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Appreciated, thank you.
Uhh...
For shits'n'giggles. It's a funny joke, which not even presented in this movie.
Maps 07,11 and 17 comes to mind. In other cases it's pretty tiny. Is it really so unbearable?
Yes. What makes a wad popular (at least on dsda)? The amount of demos recorded for it. Ksutra has 500, which is plenty. Why there are so many? 'Cause there's nudity in map30, right? Wrong. That's because it's fun to speedrun! Some tricks are intentional, others not. A well made TAS movie would entertain / please pretty much anybody and that's the beauty of it. Like tricks that allows to skip the entire level nearly instantly? There are maps like m02, m03, m04, m10, m28. Too fast? Maps m01, m16, m19 are here. Adore insane trickery? M17, m20, m24, m29 at your disposal. Prefer to run'n'gun accompanied by neat dodging? M07, m15, m26, m27 will certainly provide some action.
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KennyMan666 wrote:
What was up with that?
Fredrik wrote:
BTW, I think 'Cyberdemon (also AV) can open "coloured" doors.' is not quite accurate. The Cyberdemon is on the unlocked side, and any other monster in that place could have done the same thing.
Fixed.
Fredrik wrote:
The Doom 2 map27 trick where the AV opens the door while being on the locked side is different.
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Clumsydoomer wrote:
KennyMan666 wrote:
What was up with that?
They were not awoken. I'll explain the mechanism:
These barrels near the teleporters were put there in order to awake cyberdemons - when player shoots / punches them / etc, cyberdemons hear that and start walking around somewhere outside the map. When a certain linedef is crossed, they will be released and get teleported to that area.
But if you shoot BEFORE teleporting to that room with barrels (BFG shoots slowly enough), cyberdemons will not hear that and won't be able to teleport until you awake them.ere are many of them (outside TASVideos), including that Plutonia run I submitted.
Thanks.
Aqfaq wrote:
Hey, Akse, I think the music was too loud compared to the sound effects. Maybe lower the music by one step for your future videos?
Voting yes!
It wasn't intentional. I forgot to lower down the volume, sorry.
Okay, but then why 2 and a half months after such TAS's became acceptable?
Akse is just being polite by not crowding the submission queue with Doom submissions. It is a nice thing to do, because it gives the site encoders time to learn how to handle Doom submissions.
Yes, i don't want to overfill it. One movie at a time.
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Dimon12321 wrote:
Sorry for a question, but will you TAS the 1st episode? Is there any improvement in Andrey Budko's attemp?
If you guys really want it. Entryway did a fantastic job! It's nearly perfect and there's practically no room for improvement. But since there is a new trick in e1m8 that has been discovered i can try it.
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Truncated wrote:
I saw this on your youtube channel a while back and was wondering if you would submit it. Glad you did! I saw that you have done episode 4 as well, will you also be submitting that?
Hell yeah! I'll wait 'till this one get published, then i'll submit another one. I guess, it would too much otherwise.
Truncated wrote:
Two questions. When comparing to your previous TAS of episode 3, two levels are slower (though neither by a second):
- E3M2. 0:12.89 in new run, 0:12.74 in old. Probably because you pick up green armor, which is needed for rocket jump in E3M7?
Yes, it's because of GA.
Truncated wrote:
- E3M8. 0:07.86 in new run, 0:07.66 in old. I don't understand why. You say that you finish the boss with one shot, and the old TAS used two - but two shots seem to be faster? You have the ammo for it in the new version as well.
No, it's not two shots. In my e3dq310 i started to charge earlier. In this run i need time to switch from RL to BFG.
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Do this:
In PrBoom+: -iwad Doom2.wad -complevel 2 -warp 1 -skill 4 -record doom2m1(or whatever you like)
Record a few sec, then quit. Now you can load your demo with XDRE.
If you want to continue recording in PrB+ use this:
-iwad Doom2.wad -complevel 2 -recordfromto doom2m1a doom2m1b
Use "join" key to continue playing(options-setup-key bindings-demos).
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adelikat wrote:
You re-encoding anything is not necessary. Our publishers are going to make their own publication encode either way, and will adhere to strict standards as to when to end the encode. Providing your own encode when submitting is great, but adhering to those same standards isn't necessary.
Nice to hear. That leaves only one question: when?
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First: When it's gonna be published?
Second:
Truncated wrote:
feos wrote:
14256 is the frame where the ending song first loop ends.
But here rises a question: should we use that for all Doom submissions? It's not easy for the author to figure out the exact length, I did it by trimming the dump at different frames and comparing.
Neither way is consistent:
1) Cutting the movie at the last input doesn't allow the demo viewers to see the ending, and forces the publisher to extent the demo just to encode the ending. But it's the best practice regarding the site's time calculations.
2) Including the entire ending might be hard for the runners.
3) Including only a part of it just feels wrong.
(I numbered the options.)
I think option 1 is the best. We want to make it as easy as possible for players. Most of them are not regulars at TASvideos, and we already have a wall of rules which makes it hard for newcomers to join. It is better to make extra work for encoders (or, realistically, me, since I am the only one who answered the call to edit the movie).
In the publication description, put a note along the lines of "Note: The encode has been extended to include the full ending music. This is not present if you play back the movie in Doom."
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I already have encodes for episodes 3/4 (with "sloppy" intermissions and no end screen). May i use them or should i re-upload them? (i'd prefere the first one)
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adelikat wrote:
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.
Meaning episode 3 (and the rest) should have end screen?