Final Doom: The Plutonia Experiment in 12:41.
This TAS was made by Clumsydoomer and submitted by himself.
  • 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, monster action)
This run uses Skill 4, Ultra-Violence. This is the most common skill level used in the Doom speedrunning and TAS community.

Recorded with:

PrBoom-Plus 2.5.1.4test
XDRE 2.06

Playing back the run

1. You can play back this demo in any Vanilla Doom-compatible port, e.g. Chocolate Doom, Eternity, PrBoom, PrBoom-Plus. Use the following commands: yourexe.exe -iwad plutonia -playdemo 30pl1241.lmp
- Example for PrBoom-Plus, which I use: prboom-plus.exe -iwad plutonia -playdemo 30pl1241.lmp

2. You can play back this demo in Vanilla Final Doom. Use the following commands: plutonia.exe -playdemo 30pl1241.lmp"
You can find the various Doom source ports for your operating system here: http://www.doomworld.com/classicdoom/ports/

Used tools

  • Permanent SR50
  • Gametime slowdown
  • Savestates
  • Precise frame-by-frame building via XDRE

Used tricks and glitches + commentary

  • Rocketboosting (map04, map06, map07, map09, map14, map15, map17, map25, map26, map27, map28). Just shoot a rocket to nearest wall and it's done.
  • Guided gliding (map05, map21, map23, map25, map29). Some of them are instant, but they all are pretty easy.
  • Guideless gliding (map03, map08, map09, map13, map19). The instant ones like in map03, map08 and map18 require extremely precise movement and are impossible without tools' assistance.
  • Double-sided impassable line gliding (map07). Most random trick of all.
  • Arch-vile jumping (map15, map16, map18, map24). Requires a bit of monster manipulation.
  • Wallrunning, thingrunning (pretty much on every map). Most common and easy trick in Doom games.
  • Door boosting (map22, map28). Requires very precise movement.
  • Pressing switches through walls (map06, map22). Some of the switches required very precise positioning, but some didn't.
  • Deathslide - suiciding in order to reduce doomguy's height (map17). Dead doomguy can slide under small gaps and activate triggers, but can't move.
  • Teleport "unstuck" trick (map14, map27, map28). If you get shot / boosted right after teleporting, you won't have to wait for doomguy to "unfreeze" himself.

Time (without tally screens)

MapTime
MAP01: Congo 0:06'63
MAP02: Well of Souls 0:42'97
MAP03: Aztec 0:37'97
MAP04: Caged 0:33'77
MAP05: Ghost Town 0:19'97
MAP06: Baron's Lair 0:40'97
MAP07: Caughtyard 0:14'80
MAP08: Realm 0:12'94
MAP09: Abbatoire 0:31'97
MAP10: Onslaught 0:17'54
MAP11: Hunted 0:43'63
MAP12: Speed 0:06'94
MAP13: The Crypt 0:11'83
MAP14: Genesis 0:14'94
MAP15: The Twilight 0:18'97
MAP16: The Omen 0:18'91
MAP17: Compound 0:05'63
MAP18: Neurosphere 0:05'97
MAP19: NME 0:11'91
MAP20: The Death Domain 0:35'97
MAP21: Slayer 0:02'91
MAP22: Impossible Mission 0:41'97
MAP23: Tombstone 0:59'74
MAP24: The Final Frontier 0:11'74
MAP25: The Temple of Darkness 0:10'97
MAP26: Bunker 0:38'69
MAP27: Anti-Christ 0:41'97
MAP28: The Sewers 1:11'97
MAP29: Odyssey of Noises 0:57'66
MAP30: The Gateway of Hell 0:14'91
Total time12:41

Author's Youtube channel: http://www.youtube.com/user/5doomer

Truncated: Judging!

Truncated: Good viewer feedback, very well played as far as I can tell, and beats all known records (with the exception of a marginally faster MAP12 strat which requires you to die). It also syncs on the original Doom executable. Therefore, accepting to moons category!
As with the other Doom submission, this has to be put to delayed, since we currently don't have a way to handle Doom publications.

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

AntyMew: Processing...

Truncated: Movie file replaced with version cut after last input.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15544
Location: 127.0.0.1
Player (120)
Joined: 3/21/2015
Posts: 29
Location: 66th region, Russia
Hello everyone, just another newcomer here. If there's something incorrect in this submission, just tell me and I'll fix it. Some of tally screens (map01-map04) are pretty long, but it can't be fixed because monsters' behaviour depend on total frame count. Sorry about that. PS: English isn't my first language. Sorry if there are any mistakes.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3570)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
I found that super entertaining! Thanks! Got a Doom 2 TAS laying around? :)
It's hard to look this good. My TAS projects
Player (120)
Joined: 3/21/2015
Posts: 29
Location: 66th region, Russia
No, sorry. A guy named Xepop was working on it and showed great results, but he didn't show up for a while. His run used very sharp turns and looked kinda dirty, though.
Joined: 3/30/2013
Posts: 6
Love that these Doom runs are coming out. Very entertaining and seemed very smooth with the bobbing and weaving for days. Exp liked the death to end the one level to start with 100 fresh.
Joined: 5/13/2009
Posts: 141
Holy crap! My jaw was on the floor at the end of Compound and didn't get picked up until the end. YES
Techokami
He/Him
Joined: 6/23/2008
Posts: 160
Using death to save time? Impressive! Yes vote.
Joined: 12/7/2005
Posts: 149
Location: Sweden
Voted 'yes' with the fury of a berserk space marine.
Post subject: Recommended screenshot.
Editor, Expert player (2478)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
WOAH!
Joined: 10/21/2012
Posts: 16
An expertly choreographed work of art, showcasing all of the tricks that make Doom TASes a must-watch. From monster manipulation, projectile manipulation, and abuse of the "suicide exit" (http://doomwiki.org/wiki/Suicide_exit) ... this run truly exemplifies what a TAS is really about: Pure. Unadulterated. Raw speed. Solid 'Yes' vote.
Experienced player (675)
Joined: 2/5/2012
Posts: 1786
Location: Brasil
too fast to comprehend,voted no.Loljk doom is too good and so are you! EDIT: i can't help but notice the SR50 setting is different from the last run,doom players should discuss the standards eventually
TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
The colors in that encode are horrendous. Is that normal?
Player (120)
Joined: 3/21/2015
Posts: 29
Location: 66th region, Russia
Maybe. I used -viddump command with PrBoom-Plus this time, not GlBoom. You can minimize the window when it's working and everything will be fine, GlBoom-Plus will corrupt the file if you minimize its window.
Joined: 12/7/2005
Posts: 149
Location: Sweden
I guess the bad colors are due to using a high gamma?
Player (120)
Joined: 3/21/2015
Posts: 29
Location: 66th region, Russia
Yes, I prefer using highest gamma level because there's too much sunlight in my room and I can barely see things on the monitor + there are no curtains in my room. BTW, thanks for all these kind words! :D
TAG
He/Him
Joined: 2/9/2014
Posts: 407
Location: In Oblivion
fuck yea, this was nice to watch. I guess the enemy manipulation could be a little better. but I am only a semi-noob at this game ;0 8/10
I’m sorry. Really I am... I am so sorry for what I did. Forgive me.
Joined: 5/8/2010
Posts: 177
Location: Entropy
I'd love to see a Doom 3 TAS run sometime, I'm sure it would look epic just like this run. Lets hope there a good Doom 4 in the works as well.
Editor, Skilled player (1438)
Joined: 3/31/2010
Posts: 2107
Looks like this site is doomed. Very great run anyhow, voting yes.
Spikestuff
They/Them
Editor, Publisher, Expert player (2631)
Joined: 10/12/2011
Posts: 6435
Location: The land down under.
[2015-03-30 23:12:17] <Atma> still only ultra violence
[2015-03-30 23:12:25] <Atma> how weak willed
Anyways, on the lighter note. Yes Vote.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
Clumsydoomer wrote:
Yes, I prefer using highest gamma level because there's too much sunlight in my room and I can barely see things on the monitor + there are no curtains in my room.
I think you should turn the gamma to normal when capturing the video. It makes it look horrible.
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
Am I among the few in the world who believes that a Doom speedrun that doesn't cover the secret levels is incomplete?
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.
Player (120)
Joined: 3/21/2015
Posts: 29
Location: 66th region, Russia
In UV-max runs (100% completion) they are required, but in UV-Speed (fastest completion) they usually are just a waste of time. But there are many different opinions about it...
Experienced player (675)
Joined: 2/5/2012
Posts: 1786
Location: Brasil
i found that very complete,but i'd still like some answers about the default settings for speedrunning doom, i think the other run had different settings EDIT: 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" Assuming you are a Windows user, get Prboom here: http://sourceforge.net/projects/prboom-plus/files/prboom-plus/2.5.1.3/prboom-plus-2.5.1.3-win32.zip/download 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. -- IS THIS THE SAME?
TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Active player (279)
Joined: 4/30/2009
Posts: 791
Crazy run, yes vote from me :) With all the recent attention to early FPS games, would love to see some TASes of Hexen and Heretic happen at some point
Dimon12321
He/Him
Editor, Reviewer, Experienced player (595)
Joined: 4/5/2014
Posts: 1217
Location: Romania
How much time did you spend on making this? Yes vote, btw!
TASing is like making a film: only the best takes are shown in the final movie.