SIGIL is a custom Doom episode replacement (9 maps) created by John Romero himself.
Note: Community resources share the latest version of the wad, while this TAS focuses on the intermediate version 1.1.

Game objectives

  • Emulators used: XDRE 2.20, PrBoom+ 2.5.1.4
  • Doom goal: UV-Speed (complete the level set as fast as possible on Ultra-Violence difficulty)
  • Contains speed/entertainment tradeoffs
  • Takes damage to save time
  • Aims on in-game time instead of real time
  • Heavy luck manipulation

Comments

Demo playback

  • Make a shortcut of dsda-doom.exe or prboom-plus.exe
  • Open the Properties of the shortcut
  • Insert commands at the end of its Target field, so it would look similar to that:
D:\dsda-doom-0.29.4\dsda-doom.exe -iwad doom.wad -file SIGIL_COMPAT.wad -playdemo sigu513.lmp

Tricks and glitches

Check the game resources of Doom for more info. This TAS uses linedef skipping, wallrunning, zero-pressing and rocket jumping.

Timetable

Map No.NameTime
Map 1Baphomet's Demesne0:24
Map 2Sheol0:19
Map 3Cages of the Damned0:24
Map 4Paths of Wretchedness0:26
Map 5Abaddon's Void1:19
Map 6Unspeakable Persecution1:05
Map 7Nightmare Underworld0:59
Map 8Halls of Perdition0:17

Stage by stage comments

This is one of my first works where I use frame-by-frame building, but Map 1 was made in slow motion.

Map 1

It's the only map that was recorded outside XDRE because then I wasn't planning to make an HQ TAS frame-by-frame. I'm pleased with the result though it's possible to save 1-1.5 secs if you use Strafe50 on turns and activate all eyes and switches at the first possible frame respectively.
The route was planned by myself independently.

Map 2

Here I tried XDRE for the first time because it was difficult to bypass zombies in slow motion. First 5 secs (till the first teleport) and from the red switch to the exit are made in XDRE. Grabbed the megaarmor for the further maps, but I've lost a half of a second.
The route was planned mainly by me, but the teleport that brings you to the red switch was discovered by Zero-Master.

Map 3

Activating the switch through the window is mind-blowing timesaver. When I tried this map on the release day, I was wondering whether it's possible to activate it like that. Zero-Master confirmed that. I'm not satisfied with it anyway because I've spent 15 tics picking a suitable nano-pixelled position to finally activate it. Also, I'm don't like the section where a cacodemon flies out of the exit room. I had to lose some time to make the lost soul NOT to fly inside the exit room. This part was made in slow motion.
The route was planned by Zero-Master. I picked it and I don't seem to change anything.

Map 4

Skipping 2 linedefs that activate the crushers is the main difference from Zero-Master's route. I had to do 2 rocket boosts to keep the crushers dead. The 2nd linedef is so complicated and there is a zombie that blocks my pass. After 2 hours of trying, I got a positive result and crushers stood still, but I got crappy AI inside zombies and spent 1 more sec to bypass them. While waiting for the lift that takes you to the key barrier, I ran for a stimpack. Another rocket boost was made to fly over the barrier.

Map 5

A combo work of a chaingun and a shotgun helped me to clean the way to the switch and back with any major time loses. Got bad RNG with imps on the top of a platform and had to spend 2 rockets to clean the way. The idea to shot a rocket inside the chamber is good, but I was expecting to kill at least 2 monsters with it. Getting back on the top from where I've came to lower the wall that hides a blue door was the most difficult part of the entire map. I've managed the timings between activating the barrier I need to cross and found a tiny threshold (3 tics) where I can get back. Obviously, it's impossible to execute this outside XDRE. The last building was also made in XDRE because it requires advanced time management and monsters' actions manipulation. Rocket damage was also manipulated. By the end, I got a damn cacodemon blocking my way, so I've lost some moments.
The route was planned by Zero-Master, improved by Beginner and then improved by me.

Map 6

Activating the lift before removing the barrier is another time-save here. Despite the fact I had to bypass the room with barons, I think it would be better not to do so. So concerns the secret room with an invulnerability sphere, but it was rather my curiosity, if it's possible to get it without time loses, than a necessary thing.
Jumping to various platforms in the big room with teleports is probably the best idea I could think of and I'm glad it's successful.

Map 7

I wanted to perform a void glide through a metal fence at the very beginning, but the circumstances don't let you do that, so I walked out of the cave as normal. Another failure is the barrier in the red room that raises as soon as I enter the room and I don't have enough time to come back before it's too high. I could save about 10 second.
The long bridge with 3 teleports is another fail since I could bypass the first teleport, even though it's not too hard. The final teleport is skipped with the help of same old rocket boost.
BFG usage in the room with a yellow key is slow, but I ran out of ammo to shoot from it in advance.
The route is similar to Zero-Master's, but I've made a short skip after I got the yellow key.

Map 8

Since I died at the last frame of Map 7, I don't have to switch weapons to shoot an eye. The hallway is full of metal fences that boost you, but I found only one that saves time. Not much combat here.
The small "line" that allows you to jump to the exit earlier is JonaG's discovery. At least I've seen him doing that.

Other comments

The TAS is not perfect. Also, Zero-Master beat the latest version here.

feos: Claiming for judging.
feos: Zero-Master's TAS is a bit shorter, but he's not interested in bothering with TASVideos (I asked), and his record is for a newer version that has some level layout changes. So since we're not really going to have his record submitted, I think it's totally worth it to have the record for this older version of Sigil published at least.
Things could be optimized further (what a surprise, everyone was sure we only publish movies that are completely unbeatable and unpublish instantly as long as a new timesave is found (this is sarcasm)), but anyone who wants to do it is welcome to beat this run using the same version! Or the same version as Zero-Master used, but then the overall in-game time should not be slower than his (match is fine).

r3gamerz: Processing...


TASVideoAgent
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This topic is for the purpose of discussing #10560: Dimon12321's PC Doom: SIGIL in 06:39.994
Post subject: Movie published
TASVideoAgent
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Posts: 17762
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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. ---- [7253] PC Doom: SIGIL by Dimon12321 in 06:39.994

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