Oh shit alright thanks
I clicked on the github link and it takes me to it, but I see no download link or anything? Unless I'm completely missing it. I'm not very familiar with github.
Am unsure if moderators get notifications for comments or not, (I haven't recieved any yet) but I think it might be a good idea to at least have a toggle for it so we have the option? This new comments thing is extremely untrustworthy considering how many dumb people exist in the world looking to abuse it. If we moderators have a toggle for comment notifications, it can help deter idiots trolling on older runs where we might not notice it happening since they are rarely looked at.
Thoughts?
If someone does a run, it will be considered. The leaderboard is already cluttered as it is, we don't want to add another port unless it's really worth adding.
Hey guys! We now have an official Discord server dedicated to all Xelo Games titles speedrunning, including EFN! Feel free to join via the link below.
The reason it works is because of the jank vertical mouse movement that Unity has. Go into your key bindings and change move right to mouse right (up for some maps with glides), then just make your way there with the super jank mouse movement and use jank vmm to build momentum off the wall and you'll make the jump. Angle also matters, so if you keep failing, it's probably because your angle is off due to Unity being...Unity.
@HarrisonDotNET That doesn't happen on the Unity port. If it's happening to you, you are playing the wrong port.
It's outdated because at the time of making it, most people including myself ran the game strictly on controller. I haven't got around to making an updated version for PC, but for the most part the tricks in that video are still relevant. Still a good reference video, but there's more that can be added, hence outdated.
@TheDough_Nut And absolutely none of those tricks are difficult to perform. If you don't want to do them, then don't. We aren't gonna make an arbitrary category for something that's literally impossible to do on Doom. Like I said, you can't do a Doom run without some unintentional bug or glitch happening. And just simply banning tricks because you or "new players" don't want to do them is not enough to warrant a new category. Just learn the tricks. Or don't. Your choice.
Edit: To add, forgiving unintended unbeneficial bugs literally defeats the purpose of a glitchless category, whether we allow it or not. Learn more about how the bugs and glitches can affect the game, and the ones that don't but can still randomly happen, and you'll understand why a glitchless category is impossible.
It would literally be impossible to do a glitchless run in Doom, as things can happen that are considered a "glitch" or a "bug" and it be completely out of your control. Besides, the tricks in the game aren't difficult to do (mastering them is a different story) so just practice whatever tricks you are capable of doing, and route around the ones you can't/don't want to do.
Yeah pretty much what Ducky said. Nobody considers GZDoom a valid speedrunning port since it has so many extra features that makes it it's own thing and isn't associated with speedrunning. The Unity port is the port you can get on Steam, Bethesda Launcher, Xbox One/Series, PS4/5, Switch, Android, Apple, and the Xbox Marketplace for PC.
To answer what Ducky was unsure of (end game stuff) You don't need to show the credits, but showing the results screen at the end of the run is required.
If you guys do runs of maps that don't have a results screen (Sigil map 9, NRFTL map 8, etc.) we found a small solution to prevent your run from needing a retime. If you open the map as you exit the map, it shows the final time when the screen melt happens. We are asking everyone if you are capable of doing so when doing those maps as IL's, end the level with your map open. It's not a requirement, as obviously doing that on say Sigil map 8 might be a bit hard to do since you focus on that jump more than anything. If you are unable to do this, it will result in your run just being retimed. Helps us if you show the map. Not required. Thanks for reading :)
If you are unsure of what I'm even talking about, refer to this run here: https://www.speedrun.com/doom_unity_ce/run/mkgw0p3y
Thomas is correct. For full game you are allowed to pause and rebind your controls. For IL's it MUST be done before the IL starts. No 3rd party programs or scripts of any kind are allowed to be used during any form of runs.
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No. Pausing invalidates because it can affect the timer/various other reasons.
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I think you mean to say just ABOVE 9 seconds? As in like 9.03 or more. It's all about your movement, and how quick and early you open doors. Pay attention to any of the 8's on the board, watch how they open doors. You'll see them open them while still a little far away from them. That helps save time. They also back up and run through to have that speed built up. Moving to the right of the zombie instead of the left, and then there's that asshole carl blocking the exit. That, you just gotta kinda hope for the best lol. Also when going INTO the exit room, make sure you are 1) Facing to the right when strafe running, that way 2) You can enter the exit room ALREADY facing the exit, therefore saving the frames needed to turn to the switch if facing to the left. Hope this helps.
It's a menu bug. The menu is still active during gameplay but is invisible, and bugged and sometimes it will load a save or it will quick load. It's just a bug. Nothing useful.
If it helps the case to add a category for emulator, I'm in. I just did a quick any% run and It felt pretty nice. Would really like to do some any% runs here and there and be able to submit it.