[TAS] Final Doom: The Plutonia Experiment in
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- čas přidán 6. 05. 2024
- This video was viddumped with the Plutonia Midi Pack. To watch this with the ost, you can go here: • [TAS] The Plutonia Exp... (This is on Matt's channel).
Please note there are much, much more comments and information about the run in the text file included on the doomworld post here: www.doomworld.com/forum/topic...
The text file can also be found on pastebin, here: pastebin.com/T0ZXc7Fp
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THIS IS A TOOL-ASSISTED SPEEDRUN.
IWAD: Final Doom: The Plutonia Experiment
Map: D2All
Skill: Ultra-Violence
Category: UV-Speed
Exe: XDRE 2.22a, XDRE 2.23
Time: 8:54
Author(s): RockyGaming4725, almostmatt1
Comments:
This TAS is an improvement of 3:01 over the older 11:55 TAS by ClumsyDoomer from 2017. It is the result of 490 (we made a point of counting) hours of work spanning 1 year, 10 months, and 15 days. However, we made the decision to not count the hours spent running brute forces long enough to walk away from our computers, and so only counted the hours spent “actively working on the run”. It also does not count quite a bit of time spent with routing and experimenting with test maps. Taking into account all of that, the time taken would probably be around 600 hours.
ROCKYGAMING4725’S COMMENTS:
Not sure how to put how I feel about this project into words, honestly. It's one of those things that I could analyze and explain in great detail for hours, days even. It's difficult to say this without sounding egotistical, but this is probably one of the greatest Doom TASes ever made. Going off of the time spent on it, the effort put in, and the level of optimization in each map. Not only that, but the fact that nearly every map has a trick, makes it quite entertaining, to me at least.
I am very grateful this was a two person project. The amount of burnouts we suffered as a team can only make me imagine what it would have been like alone. Not to mention his expertise and valuable ideas. While I do feel a bit bad for having brought this project up to him just a 2 months after he finished his Doom 2 TAS, I'm sure we both had a blast (well, when at least when we weren't *not*) working on this project. This is going to be my Magnum Opus forever, probably.
ALMOSTMATT1’S COMMENTS:
I’m incredibly satisfied with what Rocky and I made here. It’s difficult to objectively evaluate this demo but in giving it my sincere best try to not be biased, I don’t have any doubt that this is the most time and effort ever put into a Doom TAS (probably up there for TASes in all games in general) and I think that it shows. The general degree of optimisation and the frequency of tricks and skips from the beginning to the end make this a TAS I am extremely proud to have had a hand in making, and after nearly two years of work as I write this I’m relieved to be able to finally share it. I can’t help but compare this demo and the experience of making it to my Doom 2 TAS run since both were such large and similar projects, and there’s not much point in picking favourites but I believe this to unquestionably be the superior demo. I think it’s more interesting technically, I think that the movement is more optimised, and I think it being a demo of a more difficult and complex wad naturally makes it more entertaining. I had more TASing experience during my time working on this than I did working on Doom 2, and of course this benefited immensely from the hard work and experience of Rocky as well. That last point cannot be overstated: anyone that has seen anything else Rocky has worked on will already no doubt know this, but this demo could not possibly have come out as well as it did without his work and dedication to it, and he has my endless thanks and appreciation for his many hours of work, as well as my thanks for letting me jump on board! This was originally his demo before I got in on it.
For all that, working on this TAS has also resulted in such a high degree of burnout that I’m not certain I have it in me to participate in a project like this again. The timing wasn’t great since for 18 of the months of working on this I was also doing a dozen hours of night classes a week after work, so that no doubt contributed to a lot of the stress and exhaustion I was constantly under while working on it, and certainly contributed to this demo taking so damn long to do! Whether I do or don’t do something like this again, I don’t think I’m ever going to work on a demo (either by myself or collaboratively) that I will be happier with than this TAS. - Hry
9:25 Doom's B-Hopping
3:14 want to have fun in the arch vile maze?
TAS: no thanks
Absolutely bonkers. This is one of those TASes that kinda requires a three hour explanation video to fully understand what is going on in certain sections.
You know, there's no words in English that can really express how much respect I have for you two. Just know you're both amazing. But I'm curious, would you consider making an explanation video about what's really going on in this run? I mean, you're putting so much effort into it, and just sharing a video might not capture everything. Maybe diving deeper would help others see its value too. Honestly, I wouldn't mind sitting through a five-hour explanation from you guys.
Thank you for your kind words. As much as I would love to, there is honestly so much content to cover, even before digging into the details of this TAS alone, that would make that video, as you said, easily 5 hours or longer long. Unfortunately, even us together wouldn't really have enough time or skills to produce a video that long, and it would also take a long long time. I may think about it more some other time, but for now, I don't have any plans to, and also have some other projects I'd like to finish up first.
If you're interested in some more comments, check out the text file included in the doomworld post, as that has many more comments than what is provided in the youtube description thanks to youtube's character limit.
What a fucking disgusting display.
And I mean that with all the praise in the world because holy shit that was insanity from start to finish! Great job!!
Thanks!
I cannot stress this enough: You two have pushed Doom TASing so hard in the last few years and this new Plutonia TAS is truly incredible, congrats on finishing!
Thank you for the kind words!
I have never seen Doom pushed to the limits like it has been here. This is next level stuff. Amazing work!
Thanks!
Great achievement.
I laughed at Hunted.... great stuff
Best doom TAS of all time, amazing job
The fucking GTA curb boosting in 28 and 29
I cant
This started relatively normal... then the Realm AV-jump I was like "okay, that's clever", Hunted was "wtf" and the icing was the AV-rocket-death-jump (now a word) in Speed and I realized it was, in fact, not normal. Insane stuff, hat's off to the both of you.
Damn! Well done. Big fan of all the rocket..propulsion. :3
Incredible work. Congratulations to you both!
Rad shit by rad dudes. GGs and holy shit.
Thank you!
This might be the new standard in D2ALL TASing from here on. What an absolute ride, I was overwhelmed at times with how fast it was and the Hunted all ghosts might be the fastest I've seen that bug proc in any run.
Thank you! Map 11 was indeed very quick here, thanks to an instant exit being possible in a D2ALL setting (you can get your hp < 11 from the previous map while in an IL recording you obviously cannot).
4:20 He did a 360° rocket jump :o
Haha, just to reiterate, it is a TAS, so things like turning around in one frame to shoot a rocket and immediately back the next frame for an optimal boost is pretty easy to do when building frame-by-frame.
@@rocky47251 did you have to use a script for the turn around and can be done easily with the frame by frame speed?
It’s not really recording at a frame by frame speed. It’s entering the inputs for each frame individually, so you have all the time in the world to edit inputs for every frame
GG ROCKY AND ALMOSTMATT!!
Epic TAS if I do say so myself
JESUS
Hello DoomGod 🫡
Insane work for insane result. Might be even better than doom 2. This a tas to the full potential. Amazing job. Doom 1 is next ?
Thank you! Unfortunately, Doom 1 can’t be recorded in one demo for full runs, meaning a TAS of it through xdre isn’t possible. You’d need to use CN Doom and slo mo + rewind tools (which I’m unsure if it has that feature) instead of frame by frame building. But even then “D1ALL”s are not really a thing.
So realistically the only full game TAS left would be TNT, but both of us are pretty set on not making one for it hahaha. *Maybe*, if it gets broken more
cool
I blinked and missed maps 01 through 30
For things like 3:31 where you bump into a torch on the ground is that done for helping timing, like waiting for things to open/close?
Yes! It helps preserve momentum, which can be done a variety of different ways, but it's very easy to do against a "thing" (like a torch or enemy). Can't think of any other examples off the top of my head (well, maps 23 and 26 come to mind), but yes, here, if the player is ever stuck running against a thing, it's to preserve speed while waiting for something to happen.
How would it affect the run if you had to do the secret exit on the twilight & both secret levels?
Roughly 2.5 minutes slower would be my estimation.
The secret exit is slower than the standard exit (if I recall correctly), and maps 31 and 32 are very, very long. Map 32 does have a void glide and re entry, making it around 20s. While there is currently no map 31 uv speed TAS it can be safely said it would probably be somewhere around a 2 minute map.
@@rocky47251 That's interesting. I had guessed 31 might be the rough one. But I'm not very well informed on DOOM speedrunning, so it was just a guess really. Tricks like void glides can really invalidate a level's length.