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I couldn't decide whether I should produce a thread for this or not but after finally getting chocolate doom to stream properly I changed my mind.
Final doom: The Plutonia Experiment was released in 1996 by id software as one half of final doom with TNT each acting as 32 level megawads. Plutonia itself was made by the two Casali brothers who were actually part of team TNT at the time. It is an installment aimed SR40primarily for veterans of doom and doom 2 meaning that the difficulty spike in Plutonia is much sharper than doom 2 (Map 1 contains 5 revenants, 2 arch-viles and 4 mancubus). The maps were larger and more complex keeping in line with the improvements of computers since doom 2. If I recall, the game at release was widely criticized as it was essentially an expansion pack to doom 2 with the sole upgrade being a resolution increase to 640 x 480.
Alrighty, now to the important part or the actual running of the game. Since it utilizes the doom engine, all of the same tricks are available that can be seen in doom and doom 2 which include SR40, SR50, rocket jumps, arch-vile jumps, Wall running and key grabs.
SR40
-By holding forward and a strafing direction at the same time, doom guy can gain 28% speed over simply holding forward
SR50
-By holding forward + strafe direction + strafe on (alt) + Turn left/right at the same time, doom guy can gain 41% speed over simply holding forward but it comes at the cost of not being able to turn.
Rocket Jumps
-Similar to the arch-vile jump, a rocket jump provides momentum to the player through the splash damage. Many of these jumps tend to be tricky and require high health as a rocket
Key Grabs
-Considered as grabbing a key that is reached through terrain that is blocking doom guy such as a wall or a ledge. The speed required to grab the key behind whatever terrain is based on distance.
Archvile Jumps
-Archviles have an attack that works essentially like a channeling spell that will only hit doom guy if he is in line of sight at the end of the attack animation. The attack itself provides momentum to doom guy and also some height which can allow the player to make jumps or clear gaps that are otherwise impossible.
Wall-Running
-When running north along a north-south wall or east along an east-west wall at a high speed. The game will read the player at being in two places and effectively "slide" doom guy twice which doubles your speed. This requires a fairly specific angle as a bad angle will slow you down.
Trigger Skip
http://doom.wikia.com/wiki/Linedef_type
-I'll link the wiki in this case rather than myself butchering the explanation. Most importantly three types of triggers are available using linedefs which include pushing on the linedef, walking over it or sometimes shooting it.
Suicide Exit
When doom guy dies, he is still capable of triggering linedefs. Death will also allow the player to slide under objects. The slide requires some sort of momentum which entails the use of an archvile, a rocket jump or very rarely combining them both as can be seen in the example below.
Glides
http://doom.wikia.com/wiki/Glide
-This second video example is more typical of what you'll see for a glide. The IL runs often have perfect angles so it's more difficult to see what is going on.
Maps
CONGO
http://www.twitch.tv/kingdime/c/2627319
-When going towards the blue key, the entire process of opening the door, grabbing the blue key and exiting the same door can be done in a single cycle with proper SR40 running. You can actually see the door closing on me towards the end of the video. If it closes directly on doom guy it will just reopen automatically.
http://www.twitch.tv/kingdime/c/2627367
-Before the SR40 gap jump can be done, one mancubus must be taken out. It's preferable to use the chaingun as to put the mancubus in a stun lock. Also, it is advised to be on the left side of the door while attacking the mancubus so the chaingunners will help you by infighting. After the mancubus is taken out, a simple SR40 gap jump can be done straight towards the exit. This saves you from killing a second mancubus.
WELL OF SOULS
http://www.twitch.tv/kingdime/c/2627435
-The invisible bridge mechanic is well implemented in the third map aztec but I would say is badly done in this map. First of all, directly to the left of the blue mega-armor will be a console. If you aren't sure where the actual bridge is located you can shoot this with a weapon and several posts will come up showing where the bridge is located. I personally use the two rocket pickups at the far end of the bridge. By aligning myself slightly right of the right rocket, I should never fall off.
AZTEC
http://www.twitch.tv/kingdime/c/2627496
-The revenant bust looks scary at first but if you know a few things about the mechanics of a revenant it isn't as bad. First of all at this point you want to be literally touching the revenants as they spawn because 4 chaingunners will arise behind you on the pillars. Proximity to the revenants will ensure you don't get cleaved by the chaingunners. Secondly, a revenant is highly unlikely to use its rocket attack when doom guy is very close. (Rocket attack can do up to 80 damage while punches can only do damage in the mid 50's. Punches can be dodged by going backwards slightly where as a rocket is near impossible to dodge, this means use aggression to your advantage.
-If you are unlucky and unable to bypass the revenant after a single shotgun blast, be ready for a rocket to come your way. If a revenant is pushed into a pain state, it can "hold a rocket" meaning that it's highly likely that a revenant will use its rocket instead of punching even up close.
CAGED
http://www.twitch.tv/kingdime/c/2662851
-This map of the plutonia experiment is very tricky for a 4th map. I would honestly place this in the top 5 most difficult maps from purely a design perspective. Caged has one significant trick which is that the switch shown in the video can be hit from below. More importantly, the platform that you're on has a single revenant with 2 on the opposite platform. Keep in mind that you'll probably be around 100 health and 100 armor at this point and taking 3 revenant rockets can be fatal. When entering the teleport run forwards straight into the revenant while shooting him with the shotgun and immediately do a semi-circle around him as he hits his pain stance. This movement is specifically to avoid non-homing missile rockets from the 2 far revenants. Then in quick succession, take out the revenant, hit the switch, grab the radiation suit and hug the far wall while preparing to deal with the mancubi using rockets.
GHOST TOWN
Ghost town is one of the shorter maps in the IWAD but is very fast paced and contains a lot of action. After running through the starting area and bypassing the barons of hell, you will want to make a judgement call on your health on whether or not the megasphere should be grabbed before or after the blue key.
Unfortunately, there is one very RNG dependent part of this map which is the spider mastermind. If she does not flinch from a shotgun blast, there is a high probability you won’t be getting out alive. (A mastermind’s Vulcan cannon is equivalent to 4 chaingunners attacking you at once). Ensure when you’re going and leaving the blue key area that you go up opposite sides to pick up all 80 plasma cells. The positioning of the plasma cells are a bonus in that you are not in LoS of the mastermind.
Now it’s time to take out the plasma rifle and make a quick dash towards the exit by taking out any chaingunners along your path. A final nasty trap opens up at the end with 4 barons of hell and an archvile. Immediately back up, count to 2 seconds while equipping the rocket launcher and emerge to take out the archvile ASAP. If you’re too slow in pressing the switch afterwards, the barons will end your run. Barons are very dangerous in tight spots, even the plasma rifle might not save doom guy.
-Baron's Lair
-Caughtyard
-Realm
-Abattoire
-Onslaught
-Hunted
SPEED
http://www.twitch.tv/kingdime/c/2790878
-The Rocket jump in Map 12 speed is fairly easy to execute if the positioning is correct. The timing for the rocket is very lenient in this case. There are several setups that can be done but the preferred option at this point in time is shown in the video. Two pixels on the back Red Wall are very defined and brighter in hue than the rest. I use this visual cue to help me out in getting properly positioned. The Rocket launcher itself has a visible black concave on it, at the very top of the concave is an approximately straight line. At the very right side of the "Straight portion of the black concave is a little white line. I use this white line as a guide for the exact position. The position itself is approximately 1/2 of a linedef to the left of the well defined red pixels. After getting yourself setup, Use SR50 and simply time the rocket blast. Failed attempts are generally to do with shooting the rocket too late, and badly executed SR50.
-The Crypt
-Genesis
-The Twilight
-The Omen
-Compound
-Neurosphere
-NME
-The Death Domain
-Slayer
-Impossible Mission
-The Final Frontier
-The Temple Of Darkness
-Bunker
-Anti-Christ
-The Sewers
-Odyssey Of Noises
-The Gateway Of Hell
Again, I will be editing this thread heavily throughout the next few days to add in the individual map strategies and my progress but I wanted to begin a skeleton thread. Also, if you have any constructive criticism on thread design please feel free to add your input. Im still a little new to it.
TAS
-TAS runs of doom tend to be crazy fast considering how much you can do with perfect rocket jumps, and constant SR50.
The current WR for Plutonia is 32:39 by Kunkun eclipsing Drew"Stx-Vile" Devores run of 41:11 set in 2002.
2002: Drew "Stx-Vile" Devore, Time: 41:11
2013: Kunkun, Time: 32:39
Final doom: The Plutonia Experiment was released in 1996 by id software as one half of final doom with TNT each acting as 32 level megawads. Plutonia itself was made by the two Casali brothers who were actually part of team TNT at the time. It is an installment aimed SR40primarily for veterans of doom and doom 2 meaning that the difficulty spike in Plutonia is much sharper than doom 2 (Map 1 contains 5 revenants, 2 arch-viles and 4 mancubus). The maps were larger and more complex keeping in line with the improvements of computers since doom 2. If I recall, the game at release was widely criticized as it was essentially an expansion pack to doom 2 with the sole upgrade being a resolution increase to 640 x 480.
Alrighty, now to the important part or the actual running of the game. Since it utilizes the doom engine, all of the same tricks are available that can be seen in doom and doom 2 which include SR40, SR50, rocket jumps, arch-vile jumps, Wall running and key grabs.
SR40
-By holding forward and a strafing direction at the same time, doom guy can gain 28% speed over simply holding forward
SR50
-By holding forward + strafe direction + strafe on (alt) + Turn left/right at the same time, doom guy can gain 41% speed over simply holding forward but it comes at the cost of not being able to turn.
Rocket Jumps
-Similar to the arch-vile jump, a rocket jump provides momentum to the player through the splash damage. Many of these jumps tend to be tricky and require high health as a rocket
Key Grabs
-Considered as grabbing a key that is reached through terrain that is blocking doom guy such as a wall or a ledge. The speed required to grab the key behind whatever terrain is based on distance.
Archvile Jumps
-Archviles have an attack that works essentially like a channeling spell that will only hit doom guy if he is in line of sight at the end of the attack animation. The attack itself provides momentum to doom guy and also some height which can allow the player to make jumps or clear gaps that are otherwise impossible.
Wall-Running
-When running north along a north-south wall or east along an east-west wall at a high speed. The game will read the player at being in two places and effectively "slide" doom guy twice which doubles your speed. This requires a fairly specific angle as a bad angle will slow you down.
Trigger Skip
http://doom.wikia.com/wiki/Linedef_type
-I'll link the wiki in this case rather than myself butchering the explanation. Most importantly three types of triggers are available using linedefs which include pushing on the linedef, walking over it or sometimes shooting it.
Suicide Exit
When doom guy dies, he is still capable of triggering linedefs. Death will also allow the player to slide under objects. The slide requires some sort of momentum which entails the use of an archvile, a rocket jump or very rarely combining them both as can be seen in the example below.
Glides
http://doom.wikia.com/wiki/Glide
-This second video example is more typical of what you'll see for a glide. The IL runs often have perfect angles so it's more difficult to see what is going on.
Maps
CONGO
http://www.twitch.tv/kingdime/c/2627319
-When going towards the blue key, the entire process of opening the door, grabbing the blue key and exiting the same door can be done in a single cycle with proper SR40 running. You can actually see the door closing on me towards the end of the video. If it closes directly on doom guy it will just reopen automatically.
http://www.twitch.tv/kingdime/c/2627367
-Before the SR40 gap jump can be done, one mancubus must be taken out. It's preferable to use the chaingun as to put the mancubus in a stun lock. Also, it is advised to be on the left side of the door while attacking the mancubus so the chaingunners will help you by infighting. After the mancubus is taken out, a simple SR40 gap jump can be done straight towards the exit. This saves you from killing a second mancubus.
WELL OF SOULS
http://www.twitch.tv/kingdime/c/2627435
-The invisible bridge mechanic is well implemented in the third map aztec but I would say is badly done in this map. First of all, directly to the left of the blue mega-armor will be a console. If you aren't sure where the actual bridge is located you can shoot this with a weapon and several posts will come up showing where the bridge is located. I personally use the two rocket pickups at the far end of the bridge. By aligning myself slightly right of the right rocket, I should never fall off.
AZTEC
http://www.twitch.tv/kingdime/c/2627496
-The revenant bust looks scary at first but if you know a few things about the mechanics of a revenant it isn't as bad. First of all at this point you want to be literally touching the revenants as they spawn because 4 chaingunners will arise behind you on the pillars. Proximity to the revenants will ensure you don't get cleaved by the chaingunners. Secondly, a revenant is highly unlikely to use its rocket attack when doom guy is very close. (Rocket attack can do up to 80 damage while punches can only do damage in the mid 50's. Punches can be dodged by going backwards slightly where as a rocket is near impossible to dodge, this means use aggression to your advantage.
-If you are unlucky and unable to bypass the revenant after a single shotgun blast, be ready for a rocket to come your way. If a revenant is pushed into a pain state, it can "hold a rocket" meaning that it's highly likely that a revenant will use its rocket instead of punching even up close.
CAGED
http://www.twitch.tv/kingdime/c/2662851
-This map of the plutonia experiment is very tricky for a 4th map. I would honestly place this in the top 5 most difficult maps from purely a design perspective. Caged has one significant trick which is that the switch shown in the video can be hit from below. More importantly, the platform that you're on has a single revenant with 2 on the opposite platform. Keep in mind that you'll probably be around 100 health and 100 armor at this point and taking 3 revenant rockets can be fatal. When entering the teleport run forwards straight into the revenant while shooting him with the shotgun and immediately do a semi-circle around him as he hits his pain stance. This movement is specifically to avoid non-homing missile rockets from the 2 far revenants. Then in quick succession, take out the revenant, hit the switch, grab the radiation suit and hug the far wall while preparing to deal with the mancubi using rockets.
GHOST TOWN
Ghost town is one of the shorter maps in the IWAD but is very fast paced and contains a lot of action. After running through the starting area and bypassing the barons of hell, you will want to make a judgement call on your health on whether or not the megasphere should be grabbed before or after the blue key.
Unfortunately, there is one very RNG dependent part of this map which is the spider mastermind. If she does not flinch from a shotgun blast, there is a high probability you won’t be getting out alive. (A mastermind’s Vulcan cannon is equivalent to 4 chaingunners attacking you at once). Ensure when you’re going and leaving the blue key area that you go up opposite sides to pick up all 80 plasma cells. The positioning of the plasma cells are a bonus in that you are not in LoS of the mastermind.
Now it’s time to take out the plasma rifle and make a quick dash towards the exit by taking out any chaingunners along your path. A final nasty trap opens up at the end with 4 barons of hell and an archvile. Immediately back up, count to 2 seconds while equipping the rocket launcher and emerge to take out the archvile ASAP. If you’re too slow in pressing the switch afterwards, the barons will end your run. Barons are very dangerous in tight spots, even the plasma rifle might not save doom guy.
-Baron's Lair
-Caughtyard
-Realm
-Abattoire
-Onslaught
-Hunted
SPEED
http://www.twitch.tv/kingdime/c/2790878
-The Rocket jump in Map 12 speed is fairly easy to execute if the positioning is correct. The timing for the rocket is very lenient in this case. There are several setups that can be done but the preferred option at this point in time is shown in the video. Two pixels on the back Red Wall are very defined and brighter in hue than the rest. I use this visual cue to help me out in getting properly positioned. The Rocket launcher itself has a visible black concave on it, at the very top of the concave is an approximately straight line. At the very right side of the "Straight portion of the black concave is a little white line. I use this white line as a guide for the exact position. The position itself is approximately 1/2 of a linedef to the left of the well defined red pixels. After getting yourself setup, Use SR50 and simply time the rocket blast. Failed attempts are generally to do with shooting the rocket too late, and badly executed SR50.
-The Crypt
-Genesis
-The Twilight
-The Omen
-Compound
-Neurosphere
-NME
-The Death Domain
-Slayer
-Impossible Mission
-The Final Frontier
-The Temple Of Darkness
-Bunker
-Anti-Christ
-The Sewers
-Odyssey Of Noises
-The Gateway Of Hell
Again, I will be editing this thread heavily throughout the next few days to add in the individual map strategies and my progress but I wanted to begin a skeleton thread. Also, if you have any constructive criticism on thread design please feel free to add your input. Im still a little new to it.
TAS
-TAS runs of doom tend to be crazy fast considering how much you can do with perfect rocket jumps, and constant SR50.
The current WR for Plutonia is 32:39 by Kunkun eclipsing Drew"Stx-Vile" Devores run of 41:11 set in 2002.
2002: Drew "Stx-Vile" Devore, Time: 41:11
2013: Kunkun, Time: 32:39
Thread title: