(Link to video)
Ultimate Doom - Episode 4 in 2:15.
This TAS was finished in 22 nov 2014.
  • Aims for in-game time instead of real time
    • Contains speed/entertainment trade-offs
  • Takes damage to save time
  • Heavy glitch abuse
  • Heavy luck manipulation
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

Playback:

1. The original Ultimate Doom v1.9. Use the following command line: "doom.exe -playdemo e4dq-215.lmp"
2. Prboom 2.2.3 (or later version): "prboom.exe -iwad doom.wad -playdemo e4dq-215.lmp"
3. Eternity engine: "Eternity.exe -iwad doom.wad -playdemo e4dq-215.lmp"

Quick level by level comments

E4M1 - Hell Beneath

I lost 2 secs by grabbing the Rocket Launcher but it will benefit me later. Red key is picked up through the fence. Rocket jump is used to reach the "red door" faster.

E4M2 - Perfect Hatred

Monsters's positions is manipulated. BFG is picked up through the wall. SR50 jump to the ending area. RNG is manipulated to deal good damage and move cacos out of my way.

E4M3 - Sever The Wicked

Lost soul's position is manipulated. Rocket jump straight to the exit.

E4M4 - Unruly Evil

Bar glide trick is used in order to exit faster.

E4M5 - They Will Repent

Monsters and their positions has been manipulated. Exit button is pressed from above.

E4M6 - Against Thee Wickedly

RNG is manipulated to deal maximum damage. Thing boost trick is used to reach the final area faster.

E4M7 - And Hell Followed

SR50 jump to the exit platform. Exit button is pressed from above.

E4M8 - Unto The Cruel

Rocket jump to the final area. RNG is manipulated to kill the boss with one charge. Flying skulls's position is manipulated. Another RJ straight to the exit.
MapTimeKillsItemsSecrets
E4M1 - Hell Beneath0:15.9117%14%0%
E4M2 - Perfect Hatred0:09.8310%27%33%
E4M3 - Sever the Wicked0:07.516%0%0%
E4M4 - Unruly Evil0:26.4325%43%0%
E4M5 - They Will Repent0:21.9112%0%0%
E4M6 - Against Thee Wickedly0:21.6316%0%0%
E4M7 - And Hell Followed0:09.576%0%0%
E4M8 - Unto the Cruel0:27.7133%16%0%
Total2:15

Truncated: I'll handle it. Judging!

Truncated: Nice work. I will accept this for moons category. Especially the two first levels are hilarious to watch knowing how hard they actually are.
While looking through DSDA for comparisons I found a very slightly faster (0.09 seconds) movie for E4M7, which seems to be because it takes the corners better. If this episode is ever improved, that should be looked into. I realize that the Doom community has traditionally only cared about whole seconds, but here we are a bit more petty. (There are also faster movies for E4M1 and E4M2, but there are good reasons for that, namely that picking up the rocket launcher and BFG saves more time in later levels.)
feos: Pub.
feos: Movie with extended input Userfiles/Info/68378827100260160

TASVideoAgent
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This topic is for the purpose of discussing #4742: Akse's DOOM The Ultimate Doom "Episode 4" in 02:35.76
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A rocket jump off a nearly off-screen lost soul in E4M3? daaaaang
Dimon12321
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Sorry for a question, but will you TAS the 1st episode? Is there any improvement in Andrey Budko's attemp?
TASing is like making a film: only the best takes are shown in the final movie.
Akse
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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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Akse wrote:
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.
It is a very good demo. But don't forget that the e1m8 trick means you can use a lot more rockets in e1m6 and e1m7, which should allow you to get past some crowded areas faster (if not, you could maybe still save a second by not picking up the rockets in e1m6). Really curious to see if you can save time elsewhere.
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Question: Why was this submitted so many months after finishing it?
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That's because it predates Doom TASes being allowed for publication, like Akse's other TASes. This was stellar work when first released and still is today. With optimal movement (without instant "TAS turns"), skilled use of a wide variety of tricks, and nonstop action, this is a shoe-in for Moons. I vote "Yes" on this one.
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The Green Herring wrote:
That's because it predates Doom TASes being allowed for publication, like Akse's other TASes. This was stellar work when first released and still is today. With optimal movement (without instant "TAS turns"), skilled use of a wide variety of tricks, and nonstop action, this is a shoe-in for Moons. I vote "Yes" on this one.
Okay, but then why 2 and a half months after such TAS's became acceptable? Was the author waiting to see other TAS's to see if there were any new tricks they could try to incorporate in to their existing run?
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Another kickass Doom TAS will make me pretty happy, even if I may rarely see you clipping into a wall like you did with your first run published here. Yes vote.
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franpa wrote:
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.
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Aqfaq wrote:
franpa wrote:
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.
Okay, thanks for the clarification and explanation.
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The Green Herring wrote:
That's because it predates Doom TASes being allowed for publication, like Akse's other TASes.
True.
Aqfaq wrote:
franpa wrote:
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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Akse wrote:
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.
I would love to see that. E1 is the episode everyone knows, so it would probably be appreciated the most by the viewers. You could probably shave a few tics here and there even if it doesn't make a full second. What's this about a new trick in E1M8, the boss level?
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Is that usable elsewhere perhaps?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Apart from the well-known void glide on E2M6, not as far as I know. There must be other maps where you can get out of bounds, but there probably is none where you can reach the exit. I would at least presume that people have checked all the maps thoroughly by now. Of course, it's always possible that everybody managed to overlook something. First of all, you need a map with both a strangely angled corner and an exit switch that can be pressed from outside the exit room (or an exit-on-death damaging sector like in E1M8), which limits the possibilities quite significantly. (The trick could also be useful if you had a map with two corners that allowed you to enter the void and leave it again, but that's even less likely.) But even if you can get out of bounds, you're not free to move around arbitrarily; the engine always thinks you're inside some sector. Sectors basically "bleed" their floor and ceiling heights out to infinity. So you'll typically just be completely blocked due to a closed door (height-0 sector) or a too large change of floor heights somewhere between the point where you can enter the void and the exit switch. E2M6 is a rare exception: the corner where you glide into the void is very close to the exit switch, and everything nearby has the same floor height. There are closed doors nearby, but the geometry happens to be such that they don't block you (roughly speaking, there are always open sectors closer to you). E1M8 also happens to work out. Still, considering that the E1M8 trick was only discovered in 2015, who knows what's left to find...
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And again with the not-highest-possible difficulty level... I'm going to remind what I said the last time. "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." Using the ultra-violence level would only make sense if you were aiming for 100 % kills, because with the respawning enemies in the nightmare mode the percentage measure would lose its meaning.
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Bisqwit wrote:
And again with the not-highest-possible difficulty level...
Interestingly, Nightmare isn't the hardest skill level. We can start Doom using these parameters: "doom.exe -skill 4 -fast -respawn" The above parameters give harder difficulty than just using "skill 5". That is because in Nightmare the ammo pickups are doubled. The above parameters would essentially be the same as skill 5, but without extra ammo. It would be a completely valid skill level, and also the hardest one, but nobody wants to use it, because it is not a popular setting when playing Doom. The plain "skill 4" is by far the most popular setting. That is why we get Ultra-Violence TASes. If we want hard, then 100% runs should use "doom.exe -skill 4 -fast". Funnily, in a TAS environment this setting might actually be easier than plain "skill 4" 100% run, because fast monsters kill each other faster. Also, less RNG manipulation would be required, because fast monsters move less and shoot much more, thus behaving more predictably. Customizable settings are nice. I wish all NES games had Doom's parameters... "SMB3 -fast -respawn"
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Aqfaq wrote:
Bisqwit wrote:
And again with the not-highest-possible difficulty level...
Interestingly, Nightmare isn't the hardest skill level. We can start Doom using these parameters: "doom.exe -skill 4 -fast -respawn"
Oh come on, that's not even challenging. "doom.exe -skill 4 -fast -respawn -turbo 10" is how the game was always meant to be played.
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For the record, I would like to see nightmare TASes too, but I also like UV TASes. And I think both should be published along side each other if/when we get such submissions.
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Fredrik wrote:
"doom.exe -skill 4 -fast -respawn -turbo 10"
Hahah, indeed! Player now moves at 10% of the normal speed. I wonder if this is the ultimate hardest setting? Can you think of any setting to make the game even harder?
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Is there any setting that makes the screen go black perhaps? I suppose there could also be settings that affect sound volume and some other things to make it hard to even watch.
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Aqfaq wrote:
Fredrik wrote:
"doom.exe -skill 4 -fast -respawn -turbo 10"
Hahah, indeed! Player now moves at 10% of the normal speed. I wonder if this is the ultimate hardest setting? Can you think of any setting to make the game even harder?
"-file sunder.wad" :) (or -file hr2final.wad with vanilla Doom) -solo-net (-net 1), i.e. coop as one player, can also be harder, depending on the map (this adds more monsters, but also more weapons and powerups)
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Aqfaq wrote:
Interestingly, Nightmare isn't the hardest skill level. We can start Doom using these parameters: "doom.exe -skill 4 -fast -respawn"
I think we can safely limit difficulty levels to what the official in-game options are.