Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Grazza

Miscellaneous demos (part 1) [please post in part 3 instead]

Recommended Posts

I think I didn't split demos for 2002ADO last time because some posts got mixed up with other stuff. Keep in mind you are always free to make a thread for any WAD that has potential for many demos, even if some demos for that WAD have already been posted here. Later a mod may possibly move previous ones to the new thread.

Share this post


Link to post
Revved said:

Twilight Zone 2
Map 2 UV Max in 3:26
Map 3 UV Max in 2:00
Map 11 UV Max in 1:56
Map 20 UV Max in 2:00


Nice run, what do you think of the new monsters sounds?
Hmmmm........I see if I can do a little Eternal Doom or NDMU next week.

Share this post


Link to post

Trying to continue the serie of amazing WADs with little demo "coverage"... Unfortunately, I did not find anything spectacular from 1999. And no, I don´t feel like recording for Batman Doom. Aby suggestions?

fracture MAP03 UV Max, 2:28, MAP05 UV Max 4:01
The Inner Gateway UV Max 4:20

These are very good WADs, but as I said, it is unlikely they will blow your mind. innrgate is by Ben Davies, author of MAP11 from darken2. Fracture is a 5-map episode with very nicely executed industrial theme... and wayyyy too many seargeants

1999.zip

Share this post


Link to post
vdgg said:

Unfortunately, I did not find anything spectacular from 1999. And no, I don´t feel like recording for Batman Doom. Aby suggestions?

http://doomedsda.us/wad1666.html
My demo was a 1st or 2nd exit. Under 10mins is achievable I think.

Share this post


Link to post
vdgg said:

Unfortunately, I did not find anything spectacular from 1999. ... Any suggestions?

How about Killzone 2?

Or you could try Herian 2. You'll need to check the MAPINFO lump to see which maps are Zdoom-only - some of them use monster death triggers, but I think that's all. It would be a voyage of discovery though.

Share this post


Link to post

Face the Pit by Brian Dean
Map03 NM Pacifist in 1:25

Featuring:

  • A glide into the void
  • Wrapping around the void to reach the other side of the map (only way to reach the exit as far as I can tell)
  • Damage taken when at the "seam" of the void via telescratching (from monsters that had been dormant up to that point)
  • Exit switch press from the void

pitnp125.zip

Share this post


Link to post
Grazza said:

Map03 NM Pacifist in 1:25

cool! i've been experimenting with some maps to get such a demo, but every time one of the steps (void glide, void geometry, exit switch sniping) just didn't work for me. the wraparound scratching is funny.

Share this post


Link to post

Icarus map20 (one of my favourite maps) has been the most heartbreaking for me in that respect. Several places to make the glide, but no way to reach the exit from any of them.

I guess the difference between NM and UV is for a simple enough reason: you are only very briefly regarded by the engine as being in the same sector as certain monsters, so if they don't attack on sight, they miss their chance.

Share this post


Link to post
Grazza said:

Map03 NM Pacifist in 1:25


That goes straight to the top of my personal favorite demos list. Am I weird?

Share this post


Link to post
xepop said:

That goes straight to the top of my personal favorite demos list. Am I weird?

Well, if you are weird, then I'm a goddamnweirdo since I find that demo simply amazing.

Share this post


Link to post
xepop said:

That goes straight to the top of my personal favorite demos list. Am I weird?

I'd be interested to see that list! I'm guessing it contains a lot of demos where very odd things happened?

I'm glad you like it, but it's not a hard-worked demo, or one that required much skill. Of course, it took a lot of searching for a wad where it could be done. So you can view this either as a 30-minute effort or a >100-hour effort.

Share this post


Link to post

bare basics, it'd be return to 1994 in my case. :)

Share this post


Link to post
Grazza said:

I'm guessing it contains a lot of demos where very odd things happened?


No, not really. The whole concept of void and going "around the universe" (multiverse since there are many maps?) just simply blew my mind. It's more of the idea than the demo itself, so the effort put on it is a moot point.

Yeah, I'm easily entertained :P

E:

Memfis said:

Grazza did it before in the Doom 2 map04 zombie demo. :)


Dammit. I now remember something like that, but I probably never watched it.

Share this post


Link to post

The whole concept of void and going "around the universe" (multiverse since there are many maps?) just simply blew my mind.

Grazza did it before in the Doom 2 map04 zombie demo. :)

Share this post


Link to post
eternal slumber said:

What about making a map(s) with void tricks in mind? Grazza and dew, have you guys made maps before?

Nothing beyond farting about with existing maps, or very simple things to test stuff or to achieve some particular effect.

But it's quite easy to create places where the player can break in or out of the map, and offer exits that can be triggered from outside. The tricky thing is understanding what blocks player movement in the void. Clearly it is due to height differences from the map's sectors somehow propagating out into the void, but what causes the engine to decide which ones do so and how, is not, as far as I know, very well understood. If someone added a port option to have the engine render these pseudo-sectors, then it might be easier to gain an understanding of this.

Memfis said:

Grazza did it before in the Doom 2 map04 zombie demo. :)

True, but that required either a deh patch or a special map earlier to make the player a zombie.

Share this post


Link to post
Grazza said:

The tricky thing is understanding what blocks player movement in the void. Clearly it is due to height differences from the map's sectors somehow propagating out into the void, but what causes the engine to decide which ones do so and how, is not, as far as I know, very well understood.

My guess that it's determined by nodes.

Share this post


Link to post

killing adventure

map 2 max 0:45
map 4 max 1:30
map 8 max 1:36
map 9 max 0:41
map 10 max 0:27

Anybody up for some killadve recording?
Would be cool if so, I suck at optimising short runs. :)

ka_maxes.zip

Share this post


Link to post
j4rio said:

killing adventure


LOL you just can't quit this wad, can you? ;)

Share this post


Link to post

When I recorded stuff for this back then, I felt it was as good as it gets. Eh, now it actually feels quite the opposite.

Share this post


Link to post

I can't read your demos with vanilla doom, idk why :/

Too bad, wanted to give those maps a try!

Share this post


Link to post
Guest
This topic is now closed to further replies.
×