Author Topic: » DOOM 64 Awareness/Recruitment Thread «  (Read 4822 times)

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» DOOM 64 Awareness/Recruitment Thread «
« on: January 28, 2015, 11:17:42 PM »
Doom 64 Rankings
https://doom64.the-elite.net/

Introduction

After seeing the success Pilotwings 64 had after being advertised to this community, I figured I would shed some light one of the most technical, nuanced, and highest skill ceiling games in the N64 library. This is a bold statement considering where I am, but I assure you it is no less than the truth. Doom 64 and Goldeneye are similar in many ways, so I think if you enjoy putting hours into GE that this game will provide you that same experience and possibly more. I know Clemens has shown interest in this game before, so maybe he can shed some light on it from the perspective of a top GE/PD player.

There are 32 levels (25 normal, 4 secret, and 3 bonus) that are all different on the four available difficulties, allowing for up to 128 separate times to compete for should the competition exist to do so. Currently only two difficulties are ran, but even those provide 64 different times to fight over. There is also the potential for 100% ILs (max secrets and kills) that would double the number of potential IL times to 256 should there be people willing to run them. The game may seem daunting because of the IL possibilities, but I more wanted to show the potential this game has should it ever have a sizable community. Right now the 64 times are plenty enough... and should be for a while.

The in-game time displayed upon level completion is truncated to the whole second the same as the PC doom games. The format of ILs in this game is also the same as PC doom, in that you start the level from the standard loadout (pistol and 50 bullets) and must make use of the available resources to complete the level. This makes routing for ammo, weapons, health, armor, and power ups a vital component of these ILs (especially important for the higher difficulties).

The entire console community at the moment consists of just me and peaches. Peaches_ has done a fair bit of IL work for Watch Me Die difficulty, but neither of us have done much else. Watch Me Die and Be Gentle, the easiest and hardest difficulties, are easily the most played because they are the most distinct from each other... so I would suggest playing those two to start. Starting with Be Gentle is recommended for beginners. I'll be sure to put some times on the board for people to aim to beat soon.

Here is the google document where we have put our few IL times so far (If you want to add times there just request access on the sheet):
https://docs.google.com/spreadsheets/d/1vTeJWwrq4MvEShNkTmS94P1Q00CA0QyNxzbcT8FWErY/edit#gid=1168168935

Also made a speedrun.com leaderboard in case anyone prefers that:
http://www.speedrun.com/Doom_64

If there are enough willing players at some point in the future, we can easily add the middle two difficulties for more avenues for competition (along with 100% ILs).
________________________________________________________________________________________________________

Controls & Movement

Spoiler
Doom 64 has a robust control mapping system that allows you to map any button to any of the 13 actions. There are preset control schemes you can choose from, but none of them are very good in my opinion. You can also customize the control stick sensitivity.

For both neutral reset and for normal play, I recommend these settings: http://pastebin.com/bdXKH15p - The reason you map R to reverse is because the D-Pad movements override the control stick, and it is impossible to reverse normally with neutral reset enabled. It feels strange at first, but it is surprisingly natural once you get used to it. The fastest way to move with neutral reset in the down position is to hold up on the stick and press C-left or C-right (whichever button you also set speed to).

Here is an image showing the 7 most common ways you will move doom guy throughout your time playing Doom 64:


This video can give you an idea of what some of those and a couple others look like (the numbers in this are scaled differently but you get the idea):
https://www.youtube.com/watch?v=1d8Ov_JE1kI

An important note: You will almost always want to set the brightness in this game to maximum and probably turn it up on your TV too. This game is crazy dark.
________________________________________________________________________________________________________

Gameplay

Spoiler
There is a large variety of gameplay in this game, ranging from nonstop strafing without firing a single shot, to trick jumping and sequence breaking all over, to nonstop combat requiring intense projectile dodging and careful ammo management. Here are some examples:

More Speed Than Combat:
https://www.youtube.com/watch?v=sh2eOsXLrH4
https://www.youtube.com/watch?v=uvpyk5eS9gA
https://www.youtube.com/watch?v=gikSRRpwH5M

Equal Mix of Both
https://www.youtube.com/watch?v=c4eTf3Xj0xg

More Combat Than Speed:
https://www.youtube.com/watch?v=vMYpR8svmnE

*It should be noted that the video for more combat depicts an IL that is far from optimal, yet it still took me over 6 hours to complete it once using risky strats. The difficulty of some of the harder levels makes IL (and RTA) optimization just that much more rigorous, so it will be apparent who is a beast at the game and who isn't over time.
________________________________________________________________________________________________________

Important Techniques

Spoiler
Neutral Reset - The foundation of the Doom 64 speedrun, neutral reset allows for you to extend the range of the inputs beyond what is physically possible on the controller. Setting the neutral position of the stick to the bottom most part of the range and then holding up effectively doubles your forward speed. In conjunction with speed strafing, you can move a whopping 290% faster than normal forward speed. To perform this, hold down the stick all the way and press L+R+Start while it is down.

Diagonal Neutral Reset - There is actually a way to move 20% faster than the fastest neutral reset down speed strafe, but it involves an extremely awkward setup that is near impossible to maintain for anything other than a gap jump that requires it. To do this, instead of making your neutral reset in the down position, put it in the bottom left or bottom right position. Now when you hold the opposite position (either up left or up right) on the stick while at the same time holding STRAFE ON, you can strafe at insane speeds. The strafe on button locks your angle unfortunately, so this strategy is pretty limited to the one or two spots in the game where this technique is required to sequence break.

Key Bumping/Grabbing - With sufficient speed, you can grab keys and other items that are just out of reach normally. Often these are keys that are sitting on short pedestals that require lengthy puzzles to acquire. There is no real way to guarantee a key bump as bumping in this game is a bit more finicky than in PC Doom, so just aim as best you can towards the middle of the key or item and be sure you are going fast. It shouldn't take more than 4 or 5 attempts at most unless you are really unlucky or bad.

Trigger Skips - Doom 64 has several triggers that either spawn enemies, activate crushers or other traps, raise and lower bridges, etc. These can be skipped by going so fast that the game never detects you on top of the trigger. Some triggers are beneficial to skip... some might waste time or even softlock your game. It is important to understand where every relevant trigger is in the map to be aware of places when you should slow down momentarily or go as fast as possible. There is a full fledged level editor basically the same as the PC Doom Builder that allows you to view every map's triggers, enemies and items, and scripts.

Spawn Prevention - Several levels utilize enemy spawning, a feature unique to Doom 64 in the Doom series. Since these enemies do not actually exist on the map before spawning, you are sometimes able stand over the spawn point and prevent that enemy from ever showing up. This is particularly useful when the enemy is strong or when they are part of a kill trigger required to open a door or trigger another event. Often other enemies will do this for you without you even knowing... but this can be manipulated by dragging an existing enemy over a spawn point should you not be able to reach it yourself.

Optimal BFG Usage - For those unfamiliar with how this interesting weapon works, the main projectile actually does comparatively little damage out of the full damage range possible. The moment the projectile hits, you emit several invisible energy tracers that do the bulk of the damage. These tracers will only hit if you are sufficiently close to the enemy you fire at... so you must be sure to stand as close to the enemy (and as centered) as possible the moment the projectile hits something. A good way to gauge whether you grasp this concept is if you can kill a cyberdemon in 2 or 3 hits. There is a lot of RNG involved in the damage range, but if done correctly, it should never take more than 3 shots from full health.
________________________________________________________________________________________________________

Warping to Levels

Spoiler
To warp to most levels, enable the features cheat by entering this password: ?TJL-BDFW-BFGV-JVVB

This will warp you to all bonus maps and all normal maps except for Map 28 (The Absolution). Obviously do not use the enhancement cheats for actual attempts, but feel free to use invulnerability or max ammo to help practice or route levels. Once you enable the features cheat, simply exit the game (it will put you on Map 1 Be Gentle by default) and choose whatever difficulty you want. Once you load up Map 1 of that difficulty, go to the menu and select the features option, then find whatever map you want to warp to and press the use button.

For the secret level maps (The Lair, Outpost Omega, In The Void, and Hectic), you must either warp to the map before them and find the secret exit, or use the individual map code to warp there.

Here are the codes:
http://pastebin.com/wBM1EF56

If you have a memory card, you can also save just before some of the levels you either play the most or can't easily warp to. There should be around a dozen save slots you can use for this. This is also effective for practicing things in RTA because it also can save your ammo and health amounts for practicing as if you were to enter a level with a certain amount.
________________________________________________________________________________________________________

In Conclusion

This game is just too fucking good to go this unnoticed. I seriously believe that this game is among the absolute top tier of N64 speedruns, and I don't apply that lightly to any game. If you have a cart, know someone with a cart, or can afford to buy one off the internet for 10 bucks, I strongly recommend at least trying Doom 64 out. At the very worst, it's still an excellent game to play through casually for the console FPS fan. Should you enjoy the game, try enabling neutral reset and just mess around with it to see how you like it... that's the very thing I did to get hooked on this game. It also emulates well, so if you have a good gamepad you can try it out for free too (neutral reset works on Project 64 should you want to try that too).

If you are ever interested in the full run as well, I have the record in both of the ran categories (Watch Me Die and Be Gentle) and would happily help you out in the learning process. The game is brutal and unforgiving but at the same time extremely rewarding -- It has kept me coming back for more after every ragequit because that desire to conquer it just won't go away.

Should you not be familiar with the game at all and want to see what it's like, check out these links:

Be Gentle WR Speedrun:
https://www.twitch.tv/videos/146706938

Watch Me Die WR Speedrun:
https://www.twitch.tv/grav/v/44196162
« Last Edit: June 02, 2018, 08:02:41 PM by Grav »


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #1 on: January 29, 2015, 09:49:39 AM »
Insane post I'll have a look at it more in depth later. I'm currently at work. I think I remember clemen's told me he tried speed running it.
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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #2 on: January 29, 2015, 10:52:39 AM »
Ive always thought doom 64 was a great game and would be good for speedrunning. I dont really feel like learning a new game atm since Im busy with SM and i can still get some pb's in GE, but maybe in the future i will pick it up if i get bored.
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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #3 on: January 29, 2015, 01:52:21 PM »
I love doom, but I would be more keen on running doom on PC since it has less awkward controls. I just feel like doom 64 is total conversion of doom II and I would just run doom II instead.

The reason why I don't run doom II or its ports is that there is rng with every shot you take in the game and that really off puts me because to really optimize a run you have to have good gun rng which is pretty annoying.

I would like to see more people run the game though, it has lots of potential to be pushed further of course.
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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #4 on: January 29, 2015, 02:04:09 PM »
If anyone wants a good place to start, Map 19 - The Spiral is a great level to learn how to move with neutral reset and eventually speed strafing. The whole level is just strafing around or between enemies. My times for both difficulties are here, though Be Gentle would be the easiest place to start as it is much safer:

0:21 The Spiral WMD:
https://www.youtube.com/watch?v=43DVTYldgAA

0:20 The Spiral BG:
https://www.youtube.com/watch?v=fhTaVyYcD-I

« Last Edit: December 12, 2015, 02:58:17 PM by Grav »


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #5 on: January 29, 2015, 02:10:30 PM »
I love doom, but I would be more keen on running doom on PC since it has less awkward controls. I just feel like doom 64 is total conversion of doom II and I would just run doom II instead.

The reason why I don't run doom II or its ports is that there is rng with every shot you take in the game and that really off puts me because to really optimize a run you have to have good gun rng which is pretty annoying.

I would like to see more people run the game though, it has lots of potential to be pushed further of course.

That's totally fair. The game has RNG out the ass, just as PC doom does... but that also makes the number of possible things that can happen almost limitless. For that reason the ability to adapt is paramount, which is an aspect in speedruns I really like. The RNG factor is definitely a reason why I have focused more on the full run than ILs simply because bad RNG in an optimized IL can be a lot more frustrating than bad RNG in the speedrun (which you can typically recover from). The nice thing about Doom 64 currently is just about every IL is so far from optimized that getting bad luck isn't that big of a deal yet.

I do think the game is distinct enough from the PC doom games with its different movement options and unique mapset to attract a crowd that might not have ever considered running Doom 1 or 2. I figured that mostly those who are primarily console FPS fans who want a side game to mess around in would be interested over anyone else, as a big Doom 1/2 fan or proficient PC FPS player is probably going to want to run Doom 1/2 over this game.
« Last Edit: January 29, 2015, 02:16:08 PM by Grav »


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #6 on: January 29, 2015, 02:23:47 PM »
The first game I wanted to speedrun was DOOM. So I started to learn how to run E1 but never finished because I find it a real pain to learn a route on a difficulty such as UV. Especially since those first few maps are full of shotgun zombies. Your run can get killed by E1M3. I eventually focused on ILs more and really focused on E1M2 until I took a hiatus out of anger. Seriously have you seen the E1M2 UV Speed WR? I've always considered getting into DOOM 64 but since then I've been distracted by GoldenEye. I'll probably get a copy of this and see how I feel about speedrunning it soon.

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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #7 on: January 29, 2015, 02:37:08 PM »
UV Doom is no fucking joke for sure. In Doom 64, Watch Me Die is basically the equivalent of UV so it is just about as difficult. There are fewer monster types because of cartridge space limitations, but the added difficulty of moving fast and dodging shit with a control stick makes up for that in my opinion.

The cool thing about this game is that, because there are so many kill triggers (kill enemy X,Y,Z to open the door, etc.), the difference between the easiest and hardest difficulty is so distinct that it really is viable to run Be Gentle. BG is basically the category that shows who is the best at moving doom guy, where WMD is the category that shows who is the best overall Doom 64 player.

But yeah, Be Gentle being viable makes even the biggest noob able to jump right in and actually go fast in Doom 64, since the risk of death is fairly low. This is pretty nice especially considering there is no way to save the game in the middle of a level. The reason I think PC doom only runs UV or Nightmare is because the easy difficulties are basically the same as UV except for a few less enemies to run past and less damage taken, plus there is obviously the long standing tradition that everyone has always followed.

Also, it's really nice that the ILs in this game have been played for a few hours instead of being grinded hardcore for 15 or 20 years. I can't imagine what it would take to get an IL record in Doom 1 or 2 these days.
« Last Edit: January 29, 2015, 02:43:18 PM by Grav »


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #8 on: January 29, 2015, 11:37:48 PM »
I watched Peaches__ SGDQ run both times I believe and it looked like a sick game. I might pick it up to play casually at least and see where we go from there.

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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #9 on: January 30, 2015, 11:18:23 PM »
Updated the main post with the tons of different ways you can move in this game. Worth a look if you are interested.


« Last Edit: December 12, 2015, 03:01:03 PM by Grav »


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #10 on: January 31, 2015, 11:29:50 PM »
Have some gifs



« Last Edit: December 12, 2015, 03:03:46 PM by Grav »


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #11 on: December 09, 2015, 08:55:18 PM »
bump for epic new skip I just found that saves 45 seconds

« Last Edit: December 09, 2015, 09:03:54 PM by Grav »


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #12 on: December 11, 2015, 07:25:15 PM »
Great to see a N64 game with good framerate lol, I'm kinda more curious about Quake 2 for N64 though, I remember it getting really good reviews back then but to this day I still can't remember even test playing it.

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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #13 on: December 12, 2015, 01:50:32 PM »
Yeah Doom 64 is a steady 30 FPS for like 99.9% of the game. Only a couple rooms in the hardest difficulty get even remotely laggy. The only way to lag the game that much at all is to shoot your super shotgun into a wall while your nose is touching that wall, or by pausing after you have just taken a hit by a fireball or something. Both of those things should never happen to you for any reason really, unless you fuck up badly.

I remember trying out Quake 2 on N64 to see if it had speedrunning potential, but it seemed pretty bland. You can't effectively bunny hop to go a lot faster unless there was something I was missing. The level design seems pretty standard but didnt appear to have too much potential for sequence breaks/exploits. The real issue is you don't have enough damn buttons on the controller because you need so many just to move and aim in three dimensions and shit. From my quick assessment, I would put it slightly below Doom 64 even if Doom 64 did not have a way to go over twice as fast as normal.
« Last Edit: January 12, 2016, 01:40:38 AM by Grav »


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #14 on: December 12, 2015, 01:58:10 PM »
I made this image to kind of help illustrate how neutral reset works with Doom 64. For a vast majority of N64 games, the game is programmed such that exceeding N64 controller input range does nothing because of a built in limit. Thankfully that doesn't exist for this game.



For anyone who has a cheat stick that they use for goldeneye, I found the approximate range for that to be about 95 units in radius compared to standard 87 units. A curious consequence of the down and left parts of range having 128 units instead of 127 is that theoretically it is faster to strafe left and/or backwards than right and/or forwards in Doom 64. This would only apply to the diagonal neutral reset method though, so only a TAS or incredibly optimized human played IL would have to consider it. It probably saves like 1 frame over several seconds.
« Last Edit: December 12, 2015, 02:13:55 PM by Grav »


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #15 on: January 06, 2016, 01:26:40 AM »
I have the game, but I've hardly touched it.
Maybe, some day.
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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #16 on: February 14, 2016, 06:44:51 PM »
I remember being so disappointed it had sprited enemies and not cool polygonal enemies like Goldeneye and Quake that I never bothered with it. I felt that didn't do enough justice for the next generation of games. I bought the Turoks, the Goldeneyes and the PDs for the N64 and never looked back, while in PC I played Quake 1, 2 and 3, Unreal, Unreal Tournament and Jedi Knight. All with delicious polygonal enemies.

I only tried it for the first time in 2014 and it felt like what DooM 3 should have been had it been released in the mid-90's. It wasn't a bad game either, but admittedly I had a lot more fun replaying DooM 1 & 2 than finishing DooM 64.

[edit] However, it is fun to watch speedruns of it. :3c
« Last Edit: February 14, 2016, 06:50:38 PM by Quakeulf »
:3c

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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #17 on: March 11, 2016, 04:25:48 AM »
Broke a level, lol: Final Outpost Clip

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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #18 on: March 11, 2016, 08:13:15 AM »
 :o :o :o :o :o :o :o


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #20 on: March 22, 2016, 06:00:16 PM »
making me have to play ILs.....



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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #21 on: March 22, 2016, 06:05:54 PM »
  Does DOOM 64 have forums on the Elite?  I think a time table like 007/ PD have, would be really cool!  I would be very interested in attempting DOOM 64 and Grav brings good hype with all those statistics and game layout information. 

I've brought this up before but nobody really seems to care or want to do anything about it. The dinosaurs who run the site seem to never be around and some people probably think there shouldn't be an expansion from GE/PD to other games because of tradition. Regardless, if you are interested in playing this game, I would be more than happy to help you with anything. Perhaps i will bring up the time table thing soon again and see what happens.


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #22 on: March 22, 2016, 06:16:33 PM »
Grav says please beat my times then when icy gets a world record grav destroys it right after :kappa:
I still need to get this game!

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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #23 on: March 22, 2016, 11:07:42 PM »
I think you guys missed the joke. :kappa:

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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #24 on: March 26, 2016, 12:19:22 AM »

wtf??????????????????????


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #25 on: April 06, 2016, 09:58:38 AM »

 :nesquik: :nesquik: :nesquik: :nesquik:


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #26 on: April 06, 2016, 05:35:54 PM »
So, is this thread for posting Doom videos now or what?  Does this mean Doom is accepted? I thought I heard Ryan say he was like 1 second of the WR on Spiral this morning in chat.  I wonder if that has something to do with the above video being posted. Kappa  :D
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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #27 on: April 06, 2016, 06:58:06 PM »
omg 19!
LAS

#TeamLevelRotation

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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #28 on: April 07, 2016, 02:40:29 AM »

 :nesquik: :nesquik: :nesquik: :nesquik: :nesquik: :nesquik: :nesquik: :nesquik:


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #29 on: May 15, 2016, 12:45:52 AM »
  :nesquik:

cut 40 seconds from my old pb with just being more yolo with cybers


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #30 on: May 15, 2016, 08:15:11 AM »
Very nice! Really dig the suicide finish idea!

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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #31 on: May 16, 2016, 11:29:01 AM »
Have you guys heard of this? Pretty cool.

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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #32 on: May 16, 2016, 12:22:22 PM »
Yeah I have used that for the last couple years to help test things. Its a fairly accurate translation of the game.... good for casual play if you don't have the cartridge and just want to try it out. It is much worse to speedrun though as you are unable to use the cruise control to go faster. Also if you are adept with N64 games, as many people here are, I would strongly recommend playing it on the original console because the game was simply designed to be played with a N64 controller. Keyboard and mouse makes the game really easy and the movement in the PC version lacks any kind of depth.


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #33 on: July 21, 2016, 06:42:23 PM »

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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #34 on: August 13, 2016, 05:28:24 PM »
[TAS] The Spiral - 0:16

Good God man! (**  If anyone could do it, it would be Grav, but is 16 even humanly possible?   
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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #35 on: August 13, 2016, 06:07:35 PM »
[TAS] The Spiral - 0:16

Good God man! (**  If anyone could do it, it would be Grav, but is 16 even humanly possible?

In Doom 64, you can do a diagonal-downward controller stick reset and combine it with using the "strafe on" button to move an extra 20% speed or so with a locked in angle (see: Diagonal Neutral Reset in the first post), very similar to SR50. This is barely usable at all for humans except for specific setups, but with TASes, it can obviously be abused constantly, and the entirety of the movement is with it. Not to mention I'm moving with nearly-perfect lines, and because I'm so fast early on, I can save additional time by landing on the blue/mega armor platform before it lowers so I can cut some extra distance compared to running up the stairs. The TAS is also 16.9X seconds, granted though, it's not perfect.

I'm not the expert, but I can't see anyone ever doing better than 0:18.

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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #36 on: August 13, 2016, 07:09:08 PM »
Much appreciated, Icy.  Has DOOM 64 ever been full game TAS'd on the highest difficulty or any difficulty?  If not, you should be the first to do so.  I bet you would achieve the best routes and max times with a full game TAS quicker than most individuals.  Even better, if you and Grav collaborated on this project, it would provide the best analytical breakdowns to ever exist.   
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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #37 on: August 13, 2016, 11:49:16 PM »
Much appreciated, Icy.  Has DOOM 64 ever been full game TAS'd on the highest difficulty or any difficulty?  If not, you should be the first to do so.  I bet you would achieve the best routes and max times with a full game TAS quicker than most individuals.  Even better, if you and Grav collaborated on this project, it would provide the best analytical breakdowns to ever exist.

There was, but it was very poorly made. Because of the mass amount of RNG involved, how deep each decision goes with routing (health/ammo), and just the raw length, a proper full-game TAS would require a huge investment of time. There's also the issue with emulator accuracy that seems to prevent the fence clipping. I'm not interested and there are other people far more qualified, but I plan on doing some more IL TASes in the future for fun.

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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #38 on: January 17, 2017, 12:25:38 PM »
updated the elite LBs in the OP. keen for more luke doom 64


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #39 on: August 25, 2017, 06:08:58 AM »
How does the PAL version compare to NTSC for this game?

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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #40 on: August 26, 2017, 12:15:30 AM »
PAL is worse/slower in every conceivable way, like a proper speedrun :nesquik:


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #41 on: August 26, 2017, 11:53:04 AM »
I see, what about the NTSC-J version?

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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #42 on: August 26, 2017, 11:58:25 AM »
JP is exactly the same except for green blood instead of red blood, and the brightness setting is half way turned up by default instead of all the way down.
« Last Edit: August 26, 2017, 12:21:22 PM by Grav »


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Re: » DOOM 64 Awareness/Recruitment Thread «
« Reply #43 on: June 02, 2018, 08:02:59 PM »


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