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Squonk

Ultimate Doom demos [-complevel 3]

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Here's a demo of a softlock in E1M9 (no monsters). I found this when I was a kid, and figured it was common knowledge, but can't seem to find it anywhere. It seems to be a secret that was never fully implemented.

e1m9softlock.zip

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24 minutes ago, ArXiv said:

Here's a demo of a softlock in E1M9 (no monsters). I found this when I was a kid, and figured it was common knowledge, but can't seem to find it anywhere. It seems to be a secret that was never fully implemented.

e1m9softlock.zip

What port you used to record this? I get this error. It would be nice if you put some details containing a text file?

image.png.0c5a5ec51c136beb62ba54b6e1d84f96.png

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I used DSDA Doom with the launcher. Select E1M9 and no monsters. I'll look into making it work for prboom-plus, but I'm pretty new to this lol.

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It should work with the following command: dsda-doom -n -l 9 -playdemo e1m9softlock

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@ArXiv Oh I see it now, thanks for letting me know you are using DSDA Doom. So this happens because there is no door action selected for the door. So you get locked inside. Probably this only meant for storing those Demons, not for any other purpose. I didn't know this too so I just looked at the editor :D

image.png.4643df7ae7615d7236087c3f2755d302.png

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True, I didn't realize it was a monster closet. It's funny that it closes on a timer instead of staying open. The second door close sound is what got me curious, and is necessary for the timing to retrigger the linedef after the first door in the acid closes on your head.

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Episode 1 UV-Tank in 25:13

e1tank-2513.zip

 

Finally the end of Episode 1! This is probably the first-ever UV-Tank run for an episode, so I'm being the first one to ever done this. After countless attempts I have finally completed the whole episode run. The most feared problem I was facing was missing monsters on some maps, which devastated me very much. Some very good runs were destroyed just because of this. So in this run I'm very very glad that I didn't miss any monsters, despite I got very poor timing on some maps. There were also some bad moments which killed most of my time. But again, I'm very much happy that I've finally completed this in one go, without missing anything. Under 25 is absolutely possible, even I got one 24 very luckily but with missed monster on map E1M7, which also went horribly wrong at the beginning of the map and it just killed the whole run. Anyway, I'm done here. I would very much appreciate the suggestions and comments :)

 

 

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E4M5 UV Max in 1:47

 

 

e4m5-147.zip

 

This run was part of my "One Day Challenge", where I limit myself to a single livestream to study, route, practice, and run a single map. I got very lucky during my attempts and got a 1:48 record on attempt number 3! Of course that was an outlier, and it took me 200 more attempts to get this 1:47. I got a 1:45 in the process, but exited before one of the last shotgunners died, so it was invalid. But that just proves that 1:45, and sub 1:45 are definitely possible. I kept trying for 300 attempts but then I had to stop because I was out of time to keep grinding this map.
This is a very forgettable map. I used mostly Teedre's previous route with some adjustments especially to rocket / plasma usage. The first Cacodemon is the most obnoxious demon ever. It's movement is so random that more than 50% of the time you'll need to reset because the caco is not by the window, and is near impossible to hit. Even when the caco does appear by the window, RNG damage from the shotgun means it will die from 5 to 10 shells. Insanely random and totally out of your control. Very frustrating.
Killing the Baron on the Plasma room is very awkward due to it's position and due to where it's moving relative to the direction of your rockets; you end up missing a lot of them. If you skip the Baron to kill it later after getting the blue key it's even worse because auto-aim can make the rockets aim slightly down and hit the ledges in front of your face, instead of the Baron...
After the Baron door, I highly recommend using plasma to kill the hitscanners upstairs. Empty all the cells of the Plasma on them so that the weapon doesn't do the "recoil" effect and you can swap to the rocket launcher earlier for the pinkies downstairs. If you can afford it, shoot a rocket on the ledge of the window before jumping to the exit; if aimed correctly it might kill some of the hitscanners in the exit room in advance.

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