Uploaded on Sep 13, 2010
WARNING: Like it says in the title, be sure that annotations are turned on when you watch this.
WAD Title: DIESCUM.WAD
Demo Category: UV max (100% Kills and Secrets; "Ultra-Violence" skill)
Player: Eric "The Green Herring" Baker
Recorded With: Ultimate Doom.exe v1.9
Recorded On: March 22, 2010
Video Recorded With: DOSBox 0.73
Demo Download: http://dl.dropbox.com/u/6650582/DSCM-...
It's a deathmatch level placed in the single-player section, presumably because there are monsters in there. It has no exit, so the only disciplines under which you can speedrun this level are the ones that require 100% Kills. There's also an interesting situation with the music in this level; within the directory of the WAD, the D_E1M1 lump is literally another WAD file that contains the actual music lump. By all conventional wisdom, the background music shouldn't even play... and yet, in doom.exe, it does! I think the game detects the music lump within the /other/ WAD while reading through the innards of the main WAD, and plays it "correctly" as a result. Because you're not "supposed" to use a WAD file as a music lump, however, the music did not play in any source port whatsoever at the time I recorded this. Even today, it doesn't play in Chocolate Doom, which is explicitly an accurate port of the original .exe! All in all, though, I can't review this normally because I don't play deathmatch, but I'm guessing no deathmatch player would want to play this these days.
Oh, and while we're discussing a WAD I recorded a demo on, this level has a zero-byte REJECT lump, which means that it's basically impossible to record a working demo on it. If you want to do so, you'll have to build a REJECT lump yourself. Otherwise, any demos you record will desync when you try to play them back. For my demo, I ran ZenNode 1.2.1 on the WAD with both BLOCKMAP and nodes construction disabled, and just let it build a REJECT lump. The result is included in the demo download as DIESCUMF.WAD. Just for kicks, I included a second version, DIESCUMX.WAD, which is exactly the same, except I put the music lump in the main WAD, and deleted the other one, to make the background music play as intended. (I also deleted all the empty marker lumps that followed the other WAD, presumably the result of the author hammering one WAD into another.) Both versions will play back the demo flawlessly, and I strongly suggest you use one of them to record any future demos on this WAD.
The run itself was recorded while I was waiting for my ride to take me to class. While no stat screen ever appears (since, of course, the level has no exit,) the time given in the title of this video is the /exact/ tic on which the last, remaining enemies die. This was found by playing the demo in PrBoom+ 220.127.116.11, speeding up to the final fight, immediately slowing it down to 3% speed, and watching the demo timer to see what it reads when the Kills counter becomes 25/25. Previous exits included 1:22.49, 1:17.74, and 1:16.71. Interesting sights include a shell box seemingly blessed with the power of levitation, and a BFG blast that explodes without smashing into anything other than thin air.
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