(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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Active player (434)
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hi,i would like to play doom using the modern fps controls(wasd strafe,mouse look),can someone tell me what version i have to download or what setup i need?
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Site Admin, Skilled player (1236)
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Okay, to whoever is going to publish it. Please PM me before doing so, I think we need to figure out all about resolutions on IRC all together.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Editor, Expert player (2460)
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grassini wrote:
hi,i would like to play doom using the modern fps controls(wasd strafe,mouse look),can someone tell me what version i have to download or what setup i need?
I recommend Prboom-plus for the most authentic, but highly customizable Doom experience. However, some custom maps may require Zdoom or some other source port. Zdoom introduces many extra features for the original Doom engine, like jumping, sloped terrain, scripting etc. I have very good experiences from both Prboom-plus and Zdoom. You can get source ports here: http://www.doomworld.com/classicdoom/ports/ Recommended content can be found from the Doomworld's annual Cacowards: http://www.doomworld.com/cacowards/ (There is plenty of high-quality content there!)
Active player (434)
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thanks,aqfaq!!
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Site Admin, Skilled player (1236)
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As it's accepted, I'm already looking into publishing it. But I have a question: does the ending music loop? Is the entire 1 loop included in the movie? If not, how can I extend it to do so? Or maybe I'd ask the author to do it (if only there's more music after this movie's end).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
AntyMew
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feos wrote:
As it's accepted, I'm already looking into publishing it. But I have a question: does the ending music loop? Is the entire 1 loop included in the movie? If not, how can I extend it to do so? Or maybe I'd ask the author to do it (if only there's more music after this movie's end).
I don't know if it loops in the ending, but if it does you can find the end of episode music here Also, from what I've gathered, prboom+ can: Output at higher internal resolutions. It doesn't simply upscale w/nearest neighbor, i.e. what Chocolate Doom does Dump with or w/o AR correction. Correction is done during rendering, so there's no blur from correcting while encoding, but then there's no option to view it at 320x200. Use music packs. Since Doom uses MIDI, the same music played on different hardware sounds different. Doom's music was composed on the Roland Sound Canvas SC-55, leading its playback to be considered the "canonical" playback. High-quality recordings of Doom's music on the SC-55 can be found here
Just a Mew! 〜 It/She ΘΔ 〜
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Is the platform going to be "DOOM" or "DOS"? If it's the former would that make every game that utilizes rerecording in this method be a separate platform?
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that's exactly what i understood,as the feature is built in on the doom port,it will be called doom
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Site Admin, Skilled player (1236)
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I think we must judge that by how wide is Doom speedrunning, and how many movies are going to be in that section if we choose a separate platform. Otherwise we should prefer consistency and just go with DOS.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
adelikat
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There would be a good number of movies, 4 episodes of doom I, doom II, and plutonia, UV and Nightmare modes. Also, there's a number of good hacks out there that are probably publish worthy.
It's hard to look this good. My TAS projects
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I like the idea of DOS though. D:
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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adelikat wrote:
Also, when did it become required that you end input early? This movie plays all the way until the real ending of the game, which is a completely valid choice. If anything, ending it earlier than this point is the controversial decision.
I was going off this Super Demo World any% run that was just published where (I can only guess that) the input ends while Mario is off-screen above Bowser, which causes Mario to fall on top of Bowser and take damage but hit him with the final Mechakoopa, beating the game. I'm guessing that the game "really ends" after 16:52.9 and that the taking damage and hitting Bowser wasn't included in the time or else that wouldn't have been there. I would expect this level of optimization out of all TASes... if not just for the sake of getting a lower time, even if it's just a handful of frames. DOOM is different though in that stopping the demo/input would cause the game to end prematurely. I do acknowledge this now that it I was reminded of it, so my initial comments and observations were wrong. So now let's just have null input until the game ends. But now the time should stop when input does, which would be when the game takes over. I wouldn't agree with discarding the null input and calling time early while still playing the game, though. I'm expecting to get my ass thoroughly handed to me on a silver platter about how I don't make the rules around here, I don't know anything about how timing runs work, and that my opinions don't count for jack but that's where I'm coming from...
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Actually there have been a number of debates about when a run is really "over" and thus when timing should stop. Many runners favor ending a run at the soonest point at which no further input is needed to end the game, which results in things like the Super Demo World example you cited, as well as the Gradius and Magician Lord runs where the player just kind of sits there through the entire final boss because it can't hurt them and eventually times out. Sometimes this makes for a more interesting run (setting things up so that input can end much sooner than it ought to be able to be); sometimes it makes for boring ones (the Magician Lord run was replaced with one that actually killed the final boss, largely because it took ages for the boss to time out). The most common other interpretation for when the run is completed is the point at which no further input can prevent the run from finishing (short of resetting or the like).
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foes: I've fooled around with the settings of glboom-plus and I think the following should be used to make it look and sound as original as possible but with the benefit of high resolution edges: -Use .kkapture -Set found secret message off (it's not there in vanilla) -Set show playback progress OFF -Set all filter options to none -Set highest anisotropic filter to 16 -Set multi-sampling to 6 -Set window res to max (2048x1536) -Use ogg sound pack of SC-55 The ending song loops, so either edit in the full song or extend the replay a lot longer to hear it all.
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Derakon wrote:
The most common other interpretation for when the run is completed is the point at which no further input can prevent the run from finishing (short of resetting or the like).
Input should end when no further input can make the game end faster.
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Here is a sample encode with the above settings: https://www.youtube.com/watch?v=YU04fDrY2zQ&feature=youtu.be
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feos wrote:
I think we must judge that by how wide is Doom speedrunning, and how many movies are going to be in that section if we choose a separate platform. Otherwise we should prefer consistency and just go with DOS.
I believe DOS won't cut it, because there are some awesome Doom mods that require a source port (like Zdoom) and those have little to do with DOS. Not counting user generated content (which in this case is often much better than the original content!), these are the official ID software publications: DOOM EP1 (9 levels) DOOM EP2 (9 levels) DOOM EP3 (9 levels) DOOM EP4 (9 levels) DOOM 2 (32 levels) FINAL DOOM - TNT: Evilution (32 levels) FINAL DOOM - The Plutonia Experiment (32 levels) Ultra-Violence and Nightmare runs for all = 14 runs! Pacifist and 100% runs for all = 14 runs! Possibly Tyson category (100% kills using only pistol, fist and chainsaw) = 7 runs? Total = 35 runs, not counting runs for user generated content. This is already more than there are games for Virtual Boy platform, which has its own section. I'd say let's have a DOOM section to keep the runs organized. However, what to do with possible Genesis/SNES Doom runs? I guess they should be kept in Genesis/SNES sections?
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Warp wrote:
One thing I might have missed in this discussion: Why are we even considering accepting a partial completion of the game? This completes only one episode of the game. It has four. This run, thus, does not complete the whole game.
For the same reason that an SMB run is not required to complete The Lost Levels as well. As was a common strategy for DOS Shareware games back in the day, the various episodes of Doom are in fact separate games, with the first one available for free and the others sold separately. That they all run on the same engine is immaterial; it is not uncommon for a sequel to use the same engine as an earlier game.
AntyMew
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Aktan wrote:
foes: I've fooled around with the settings of glboom-plus and I think the following should be used to make it look and sound as original as possible but with the benefit of high resolution edges: -Use .kkapture -Set found secret message off (it's not there in vanilla) -Set show playback progress OFF -Set all filter options to none -Set highest anisotropic filter to 16 -Set multi-sampling to 6 -Set window res to max (2048x1536) -Use ogg sound pack of SC-55 The ending song loops, so either edit in the full song or extend the replay a lot longer to hear it all.
Why glboom? prboom with gamma 0 appears more accurate in terms of lighting
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I did notice the worse (brighter) lighting. Glboom is prboom by the way, and prboom won't capture in .kkapture, while glboom does. Next is the lack of anti-aliasing and anisotropic filter. If I can figure a way to fix the gamma, I'll edit my post. Edit: I thought I mention this to you about no capture with prboom yesterday, Anty-Lemon.
AntyMew
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Aktan wrote:
I did notice the worse (brighter) lighting. Glboom is prboom by the way, and prboom won't capture in .kkapture, while glboom does. Next is the lack of anti-aliasing and anisotropic filter. If I can figure a way to fix the gamma, I'll edit my post.
usegamma 0 in the config
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AntyMew
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I found out how to get the same lighting in glboom; 32Bit video mode, and in the config, useglgamma 0
Just a Mew! 〜 It/She ΘΔ 〜
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Noob question here. Is the built-in "-viddump" prboom-plus feature not good enough for encoding btw? It's quite thoroughly described in the usage.txt that usually can be found in prboom's folder.
AntyMew
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abyrvalg wrote:
Noob question here. Is the built-in "-viddump" prboom-plus feature not good enough for encoding btw? It's quite thoroughly described in the usage.txt that usually can be found in prboom's folder.
It doesn't record the screen melt between levels
Just a Mew! 〜 It/She ΘΔ 〜
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Thanks to Anty-Lemon, we found out that opengl doesn't do the sector lighting correctly ever, plus the sprite placement is a little off, so now the recommended settings is as follows: -Use .kkapture -Set found secret message off (it's not there in vanilla) -Set show playback progress OFF -Set GL surface for software mode -Set highest anisotropic filter to 16 -Set video 32-bit video mode instead of opengl -Set multi-sampling to 6 -Set window res to max (2048x1536) -Set usegamma to 0 in the cfg via text editor -Use ogg sound pack of SC-55 Here is a sample with those settings: Link to video
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