The Most Hilarious Doom Speedrun Ever Performed

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The only reason it took 25 days is because the program lacked "the human element" as Todd Todgers would say. Should have began the level in 2nd gear

tyrel
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As a quick correction just in case anyone cares, the map's creator, BPRD, said he created Nuts not only as a joke, but to also test the file size that he could upload on whatever website he was using back in the day. He said he wasn't sure how big it was, so he made this big map to see if it would still accept it.

MaverickKayPrime
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About the first level of doom... I remember getting stuck in the first level for hours thinking it was all the game had to offer. Then I realized you can open doors

xandyw
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I heard Tod Rodgers did this in the 80s without having to punch. He just conserved his ammo really really well.

Eddyhartz
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The mere fact that a level pack for the original Doom, a game nearly 30 years old, can be played in such a way that it lags to *fractional* FPS on high-end 2022 hardware is hilarious to me. Yes, I know it's mostly because the game's code isn't optimized for modern GPUs or multi-core processors, but as a matter of spectacle it's still really funny.

FourthDerivative
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"If you have a spare month, you can watch it for yourself"
That line sums up this whole run

AnonMedic
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Great video, Karl, and thank you so much for the mention. One small correction though, I can say with 92% certainty that there aren't mancubi in the second room.

HurricaineJr
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It’d be interesting to see a version of this run that allows you to modify the game to optimize the sprites to see if you even could do an TASless run. Probably a waste of time to even attempt but could be a fun thing to see. Like removing the rocket trails, more intense culling, removing dead bodies, that sort of thing.

Edit: love these comments, so neat seeing everyone’s takes and solutions to this problem, I just threw out the idea knowing very little about how doom really work on a deep level so it’s cool reading everyone’s insight. You love to see it

NaughtMax
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The fact that a Doom video uploaded only a month ago has over a million views shows how legendary and interesting this masterpiece of a game still is.

ced
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“To achieve great things one must sacrifice stability and push ones limits past sanity.”

I feel like this quote captures this run and Zero Master quite well.

oharehatmancaleb
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If this speedrun is uploaded to any leaderboard with the runner listed as anything other than "Zero Master's CPU" I'm fucking rioting

VeritasGames
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"Ever since the invention of proof standards, he's been oddly quiet."
Poor Todd Todgers lmao

thenarrator
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Only 10, 000+ monsters? And only 1, 758 Revenants? Well... that's _kind_ of a lot of demons, I guess.

MarphitimusBlackimus
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I played Doom when my age was in the single digits, and only now at age 35 do I know that the hitboxes were taller than the monsters. It's just a fascinating thought.

Ole_Rasmussen
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Something about this map is hypnotic. I didn't discover it till around 2013 and for some reason, every time I play it and beat it, I'm replaying it for hours. Just that one map. I haven't played it in a year but next time I do, I'll have to make sure I have the entire evening free.

ikeyasector
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Just trying to imagine 90, 000 missile sprites all with their own hitboxes and tracking AI being processed at once without the game crashing in hurting my head.

MathMasterism
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Final Doom is extra cool, because it started out as TNT : Evilution, a project by a bunch of fans in a team to make a full 32 level replacement for Doom 2, complete with a bunch of custom textures and custom music. Particular attention was paid to make the maps as impressive as they could make them at the time, featuring lots of detail, along with various engine tricks, and some levels being enormous in size.

John Romero had noticed this project, and as it neared completion, he contacted the leaders of the team to make them an offer for iD Software to buy the rights to TNT and have it published as an official product.
One of the conditions though was that iD would be provided with a second 32 level set, so that it could be sold as a double bundle.

This was accepted, two brothers who were part of Team TNT, Dario Casali and Milo Casali, pitched a set they were working on, which had 8 levels at the time (a couple which had been rejected for TNT Evilution because they were deemed too hard).
The guys at iD thought it looked really promising and said they'd love to see that filled out to a full 32, so Dario and Milo got to work, they had 4 months of time.

The Casalis loved Doom, but one of the things which nagged them was a lack of challenge, Doom 2 wasn't hard enough for them, hence why they started making their own levels to begin with, with Team TNT pushing back against their levels for TNT becoming too hard, but they now had the free reigns to make a really challenging Doom campaign on their own terms, and as an official product. Balancing it for the Ultra-Violence difficulty as their base (and scaling it down for lower difficulties), they made sure to make their levels tough, if they felt that a part wasn't giving them a hard enough time, they'd go and revise it to make it harsher, so that it never felt easy or like they weren't getting by just by the skin of their teeth.

They deliver the levels to iD on time, to their relief they don't ask for any changes.
TNT and Plutonia gets published as Final Doom, 64 high end levels total, shipping with the included Doom 95 port for Windows, required for playing. Doom 95 raises static limits (as some levels got too complex for the original .exe), and offers higher resolutions with a more streamlined way of playing multiplayer and loading custom content.
Final Doom would also be released in a revised form for the Sony Playstation.

In many people's opinions, Plutonia makes up the very best part of the official classic Doom games. It's very smartly designed, and very good looking. Approachable for most on lower skill levels, while offering a good challenge on Ultra-Violence, for those who were really looking for something more. Plutonia got some notice, Dario Casali got hired as lead level designer by this small upstart company headed by a former Microsoft programmer named Gabe Newell, a company called Valve Software, where Dario worked on a game with the working title of Quiver, using a licensed Quake engine for its base. Quiver would release in 1998 as Half-Life, which would win 50 different Game Of The Year awards from various different publications and reviews.
Milo Casali got a job at Epic Megagames, being part of the Unreal series.

neDoomedSpaceMarine
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Zero Master is the GOAT of DooM. He finds those things that are "impossible" and makes them reality. This one is painfully long, but doable. He's got some achievements that are unbelievable.

TNT Evilution Nightmare Single Segment was considered virtually impossible. That map set has way too many hitscanners to make it a reliable run, but Zero gave us the 1st complete run. No one else has replicated this. This gave him the NM Speed WR in each official release of the classics.

Doom 2, Map 2, Underhalls Pacifist. It was considered impossible, but he did it. The run takes over 20 minutes and it's a lot of setup and waiting, but the theory took longer.
Doom 2, Map 30, Icon of Sin Pacifist. Possible as a TAS. Zero Master hinted at this one in the the Underhalls video and then did it. It's TAS, but there is a way and the proof of concept is there. The RNG still leaves this one impossible in the practical sense.
Doom 2, map 15, Industrial Zone. All official 100S and Max times allow for less than 100% secrets because one line def is incorrectly place and "impossible" to trigger in a normal run. Zero Master used a Pain Elemental to push him into the line def and get a true 100% secrets run. It's not practical, but it's possible. He also used this to get a true NM 100S run.

Sometimes, things are done just to prove they can be done. At this point, we're just seeing Zero Master show off his total understanding of the game paired with his ability to play it better than anyone.

riffbw
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What Zero Master did here is true beauty. And the circumstance that it is nearly beyond the capabilities of a human body and brain to perceive and witness the whole speedrun in real time, that we can literally only testify it by a summary of the results a machine made for humans so we can comprehend what happened here makes this even more beautiful 🙏❤️

colinlaney-sx
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Important detail, covered in a Decino video: based on the tick your game starts on (I believe that's how it works) the chance of a Revenant rocket being a homing shot can either be 25% or 75%.

douglewis