DOOM II | Not Even Remotely Fair | MAP33 UV-Max in 28.37 by @besusbb (with the unused MIDI)

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Published on ● Video Link: https://www.youtube.com/watch?v=hR9fA0jiw8g



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Much prefer this midi for this level over the HEY EVERYBODY track, but the latter is still a banger nonetheless!

Demo Download : https://www.doomworld.com/forum/post/2761584
This version of soundtrack is recorded by @GoranObal
https://www.youtube.com/watch?v=sA3YFjTymaE&ab_channel=RetroVideogameSoundtracks

Additional WADs Used (in video)
1. Doom Sound Bulb (HD Sounds) : https://www.doomworld.com/forum/topic/110822-doom-sound-bulb-hd-sounds-that-stay-true-to-the-original/
2. NERF Widescreen Assets : Included with the wad's zip file
3. A custom wad I made which changes the font for the exhud elements to the standard doom font

Note: This video was recorded with coordinate display enabled but the run was recorded without it.

==From the .txt file==
Doom Speed Demo Archive
https://dsdarchive.com/

Pwad: nerf.wad
Map: MAP33
Skill: 4
Category: UV Max
Exe: dsda-doom 0.25.6 -complevel 2

Time: 0:28.37

Author: besus

Comments:
round off error intercept overflow demo, lmao.
i love breaking these maps and has been eyeing this one for several weeks now but i've been busy until only several days ago. it's the most mappers vs speedrunners war thing i've ever done, it also did take a lot of work on the theorizing part.
investigating this was really fun and has lead to me building (extra stuff on top of) a custom prb+ to brute force intercept overflow positions.
likely wont be publishing the code (unless someone wants it), because, holy shit, it is but a bunch of foul hacks and heres how it works for whoevers interested:
+ it tries the players position and angle and every tic it advances by a "grain" and then halves the grain size when it has ran through everything and then repeat. thats all it does.
+ the bruteforce code is jammed into a prb+ hud widget, the one that tracks intercepts, couldve put it elsewhere but this worked, so it gets called everytime the hud is drawn.
+ a modified version of SUPRWEP8.DEH (which came with DeHackEd v3.1) did all the shootings to test for overflow. the shotgun just keeps on shooting once you've pressed fire once, even when you're not holding fire button
+ uncapped frame rate needs to be off so that the hud bruteforce is in sync with the actual game tics
+ speeding up too much make prb+ drop frames even with uncapped framerate off, which can be unintentionally beneficial when checking for multiple spots in a range so that it randomly skips over a few of the already found position
the process goes like this, i start the map modified prb+, walk forward and grab shotgun and press fire so it starts shooting, and then wait past 5s mark when the bruteforce code takes over and sets position and angle every tic while the suprwep shotgun is shooting, speed up x1000, whenever theres an overflow there will be a message box that pops up to warn because it's a prb+ option that i turned on, i screencap the coords and angle from a modified automap coord display (looks pretty much like dsda's coord display), and then signal 11 message box pops up so i only have to press 1 key to close prb+ (because i made one of the intercept overflow emulation function do ((char*)0) = 'x' so i dont have to navigate prb+ menu), then maybe change the bruteforce parameters (in the code) and then rebuild and then repeat to collect data about viable overflow positions.

i found that for x = -112.00000 (fortunately on a wall, plot twist this was actually intended???) and around y = 229.50000 to y = 229.57000 (fixed point format, not like in xdre (also fuck xdre for trying to represent fixed points like how it does)) overflow positions are really dense in intercept overflow positions so that is what i went for in the run.
this run isn't very fast, someone could probably get much lower.
uv speed is the same thing but you could just try to get to that position from the start instead of having to kill any shotgunners.
idk if i'll be defending this, it looks like someone like bredd can absolutely demolish the time.

now that i think about it this is probably the way to do it on nm too haha that's funny i should go to bed it's been already 3 nights in a row of me staying up past 5am.
also dsda 0.25.6 because my beloved 0.23.0 hiccups on intercept overflow and crashes sometimes.




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