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[Doom] TREE1.WAD - E1M1 UV Maxdemo & NM 100% Secrets

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Published on Jun 27, 2013

Pwad: Tree1.wad
Author: Greg A. Lewis
Date: 26th April 1994
Map: e1m1
Category: UV Maxdemo
Executable: Doom.exe
Time: 3:18 (UV), 2:43 (NM100S)

Now we're getting back to some more familiar 1994 levels. There's a fair bit of demo history on this wad, both on its standalone version and the one collected in WADPAK1A, a famous 1994-era compilation wad, where it was E1M2. Back in 2002 I recorded on the WADPAK1A version, getting a time of 4:57. Watching that demo now, it's not very good at all. Slack beginning, and the route is all wrong, particularly in the second half where I keep retracing my steps for no reason at all. In my defence, I had done 13 demos that day, including all of episode 1. And that WADPAK1A demopack was one of the first instances of people taking an interest in vintage 1994 levels for speedrunning purposes, even if none of the runs had been optimised very well.

Anyway, 5 years later along comes Eric Baker, aka TheGreenHerring on youtube, who records a speedrun on the WADPAK1A version, in a time of 2:02 - one of his first ever demos. Then four years later, and much improved as a player, he records on the TREE1 version and gets a 1:46. At the same time he records a maxkill demo, improves my route no end and plays a lot more aggressively to boot, and gets a 3:29. (You can see both demos here: http://www.youtube.com/watch?v=IO3Ma5...) And at about the same time Never_Again is recording on the TREE1 version, in both UV -Fast and NM 100% Secrets, and there he gets 4:29 and 2:56 respectively.

So I had a little bit of incentive to do well here. In the end I stuck very closely to Eric's route - it was really well worked out, there wasn't anything to improve that I could see. All I changed was some weapon usage, in particular making better use of the rockets. Some of the level you can't optimise at all because of the waiting you've got to do, so I feel satisfied with an eleven second improvement. Plus a bonus run, a nm100s speedrun in 2:43.

Enough demo talk, what's the level like? Well, fairly basic, though not remarkably so for April 1994. The geometry is extremely basic, most rooms far too large and boxy, and when Greg tries to do something less straightforward you get weirdness like the elevator that disappears into the sky. On the other hand I thought the Cyberdemon was handled well, particularly how the level keeps returning you to him and he's in different circumstances - first up on a circular pedestal, then down at ground level but unable to move, and finally crushed to death. Greg's main claim to fame is that he would go on to create Dehacked, the Doom executable editing utility that allowed people to create BFGs that fired 50 blasts a second or troopers that fired rockets at you. He's got a few more wads though, and they're coming up...

Download the wad here: http://www.doomworld.com/idgames/inde...

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