Threads
Michigan, USAAlexo2 years ago

Been wild happenings in the game lately, came out of Any% retirement with a new glitch breakthrough in routing. The board has not had a major update since the IL's were added. Earlier in the year. However, the recent "zombie glitch" breakthrough with RTA times in Any%, has now had the rule set defined once again. If zombie is used, the save must be made during the submission.

God% has become "Cheat codes" in the Misc. tab. This allows for new kinds of runs, in an easy addition to the existing category now. All runs are still live, but now can be defined under multiple rulesets for submission.

Zombie% has now been created for new practice heights, and a far more casual version of Any% to learn and speedrun. This will allow players to use an existing zombie save for multiple attempts.

How the new Zombie glitch works: You die in level 1 the same frame you click to exit. Save game. Spawn in level 2 with 100 Health. Load save for level 2.

You get 000 health. You can't pick up keys, and enemies cannot see you. If you get crushed by a door, it lets you go through walls no problems.

Play level 2-16 with glitch enabled. Must be crushed every new level.

The first level of Episode 3 has no door, or lift, that can crush you. So you have to go to the menu and do E3 from a fresh spawn for any%.

This has proven effective with new times of 8:44 and 8:32 in the last week. I've played three total eight minute times. The first one at 8:59 was 8 months ago with a 14,300+ chance

2 in the last week with the new glitch in under 500 resets... would have never guessed it, but 7:5X territory is possible as a result. The glitch has once again had to bring an update to the leaderboard as a result. Will be listing the following changes.

"God%" has now been Redefined into "Cheat Codes".

All of the runs exist still! Players can now submit a variety of different rule sets that allow for the classic rule set of God%, Cheat%, and Zombie%.

"God%": A Distinction for runs that follow the classic ruleset for the category. Only using both codes once each, and not achieving Zombie. This allows for use of Rockets to achieve out of bounds.

"Cheat%": A Distinction for runs that allow for the use of multiple codes, but do not use Zombie glitches in the speedrun. Out of Bounds is allowed. Using the All weapons code multiple levels is allowed.

"Zombie%" Has been created as a result of discussion to make a more interesting category to watch for spectators, and for any% practice.

You start a Glitched save from Level 2, and play the game like the Any% route. E1M1 is not included in the segment.

Using Cheat Codes to get rockets in E1M1 is allowed. This is useful for setting up the save fast, and Armor is irrelevant as enemies cannot see you, you cannot take damage.

Any% has now included the rule to allow for Zombie Glitch in full game runs. Zombie glitch MUST be seen being made within the speedrun.

Any%= Getting the Zombie glitch active IN RTA. The glitch save must be made within the time the segment begins.

Zombie%= DOES NOT REQUIRE REAL TIME PERFORMANCE OF GLITCH!

E1-E3: Having a level 2 save, and playing the game the full way through.

E1: Having a level 2 save, and playing the game to the end of level 8.

E2: Having a Level 9 save, and playing the game to the end of level 16.

The discord link is now up to date, we have a wide console community of Doom players there! Join us if you have any questions about this port, or any other versions of Doom!

VyPr likes this
Michigan, USAAlexo2 years ago

Have played this game since day one, and well past the Halo 3 beta.. lol

One of the highlight features of this game is Key to the City, a mode where player defined level upgrades, god mode, and full city wide access to supply points is available in the first minute of play.

I'm proposing adding a category for "KttC All Bosses", and have a run viable as concept here already.

I initially started running the NG category, and found the nature of resetting and creating a new profile each attempt to be annoying.. motive to continue running was low. Keys to the city does not save progress, and can be reset in a simple manner. It offers routing with supply points, and a whole arsenal selection.

I think it would be a healthy category for the game! Possibly some Co-op section for NG, NG+, and KttC in the future for RTA?

I have a friend who has the game on order, and we plan on having a Co-op concept run in the next weeks after he's learned the game.

Keys to the City is free on Xbox live as far as I am aware. :)

MissRaven likes this
Michigan, USAAlexo3 years ago

I have an old run on my hard drive I will be hunting down, and adding any censors to upload to the board here soon. I've conceptualized a new category for more meme's.

Sandwhich%

Complete the game while also preparing a grilled cheese sandwhich. The sandwhich must match a particular crisp (golden brown). The Sandwhich must be fully eaten in the speedrun by the runner submitting. Items like cheese slices, bread, and butter can be prepared to be in the same area at the start of the run, but items can not be combined or opened prior to the speedrun. Stove tops are allowed to be heated prior to the speed run. Runs must be fully done with camera on both the preparation area and the game visual.

I think it would be a funny run to see happen, and have considered trying it for the meme return of this game in my back log. Have to create an PNG image that will cover any censors for my layout if I'm to run it again.

JSR_ and MissRaven like this
Michigan, USAAlexo3 years ago

The Moderation staff is happy to announce the world's first

DOOM UNITY OPEN SPEEDRUNNING TOURNAMENT!

8 eligible players will be competing for a $170 prize pool on March 27th! The tournament will feature players racing across all 3 episodes of the original game from 1993.

11 matches will take place to find the best consistent player the unity port has to offer.

You can see eligibility requirements for players who would like to join, and submit to compete in the link provided here: https://docs.google.com/forms/d/e/1FAIpQLScseozoVH8uxHqEaW6WGxdHSAWLtzmy9N6MBTveXDaWHiyPTg/viewform

The Tournament will be hosted Live at http://www.twitch.tv/consoledoom on March 27th at 1PM EST.

I would like to thank THiEF, Pastelunity, and Jrmhd for making the prize pool possible, and the moderation team for their discussions planning the best possible format for the tournament to be played in.

We're looking forward to seeing Doom speedrunning as a sporting event style approach for the first time in the Unity ports history!

MissRaven likes this
Michigan, USAAlexo3 years ago

Over a number of years there have been fan efforts and repurposed creations of doom that have existed for some time on the internet. This leaderboard will begin to host and document times of various fan ports, homebrews for particular consoles, and fan made doom clones (like poom). The current listing of Ports live, and eventually more, are to be added in the future by demand and availability for the wide community having access.

-- PSYDoom: - https://www.doomworld.com/forum/topic/111024-psydoom-061-psx-doom-port-reverse-engineered-for-pc/ A reversed engineered sourceport of Playstation Doom + Final Doom for PC.

We will begin hosting full game leaderboards, and in time, add IL's if an In Game Timer is added in the future.

-- Poom: - https://freds72.itch.io/poom A fanmade Doom clone by freds72. It runs in a Pico-8 emulator, and is a free to play download of a few levels.

Poom will host Full game speedruns, and IL's with IGT support.

-- Pr-Boom GBA: https://www.doomworld.com/forum/topic/110625-gba-doom-source-port-running-on-game-boy-advance/

After nearly 20 years, Doom world user Doomhack had compiled PR-Boom on an actual GBA cartridge. The entire game is now accessible on real GBA hardware.

Full game speedruns for all possible doom WADs will be hosted to begin with. IL's will be added over time if there is demand.

-- Calico: - https://doomwiki.org/wiki/Calico A PC sourceport of the Atari Jaguar Doom by Quasar. Full game runs will be hosted for this port, IL's are not available without IGT.

Please feel free to leave any suggestions and questions regarding anything on the leaderboard in the replies here, or in the discord link provided in the left side navibar. The leaderboard will see continued maintenance as categories and different homebrews are arranged and organized.

Ecgtheow and Tezur0 like this
Michigan, USAAlexo3 years ago

Unity Ports have received a new update in how the game will display the standard way runs are archived.

  • ITYTD CATEGORY IS NOW ANY%-

ITYTD will still be accepted for the Any% category. You are now able to submit both 'Hey Not to Rough' and 'Hurt Me Plenty' Difficulties to the Any% board in the full game section, and IL section, they will be listed along with ITYTD, and show the difficulty played on.

All times have been given ITYTD by default.

A few UV and NM runs will need to be categorized as such, and will be arranged properly in the next few days.

UV and NM IL's remain unaffected. The only IL's this will effect is ITYTD, which is now 'Any%'

  • NEW CATEGORIES -

All levels:

This category is like Any%, while also including the secret levels. You are not required to kill all the enemies, or find all the secrets in every map, just include the secret level/s in your run.

Cheat%: Added by popular demand. Complete the segment with all in game cheats allowed.

Doom Unity has recently become the first console version of Doom with over 1,000 submitted runs! The community continues to grow at a steady pace, with over 100 runs submitted in the last week. The new categories are live now, and already have submissions for a greater portion of the runs available.

The mods will still be on the look out for any submitted runs that are not tagged with the correct difficulty in the full game section. Let us know if one of your runs falls under this issue in the discord provided on the left navigation bar.

Michigan, USAAlexo3 years ago
  • A link to the console Doom discord has been provided on the side bar. The server is also host to a Quake console section, with a growing community for this port and others.

  • NTSC & PAL have been defined to avoid timing difference in both full game and individual level runs.

-Emulator options have been removed for full game due to significant disadvantages with load times. Emulator IL's will still be accepted, but kept separate from real hardware times.

  • Max% will be added eventually for full game. The goal will be creating the option when a few more folks learn the game to take these categories on for IL's or full game attempts. The category will likely be added by that time in a further expansion.

  • Nightmare IL's have been given a 'Max%' and 'Non-max' as a test for how Max IL's could be expanded in the future.

  • Icons and themes have been updated.

Let me know if anything is out of place on the discord or DM here on SRC!

maintenance will continue over the next 72 hours.

bradenexplosion likes this
Michigan, USAAlexo3 years ago
  • A link to the console Doom discord has been provided on the side bar. The server is also host to a Quake console section, with a growing community for this port and others.

  • NTSC & PAL have been defined to avoid timing difference.

  • Normal and Hard any% have been added for both full game and individual levels.

  • Max% has been added for Full game and individual levels.

  • Icons and themes have been updated.

If anything is out of place, let me know!

Michigan, USAAlexo4 years ago

I've considered learning this run since its brand new. But I run on xbox one. Has the mod team had any discussions regarding spliting platforms before the PB's begin rolling in? :)

Michigan, USAAlexo4 years ago

I've noticed something about the IGT recently, and will be keeping it here for some documentation and future runners.

When the ending cutscene begins after the final switch/portal is reached in a level, generally it takes 2-2.3 seconds on the in game timer for the level to actually end.

If you pause as the final point in the level is reached, and add 2 seconds on to the timer in the pause menu, this will generally give you an idea of the time you will have for the level.

This is just an easier way to determin if you'll have a PB for the level. Instead of praying the IGT is lower, having to return to the main menu to type in codes, or run the whole game again up to the level you are attempting to get a lower time in.

Example: finish level 1, pause as switch is pressed IGT on pause menu says 22 Final time after cutscene will be 24.

bradenexplosion likes this
Michigan, USAAlexo4 years ago

I bought two 5.5 OZ cans today, with intention to get the time closer to 4 minutes in the IRL category.. but I noticed something. On each of these cans, it says 5.5 OZ (158).. I'm in the USA, so I'm not sure if its a regional variant, or if the board category isn't properly named? The category i am referencing is 5.5 oz (156g). Just want to keep within the rules, and not have an advantage if thats the case by 1 or 2 chips... LOL

Michigan, USAAlexo4 years ago

With the Debug menu, you can select all individual IL levels with a default shot gun start, God mode, and all weapons. Very useful for practice and testing!

bradenexplosion likes this
Michigan, USAAlexo4 years ago

3 Days, 7 hours.

Strategy breakdown: https://www.wowhead.com/news=294814/classic-world-first-level-60-is-jokerd-mage-aoe-leveling-build

JokerD on twitch, with archive of playtime: https://www.twitch.tv/jokerdtv

He played the legendary golden eye streets 1:12 video during it also... what a freaking legend.

dripping likes this
Michigan, USAAlexo4 years ago

It's been announced Doom 64 will be ported to the nintendo switch in November... what a surprise!

The question now... runs for the switch version hosted on this board as well?

It hasn't been confirmed that it is running from the original ROM. Footage released today has enhanced brightness, which leads me to believe it is running in the unity engine, similar to the recent Doom and Doom II releases on current generation consoles. These recent versions had brighter lighting in many areas, which is what leads me to believe this. Glitches in Doom 1 still were still viable for speedruns, but with Doom 64's tech, its hard to say how it will be for the switch version...

I'm curious if cruise control was removed? Or lag clipping? We'll have to see in the future.. but thats why I bring this all up. Maybe N64 will remain faster with this tech patched or removed?

I would assume runs could be divided here into subcategories for N64 and Switch respectively. Ofcourse credits warp will not be confirmed for sometime, until grav loads this up for the first time.. lol.

Just wanted to get some input from the runners, consider how to rank runs of this port moving forward as more information is released. No reason for a new board, or more clutter on the Doom main series hub page here on SRC.

BRUISERBRODY likes this
Michigan, USAAlexo4 years ago

I am going to put the rules for IL's here as clearly as possible. Please ask any questions you have in this thread.

The in game timer is used for IL's.

Levels without a time shown on a results screen will be timed via RTA.

RTA method Mentioned above starts when you are first able to move your character, and ends on the first frame of the screen melting.

UV DIFFICULTY OR HIGHER REQUIRES THE PLAYER TO SHOW LEVEL SELECTION AND START WITH THE DIFFICULTY MENU.

YOU MUST HAVE A FRESH SPAWN ON THE LEVEL YOU ARE SUBMITING FOR.

CAN'S: You CAN save on a level, then die on the same level, and start it from the beginning (NOT ON UV OR HIGHER).

You CAN save on a previous level, enter the level, and die, to spawn from the beginning (NOT ON UV OR HIGHER).

You CAN have a save set to load an automatic death (load, die instantly), to help save time reseting (NOT ON UV OR HIGHER).

CANNOT'S:

You CANNOT load inside a level (even at the spawn) and submit a run UNLESS you die, and have a fresh spawn from the start.

You CANNOT have a submission that cuts off the IGT being displayed at the end of the level.

You CANNOT submit a run that enters from a previous level, UNLESS you die in the level you are submitting for, to have a fresh spawn (NOT ON UV OR HIGHER).

Correct methods of submitting time:

9.33 on the In Game timer would be submitted as 9 s 330 ms.

24.91 on the In Game timer would be submitted as 24 s 910 ms.

1:35.335 RTA Retime from first frame of movement to first frame of screen melting would be 1 m 35s 330 ms

Wrong methods for submissions.

9.33 being submitted as 9 s 033 ms

24.91 being submitted as 24 s 091 ms

1:35.335 RTA being submitted as 1 m 35 s 335 ms

Onyxized, Pello and 2 others like this
Michigan, USAAlexo4 years ago

On July 26th, 2019, Bethesda and Id software released Doom, Doom II, and Doom 3 on current generation systems.

The PS4, Nintendo Switch, Xbox One, and Mobile versions of all these Doom's will be hosted here on a single board.

Please define using Keyboard + mouse, or your input type, when submitting runs.

Different Consoles are currently separated as more testing is done to see what the larger differences are.

THE XBOX ONE VERSION USING THE UNITY ENGINE WILL NOT BE ACCEPTED ON THE OTHER XBOX BOARDS: https://www.speedrun.com/doom_xbox https://www.speedrun.com/doom_ii_xbox_bfg_

The Unity port for Xbox One has an advantage of keyboard support, allowing SR50 (the fastest movement speed possible, generally not available on console ports). This gives players an automatic advantage over the Xbox 360 version, that is also backwards compatible on Xbox One systems.

Individual Levels will be added over the next few days for Doom, Doom II, and the Master Levels. Doom 3 will not receive IL levels, as there is no accepted timing method for Doom 3 levels.

Have fun playing the new ports!

Doom 3 could be subject for removal in the event the unity version is accepted on the Doom 3 leaderboard, or no runs for console are submitted within a certain time.

Harlow and Futurecat96 like this
Michigan, USAAlexo4 years ago

Doom 1, 2, Master Levels, and Doom 3 were all re-released for multiple platforms yesterday!

The Nintendo Switch, Xbox One, Ps4, and Mobile versions will not be ranked here, and have their own board soon.

Please note that any xbox one runs currently on the board, are using the backwards compatible feature to play the Xbox 360 release of the game, which is also included in the BFG edition.

RUNS USING THE UNITY ENGINE WILL NOT BE ACCEPTED ON THIS BOARD.

Michigan, USAAlexo4 years ago

Doom 1, 2, Master Levels, and Doom 3 were all re-released for multiple platforms yesterday!

The Nintendo Switch, Xbox One, Ps4, and Mobile versions will not be ranked here, and have their own board soon.

Please note that any xbox one runs currently on the board, are using the backwards compatible feature to play the Xbox 360 release of the game, which is also included in the BFG edition.

RUNS USING THE UNITY ENGINE WILL NOT BE ACCEPTED ON THIS BOARD.

Michigan, USAAlexo4 years ago

I've updated the board to split emulation and real hardware (Cartridge). Emulation has proven to have a significant time advantage over real hardware (Faster end screens before levels), and has been separated for this reason.

God% and Infinity have been arranged into a Misc. tab.

In the event an accurate emulator is found, it will be allowed to be compiled with the Cartridge times. Until then, this will be the way the game is divided.

I'm debating adding IL's, which would also be split between Emulation and Real Hardware.

Michigan, USAAlexo4 years ago

Taken some time to update the IL board for easier viewing. You can now see all of the top times for every difficulty! https://i.gyazo.com/4097047dfae6ad01f0f21d30f158f77b.png

OG Xbox was split from the 360/PS3/Xbox One versions for IL runs, considering the boost at spawn, and the fact that Underhalls can be finished much faster with the secret exit to the OG Xbox exclusive level. It was becoming more clear over time this would be the case eventually, as lowest times were easier to achieve with the boost at spawn.

Stocked entry remains, all of the difficulties can be found in each Individual Level as a subcategory.

CO-OP for full game runs was added.

If I missed any times, or a run wasn't transferred over, please let me know in the discord! I tried to include all the obsolete times also.

About Alexo
Joined
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