(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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Banned User, Former player
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Would it desync if the record file were edited so that the level end screens were dismissed faster?
Joined: 6/9/2011
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Most of the time it shouldn't desync. I believe that speeding up the intermission screens should leave this particular movie in sync. There are special cases where that isn't true, and there are more of those in doom2 (for example, revenant rockets rely on the global frame counter).
Joined: 1/15/2014
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Warp wrote:
Would it desync if the record file were edited so that the level end screens were dismissed faster?
I just tested it and it did not desync for me (for this particular movie), although, personally, I prefer being able to see the actual level time for a level completed. I support standardizing the length of the intermission screens but making them instant somewhat hurts the aesthetic of a run for me. I suppose, specifically for submission to this site, it wouldn't be too hard to edit out all the intermission screens for demos that do not desync, though I would never make any of my Doom TASes have instant intermission screens otherwise.
Editor, Expert player (2460)
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Akse wrote:
i already got three demos like that
Don't worry. I think they are so good that they should be published anyway, no matter how the intermission screens are done. It can be considered a stylistic choice, which is totally acceptable and should be respected. Oh, what about the aesthetics of the ending screen? I think it should be standardized. Maybe let the ending text roll at its own speed and then let the final image stay for 10 seconds?
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shockblast4 wrote:
Warp wrote:
Would it desync if the record file were edited so that the level end screens were dismissed faster?
I just tested it and it did not desync for me (for this particular movie), although, personally, I prefer being able to see the actual level time for a level completed. I support standardizing the length of the intermission screens but making them instant somewhat hurts the aesthetic of a run for me. I suppose, specifically for submission to this site, it wouldn't be too hard to edit out all the intermission screens for demos that do not desync, though I would never make any of my Doom TASes have instant intermission screens otherwise.
Well, at least make it short but visible as done with punch out.
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i'm a little concerned with the strafe50,it does give a certain "analogically impossible" vibe off and,therefore, unplayable that way,it doesn't seem like the real doom had it,is that it?
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
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Strafe-50 is a part of original doom and is a major speedrunning trick. Basically, to do it, you need to simultaneously press and hold both the regular directional strafe button and the button that turns your turning into strafing (ALT by default). For some reason it makes your strafing speed higher in all versions of doom. However, you cannot turn while performing it (because you're holding alt), so usually in non-TAS runs it's done in situations where you have to run straight for prolonged periods of time. Technically, you can then stop str50-ing for 1 frame, do a regular strafe (which is called strafe-40) for that one frame, turn as far as you want, and switch back to str-50 in the next frame. Good players manage to use str50 even for short distances with lots of turns. As has been stated above, there's still some ambiguity about str50 being possible to do WHILE turning in the same frame. The feature to do it automatically was added to the main Doom TAS program by mistake, but nowadays it's speculated that you can actually do it by using some joystick driver or something. This TAS uses it under this assumption basically. I guess as long as it's not proven, the str-50-on-turns runs maybe should get obsoleted by the runs that do not rely on turning while using str-50. Or maybe not. I personally agree with the description and the analogy with left+right buttons that is presented there.
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Truncated wrote:
A wild DOOM TAS appeared! Go! Truncated!
Just to clarify it for newbies, this means that Truncated has now claimed the submission for judging.
Joined: 10/15/2010
Posts: 9
Ok, I gotta ask, but I can't seem to get this run (demo) to playback without desyncing. I'm using the latest version of PrBoom+ and this demo desyncs in both the regular PrBoom+ and GLBoom+. Happens the same every time. The desync becomes instantly apparent in Diemos Lab but honestly I think something is happening during the transition between Refinery and Diemos lab because that transition isn't nearly as quick as the rest. EDIT - may not be this run (demo) specifically. Some other runs I have are also desyncing.
As Is: SMB (04:57.31), SM64 (05:02.25), SMB2 (07:41.16), SMB2:LL (08:05.28), SMW (09:57.82), SMB3 (10:25.6) Some Day: SM64, SMB, SMB2, SMB2:LL, SMW, SMB3
Editor, Expert player (2460)
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DaFees wrote:
desyncs
Maybe you have a different version of the doom.wad file?
Joined: 10/15/2010
Posts: 9
Aqfaq wrote:
DaFees wrote:
desyncs
Maybe you have a different version of the doom.wad file?
Thank you, I compared my doom.wad file against those listed here, http://doomwiki.org/wiki/DOOM.WAD and as it turns out my file matched NONE of those there. Don't know how that happened but after getting a proper copy of the file everything works fine now.
As Is: SMB (04:57.31), SM64 (05:02.25), SMB2 (07:41.16), SMB2:LL (08:05.28), SMW (09:57.82), SMB3 (10:25.6) Some Day: SM64, SMB, SMB2, SMB2:LL, SMW, SMB3
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abyrvalg wrote:
Strafe-50 is a part of original doom and is a major speedrunning trick. Basically, to do it, you need to simultaneously press and hold both the regular directional strafe button and the button that turns your turning into strafing (ALT by default). For some reason it makes your strafing speed higher in all versions of doom. However, you cannot turn while performing it (because you're holding alt), so usually in non-TAS runs it's done in situations where you have to run straight for prolonged periods of time. Technically, you can then stop str50-ing for 1 frame, do a regular strafe (which is called strafe-40) for that one frame, turn as far as you want, and switch back to str-50 in the next frame. Good players manage to use str50 even for short distances with lots of turns. As has been stated above, there's still some ambiguity about str50 being possible to do WHILE turning in the same frame. The feature to do it automatically was added to the main Doom TAS program by mistake, but nowadays it's speculated that you can actually do it by using some joystick driver or something. This TAS uses it under this assumption basically. I guess as long as it's not proven, the str-50-on-turns runs maybe should get obsoleted by the runs that do not rely on turning while using str-50. Or maybe not. I personally agree with the description and the analogy with left+right buttons that is presented there.
do you mean it can't be done because of keyboard limitation(not accepting that many inputs)but theoretically it's acceptable input?
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
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I'm on the fence about the whole Nightmare thing. I can understand the argument for using the community standard. At the same time, TASVideo's standards are to use the hardest. Perhaps a compromise would be to publish this (as it certainly is entertaining!), but allow for a slower Nightmare run to obsolete this one if it's sufficiently optimized. Voting Yes.
adelikat
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Why not have both? I think UV isn't vaultable, by those rules it should be the hardest difficulty. But that's not really an issue here, as any decent TAS is going to be popular and entertaining.
It's hard to look this good. My TAS projects
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By the way, in case somebody doesn't know, tool-assisted speedruns for Doom existed long before Bisqwit created this site. Doom was the first game ever to be TASed, am I right?
Patashu
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UV and Nightmare are IMO sufficiently different that they both warrant a TAS.
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Spikestuff
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Aqfaq wrote:
Doom was the first game ever to be TASed, am I right?
Eventually we had enough of Doom and stopped playing it. A few months later, on December 1998, Andy Kempling a.k.a Aurican released a modified version of the Doom source that made it possible to record demos in slowmotion and in several sessions (by having the ability to play back a demo and at any point during playback, "take over" and continue the recording from that point). We thought it would be interesting to try it to make some demos using it, to see how much better and faster we could do them, compared to our previous demos, that were recorded normally.
Yup.
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+fsvgm777 never censoring anything.
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grassini wrote:
do you mean it can't be done because of keyboard limitation(not accepting that many inputs)but theoretically it's acceptable input?
It's definitely impossible to produce such an input with keyboard. It's difficult to say anything more than that. The question about such input being acceptable is still open. However, I haven't followed doom scene for several years, so i might be out of the loop. The only remotely relevant thing i can remember off the top of my head is this: http://doomwiki.org/wiki/External_control_driver
Akse
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I've fixed the issue (intermission screens) for Episode 3. I can do the same for this one. Should i?
Doom is Eternal!
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Akse wrote:
Should i?
If it is not too much trouble, then I'd say go for it. Also, the ending text/image should look as clean as possible, so if you can fix that too, it would be cool. It should be made as if the audience had never seen it before, so maybe let the text roll slowly and then keep the final image for a few seconds before stopping recording?
Akse
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Aqfaq wrote:
Akse wrote:
Should i?
If it is not too much trouble, then I'd say go for it.
Done. What should i do with it?
Aqfaq wrote:
Also, the ending text/image
I was thinking about cutting it off entirely.
Doom is Eternal!
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i'm waiting for Nightmare to replace this someday
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
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Akse wrote:
Done. What should i do with it?
You can upload the edited file somewhere, like here: http://tasvideos.org/userfiles One of the site editors can then replace the submission with it.
Akse wrote:
Aqfaq wrote:
Also, the ending text/image
I was thinking about cutting it off entirely.
Nooooooooooooooooo! Each episode has a different piece of art at the end. Some of the images are actually quite cool. It would be nice to include them. Including the ending/credits is a TASVideos standard, anyway.
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Would it be possible to modify the game engine so that ending the input file doesn't end the game? This way ending at the earliest possible moment would become a non-issue.
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