TIOLET!
Since the old Doom 3 thread was getting kinda big and hard to navigate, because it had been used for like 5-6 runs, I decided to gather all the information about the new and improved Doom 3 Nightmare run in this new thread instead, to make it easier to keep track of things.
The goal with this run is not to beat the current Marine run, but to improve the old Nightmare run as much as I can. If I beat the Marine run again, then so be it. Another initial goal was to do the run in less segments than the previous run, but after discovering how to pull off grenade/rocket jumps on Nightmare that goal was removed. Pulling off such boosts on Nightmare in realtime has nothing to do with skill, the margins are so small so the only way to nail it is with extreme luck manipulation. Whenever there is a boost in a level I will most likely have to do that boost in a separate segment, depending on how close to the beginning/exit it is, but it will be at least 2 segments for those levels.
The main reasons I decided to make a new Nightmare run are the ugly editing of the old run, and the 2-minute penalty which I have no idea where it came from, and finally I just knew I could do it better. Looking back at the editing of the old run, it just looks so ugly, but at the time it seemed like a good idea to keep it like that for verification reasons. And I have no idea why the run was timed to 1:25 when it should've been 1:23:xx. The only conclusion is that the actual time spent in menus was added to the total time of the run (speculation, I can't get that time together in any other way), and as far as I know that hasn't been done for any other PC run. At the time the old run was done I was very pleased with it, but I always had a feeling that I could do a better job.
Important note on the timing: Up to level 11 "old run" represents the time I got on my previous attempt at improving the 1:25:11 run. From level 12 and on "old run" represents the time from the 1:25:11 run.
Update 21st October 2009: Mike has also agreed to change the timing method for Doom 3. Instead of stopping the clock when the fade-to-black completes the clock is stopped when you activate the "exit level button", which is very easy to spot since all animations stop at that point. This was changed because I discovered that the fade-to-black is indeed not a timed event that's fixed, the time it takes will vary and could have a severe impact on the final time. All the previous attempts have been retimed to fit the new method.
YouTube playlist.
Time comparison
Level 1: Mars City
New run: 1:24.9
Old run: 1:27.966
Level 2: Mars City Underground
New run: 4:25.983 done in 5 segments.
Old run: 4:46 done in 2 segments.
Level 3: Mars City revisited
New run: 1:53.45 done in 2 segments.
Old run: 1:59.433
Level 4: Administration
New run: 1:40.116 done in 2 segments.
Old run: 1:44.433 done in 2 segments.
Level 5: Alpha Labs 1
New run: 1:58.7 done in 3 segments.
Old run: 2:10.766
Level 6: Alpha Labs 2
New run: 1:58.166 done in 4 segments.
Old run: 2:08.4
Level 7: Alpha Labs 3
New run: 2:53.833 done in 3 segments.
Old run: 3:06.4
Level 8: Alpha Labs 4
New run: 1:45.883 done in 4 segments.
Old run: 1:58.4
Level 9: EnPro Plant
New run: 3:19.066 done in 4 segments.
Old run: 3:31.866 done in 2 segments.
Level 10: Communications Transfer
New run: 2:32.667 done in 4 segments.
Old run: 2:43.8 done in 2 segments.
Level 11: Communications
New run:
Old run: 5:42.866 <--- ~45 seconds faster than the 1:09 Marine run at this point.
The goal with this run is not to beat the current Marine run, but to improve the old Nightmare run as much as I can. If I beat the Marine run again, then so be it. Another initial goal was to do the run in less segments than the previous run, but after discovering how to pull off grenade/rocket jumps on Nightmare that goal was removed. Pulling off such boosts on Nightmare in realtime has nothing to do with skill, the margins are so small so the only way to nail it is with extreme luck manipulation. Whenever there is a boost in a level I will most likely have to do that boost in a separate segment, depending on how close to the beginning/exit it is, but it will be at least 2 segments for those levels.
The main reasons I decided to make a new Nightmare run are the ugly editing of the old run, and the 2-minute penalty which I have no idea where it came from, and finally I just knew I could do it better. Looking back at the editing of the old run, it just looks so ugly, but at the time it seemed like a good idea to keep it like that for verification reasons. And I have no idea why the run was timed to 1:25 when it should've been 1:23:xx. The only conclusion is that the actual time spent in menus was added to the total time of the run (speculation, I can't get that time together in any other way), and as far as I know that hasn't been done for any other PC run. At the time the old run was done I was very pleased with it, but I always had a feeling that I could do a better job.
Important note on the timing: Up to level 11 "old run" represents the time I got on my previous attempt at improving the 1:25:11 run. From level 12 and on "old run" represents the time from the 1:25:11 run.
Update 21st October 2009: Mike has also agreed to change the timing method for Doom 3. Instead of stopping the clock when the fade-to-black completes the clock is stopped when you activate the "exit level button", which is very easy to spot since all animations stop at that point. This was changed because I discovered that the fade-to-black is indeed not a timed event that's fixed, the time it takes will vary and could have a severe impact on the final time. All the previous attempts have been retimed to fit the new method.
YouTube playlist.
Time comparison
Level 1: Mars City
New run: 1:24.9
Old run: 1:27.966
Level 2: Mars City Underground
New run: 4:25.983 done in 5 segments.
Old run: 4:46 done in 2 segments.
Level 3: Mars City revisited
New run: 1:53.45 done in 2 segments.
Old run: 1:59.433
Level 4: Administration
New run: 1:40.116 done in 2 segments.
Old run: 1:44.433 done in 2 segments.
Level 5: Alpha Labs 1
New run: 1:58.7 done in 3 segments.
Old run: 2:10.766
Level 6: Alpha Labs 2
New run: 1:58.166 done in 4 segments.
Old run: 2:08.4
Level 7: Alpha Labs 3
New run: 2:53.833 done in 3 segments.
Old run: 3:06.4
Level 8: Alpha Labs 4
New run: 1:45.883 done in 4 segments.
Old run: 1:58.4
Level 9: EnPro Plant
New run: 3:19.066 done in 4 segments.
Old run: 3:31.866 done in 2 segments.
Level 10: Communications Transfer
New run: 2:32.667 done in 4 segments.
Old run: 2:43.8 done in 2 segments.
Level 11: Communications
New run:
Old run: 5:42.866 <--- ~45 seconds faster than the 1:09 Marine run at this point.
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