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Author Topic: Improved Doom 3 Nightmare run  (Read 28762 times)
ShadowWraith


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« Reply #555 on: September 21, 2009, 15:12:51 »
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You didn't address this, could you please?  You often only address selective parts of people's posts, it's better than nothing but covering everything would be really appreciated.  I try only to say things that are worth addressing, but if it's not just let me know.

"If I do that I will move too fast and the 2 marines coming through the door won't be lined up the way I need them to."
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« Reply #556 on: September 21, 2009, 22:25:50 »
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Oh I'm sorry, I was thinking you were talking about after the grenade jump for some reason.

Do you have a save that would be good to try for the grenade jump please?  I'm just curious to see how close I can come and maybe find some other way of getting across faster.

It doesn't seem that infeasible to me, but I am more naive than you.  I was thinking you could get at least 3 maybe 4 good strafe jumps to build some speed, then jump off of the railing with an added boost from the grenade, or not sure how physics work but I know they can do some surprising things, so maybe using that ramp type thing on the right could help as well, perhaps even jumping off a notch on the ramp, then getting a little ramp boost for a little more height.

Also, someone found a glitch a long time ago that had something to do with using something or picking up a block or something then and getting launched forward, it took some effort to set it up and needed certain environment things, but maybe it can work here.
« Last Edit: September 21, 2009, 22:56:34 by Spider-Waffle » Report to moderator   Logged
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« Reply #557 on: September 22, 2009, 15:02:50 »
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Well, I've tested the boost with god mode on and with the grenades going off much closer than I would be able to survive even at full health, and I'm not even getting close to get all the way across. Besides, setting everything up with placing the grenade etc is going to take longer than waiting for the bridge to start extending. Also, there's a marine coming through that door while you're waiting for the bridge, and that marine will really ruin your day when you try to set this thing up.

I can't find anything about this boost glitch anywhere so unless you can dig up some links I'm not going to bother with it.

I don't think this has anything to do with being naive, you just haven't played the game as much as I have and therefore don't know about all the details I know about. Instead of just watching the videos you should try to actually play the levels "with" me, like TheVoid does. That way you can tell what is worth spending time on and what isn't much easier, some of my seemingly weird solutions will also make sense right away when you get an actual feel for the map.
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« Reply #558 on: September 23, 2009, 01:24:36 »
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well I tried to do a search for it, couldn't find anyway to just search this thread.  I did find a post you made about a gravity gun boost in that doom3 expansion or something, does that sound familiar?

I was thinking this was something you could do in doom3 though.

well for the grenade boost I was planing to throw it over there as you strafe jump, then have to bounce off the ground the and railing and end up being somewhere behind the railing when you jump off the railing.
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« Reply #559 on: September 25, 2009, 17:17:18 »
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well for the grenade boost I was planing to throw it over there as you strafe jump, then have to bounce off the ground the and railing and end up being somewhere behind the railing when you jump off the railing.
In this case you will either end up with the grenade being either too close, which inevitably will result in instant death, or it will be in the wrong spot/too far away to give you an adequate boost. The main reason for this is that when you strafe jump you're actually going a lot faster than even a "charged-thrown" grenade, so you'll end up far ahead of the grenade. And you also have to throw it very late to avoid it catching any edges, and you can't even do a straight strafe jump all the way to the railing thanks to that arm holding the platform. So you have to stop, place grenade, then start a new strafe jump sequence, you can't do the entire thing in one smooth move.

And that boost doesn't exist in Doom 3 vanilla since there is no gravity gun, it's in the expansion only.
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« Reply #560 on: September 26, 2009, 10:01:24 »
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I did find a post you made about a gravity gun boost in that doom3 expansion or something, does that sound familiar?
I remember discovering that trick and posting a video demonstrating its use. Im glad Groobo used it.

I havent posted here in a long time but I visit this thread almost daily and i have to say that this new run looks TERRIFIC. Good luck Kibumbi!
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« Reply #561 on: September 26, 2009, 11:44:02 »
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Would a second strafe jump to the first marine that shoots you be worthwhile? It'll put you closer to him and you might take less damage?
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« Reply #562 on: September 26, 2009, 12:30:54 »
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Would a second strafe jump to the first marine that shoots you be worthwhile? It'll put you closer to him and you might take less damage?

Unfortunately not. I was experimenting with this at first but the only thing that changes is that the marine will stop in the middle of the stairs and shoot even earlier than it already does.
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« Reply #563 on: September 28, 2009, 20:37:15 »
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can you upload a save right after you get across the first bridge please?
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« Reply #564 on: September 28, 2009, 22:57:37 »
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No.

"map game/alphalabs4" and then "give all", in console.

Edit: When I wrote the above I was getting ready for work so I was in a hurry. I didn't mean to be rude or anything.
« Last Edit: September 29, 2009, 08:54:27 by Kibbo » Report to moderator   Logged

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« Reply #565 on: September 29, 2009, 17:19:09 »
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So I found another way to get across there, requires no boosts, should save about 4 seconds.  I can make the straight bridge jump with a rocket boost, but haven't done it with a grenade yet, grenade would be pretty hard because they seem to give much less boost and throwing it behind you before you jump makes things much harder.

demos attached

* bridgejump.demo (6496.08 KB - downloaded 14 times.)
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« Reply #566 on: September 29, 2009, 17:20:24 »
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a

* bridgejumprj.demo (5192.73 KB - downloaded 10 times.)
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« Reply #567 on: September 30, 2009, 09:05:35 »
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That first method is a lot more interesting than any method involving boosts due to the damage system on Nightmare. The real test is of course if this can be done while Fraps is recording, due to certain weird effects this program has on game mechanics in id tech 4.

Edit: Managed to get the time down to 11.95 for segment 22, not that huge improvement I thought I would be able to get. Slightly earlier save as well so that I can mess around with the rail jump s-w discovered. WIP video uploaded.

* d3n_part22_WIP2.mp4 (1367.74 KB - downloaded 26 times.)
« Last Edit: October 03, 2009, 15:52:42 by Kibbo » Report to moderator   Logged

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« Reply #568 on: October 05, 2009, 20:38:51 »
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I was thinking you probably need more stamina for the part after the bridge skip.  Could you do a strafe jump to that marine at the bottom of the stairs to save stamina?  And what about some combination of strafe jumps plus walking/stopping by the pillar after going up the stairs.  This could save stamina but you could still use the pillar to avoid the one marine and you could still get a similar time.  Even if you get a slower time but have more stamina that could be a lot faster overall.
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« Reply #569 on: October 05, 2009, 21:28:39 »
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I was thinking you probably need more stamina for the part after the bridge skip.  Could you do a strafe jump to that marine at the bottom of the stairs to save stamina?  And what about some combination of strafe jumps plus walking/stopping by the pillar after going up the stairs.  This could save stamina but you could still use the pillar to avoid the one marine and you could still get a similar time.  Even if you get a slower time but have more stamina that could be a lot faster overall.

As soon as you jump there the marine will stop and start shooting, as I've mentioned in an earlier post. Looking at how tight the timing for this is there is only room for so much change, stamina doesn't replenish fast enough to make any stops worth it (unless it's a forced wait). I could of course backtrack to the storage by the stairs that opens to pick up the adrenaline, but by the time I get it there will be both marines and trites to take care of, on both sides. This poses a problem since I don't have a weapon that's effective against both these enemies at long range.

Edit: Wait a minute... I have the BFG *evil laughter etc*. I think the time for this map is going to get lower Grin

Edit: Did a quick test on how far I can get using the adrenaline, and I can sprint all the way through the "no strafe jumping tunnel" and reach the ladder shortly after that part. This was without using any of the boosts and with quite sloppy playing. No doubt about it, getting the adrenaline is definitely worth it. I think it's possible to reach the very last bridge (or at least getting pretty damn close) before adrenaline runs out, and after that I'll have a full gauge of stamina to use as well.
« Last Edit: October 05, 2009, 21:53:03 by Kibbo » Report to moderator   Logged

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