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.


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Anty-Lemon wrote:
YT encode is being ass. The dump is fine, but the encode has some lag problems. At some specific places it drops a lot of frames, then boosts the fps way up for a short time to compensate. Sometimes it even temporarily halts the audio at the high fps, which doesn't occur in audio_youtube.ogg. I honestly have no idea what would happen if it were uploaded to youtube; it sounds like vfr, or even just my comp lagging, but neither of those make sense since it's a YT encode and it happens consistently. Though I'll be honest that I haven't been having this problem for a whole month.
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.
AntyMew
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feos wrote:
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.
35.0, capped. Haven't done a test upload yet
Just a Mew! 〜 It/She ΘΔ 〜
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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.
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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.
AntyMew
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Everything's done and uploaded. Or at least it would be if I hadn't miscalculated the time and not noticed until after I deleted my dumps.
Just a Mew! 〜 It/She ΘΔ 〜
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2866] DOOM Final Doom "The Plutonia Experiment" by Clumsydoomer in 14:05.96
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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.
AntyMew
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Clumsydoomer wrote:
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.
What? I thought that's what I did
Just a Mew! 〜 It/She ΘΔ 〜
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This encode uses Doom 2 music.
AntyMew
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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
Just a Mew! 〜 It/She ΘΔ 〜
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Nope. You have to rename Doom tracks and put them in wad. This is the list: D_E1M2 -> D_RUNNIN D_E1M3 -> D_STALKS D_E1M6 -> D_COUNTD D_E1M4 -> D_BETWEE D_E1M9 -> D_DOOM D_E1M8 -> D_THE_DA D_E2M1 -> D_SHAWN D_E2M2 -> D_DDTBLU D_E3M3 -> D_IN_CIT D_E3M5 -> D_DEAD D_BUNNY -> D_STLKS2 D_E3M8 -> D_THEDA2 D_E3M2 -> D_DOOM2 D_E2M8 -> D_DDTBL2 D_E3M7 -> D_RUNNI2 D_E3M1 -> D_DEAD2 D_E1M1 -> D_STLKS3 D_E1M7 -> D_ROMERO D_E1M5-> D_SHAWN2 D_READ_M -> D_COUNT2 D_E2M1 -> D_ROMER2 D_E2M2 -> D_TENSE D_E1M1 -> D_SHAWN3 D_VICTOR -> D_OPENIN Other tracks don't need to be replaced
mklip2001
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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:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
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15:30 - total time with wipe screens (irrelevant) 14:06 - total time w/o wipe screens (frame count divided by FPS count) 12:41 - in-game time
AntyMew
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mklip2001 wrote:
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.
Technically it's in-game time. More accurately it's the amount of frames in the movie file. Screen transitions are not included in the movie file.
Just a Mew! 〜 It/She ΘΔ 〜
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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.
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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.
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shallow wrote:
I love the -fast category
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.
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Fredrik wrote:
perhaps it would be better to post the videos in the thread before publication so that others get a chance to review them.
Yeah, I'm still waiting for your reply there. http://tasvideos.org/forum/viewtopic.php?p=406143#406143
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.
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feos wrote:
Fredrik wrote:
perhaps it would be better to post the videos in the thread before publication so that others get a chance to review them.
Yeah, I'm still waiting for your reply there. http://tasvideos.org/forum/viewtopic.php?p=406143#406143
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.
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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.
AntyMew
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Fredrik wrote:
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
Just a Mew! 〜 It/She ΘΔ 〜
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Really liked the part where Compound lasted all of three explosions :)
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Aqfaq wrote:
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!
Post subject: I see your Ultra-Violence TAS and raise a Nightmare RTA
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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.
Post subject: Re: I see your Ultra-Violence TAS and raise a Nightmare RTA
Dimon12321
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Bisqwit wrote:
-- 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.