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"
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.
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
Joined: 4/17/2010
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Tried test uploads? What fps do you capture at? I had desync problems with HD upload of the other Doom, seemed to be fixed by using exactly 35 fps in kkapture and uncapping the framerate in the game IIRC.
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.
Joined: 4/17/2010
Posts: 11478
Location: Lake Chargoggagoggmanchauggagoggchaubunagungamaugg
Do you want me to also try this out? What resolution were you using?
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.
Joined: 4/17/2010
Posts: 11478
Location: Lake Chargoggagoggmanchauggagoggchaubunagungamaugg
Any news?
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.
Joined: 3/21/2015
Posts: 29
Location: 66th region, Russia
Wait, why did you use Doom 2 music? It's possible to get the correct tracks from Doom and Doom 2 packs and put them in the right order. For example:
MAP01 = D_E1M2 from Doom 1
MAP02 = D_E1M3 from Doom 1
MAP03 = D_E1M6 from Doom 1
MAP04 = D_E1M4 from Doom 1
MAP05 = D_E1M9 from Doom 1
MAP06 = D_E1M8 from Doom 1
MAP07 = D_E2M1 from Doom 1
etc.
I can make the whole music pack myself if you give me Doom 1 and Doom 2 SC-55 music packs. That won't take long.
No, I mean I thought it was Doom 1 music. I can't tell the difference
Anyway, I threw all the Doom 2 songs and all the Doom 1 songs in a wad and thought it would work. I have no idea how music wads are read
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Is the movie length reported wrongly? In the encode, it looks like there's gameplay until about 15:30, but the movie is being shown as having a length of about 14:06. If 14:06 is the in-game time, we don't usually put in-game time as the main one displayed.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically.
Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.)
Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html)
Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature!
Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Perhaps I'm getting spoiled by these Doom runs, but any chance we'll see runs in other categories? I love the -fast category but I imagine a TAS for every WAD in every category would be overwhelming.
So the encodes of the first two published Doom movies both have sound problems (of different kinds).
Not to denigrate the hard working people making the encodes, but perhaps it would be better to post the videos in the thread before publication so that others get a chance to review them.
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Light_Speed has made a -fast TAS for all Ultimate Doom episodes. I hope they get submitted here someday:
http://doomedsda.us/col415.html
The -fast category is basically 100% kills with harder monsters, so TASVideos might value it more than the regular 100% category.
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.
Sorry about that, I never bothered replying since there seemed to be a whole different discussion about framerates taking off from there, and since no one else had made a comment about the sound (and I wasn't the only one to notice the sound problem with the original encode), I figured it was evident that it had been fixed.
Joined: 8/22/2008
Posts: 118
Location: KUUSANKOSKI, Finland
Yay! It's always nice to see DOOM TAS.
Yes vote.
AS for the video - I don't know if it's possible, but a 3rd person view would be cool to see. Something like a camera view from above. Does any Doom port support different viewing angles when playing back demos?
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Not to denigrate the hard working people making the encodes, but perhaps it would be better to post the videos in the thread before publication so that others get a chance to review them.
It's the encoder's job to double-check it. There's a checklist which I keep in mind, but the wrong music playing isn't on it :U
I'd blame these problems on Doom encodes being new and very different from the usual encoding process. Once we refine the process and make an entry for the Video Dumping page you'll see a lot less of them
The -fast category is basically 100% kills with harder monsters, so TASVideos might value it more than the regular 100% category.
Right! Plus because they are way harder, watching speedruns in this category in general are the most entertaining. I guess I'm just worried that in a TAS, they won't look too different than -UVmax. Thanks for the link, though!
I see this TAS was made in the Ultra-Violence difficult level setting (the second highest difficulty).
For whoever is interested, here's a real-time speedrun (not TAS) made in the highest, nightmare difficulty setting, in single segment, played by Zero Master.
Link to video
It's a wild ride from the begin to the end, and this is an understatement.
Here's a couple of things where the nightmare level differs from ultra-violence:
-- Enemies and projectiles are a lot faster.
-- Enemies no longer have a reaction delay. When you're exposed, they start mowing you down immediately and not after half a second. This is especially a problem with the heavy-weapon dudes (chaingun guys).
-- Killed enemies respawn in a couple of seconds.
EDIT: As for the TAS, personally I think TASers should not attempt to compete with realtime speedrunners. As such, it makes no sense to use a lower difficulty level with the supposed rationale that that's what most speedrunners use as well. TASes are performance art. Use the highest difficulty level.
-- Enemies and projectiles are a lot faster.
-- Enemies no longer have a reaction delay. When you're exposed, they start mowing you down immediately and not after half a second. This is especially a problem with the heavy-weapon dudes (chaingun guys).
If you use Nightmare difficulty, you may won't manage to perform some tricks which can seriously, according to TAS, decrease the time. Let's take look at Realm map, (4:00 in published video). With Nightmare difficulty, Hell Knights will attack Doomguy so often and will take more time to go outside the lift area.
Also it's more difficult to manipulate RNG (excepting the high damage from Doomguy).
The same effect does the -fast command, but enemies won't respawn after the death.
TASing is like making a film: only the best takes are shown in the final movie.