doing it from now on. Unfortunately it can't be done with already finished ones, since cutting any tic off will desync the demo.
adelikat wrote:
would certainly obsolete this one.
That's bad.
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Can you elaborate on what's bad about optimizing the in-between stages? This is the norm around here, even when aiming for in-game time, real-time is optimized as a secondary goal (whenever it doesn't affect in-game time). To go against that will require a good reason and some discussion.
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The bad thing is that i already got three demos like that, all of which i'm going to publicate, and i can't do anything about that except redo the whole thing, which is not an option.
Doom is Eternal!
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