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[Draft] New par times are needed for maps #1280
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forgot lmao
Par times should be UV-speed, because they aren't meant to be easy unless you focus on speed only. At least that's how it is in the IDwad. |
Par time should be achievable by a decent player with knowledge of map and practice. UV-Speed and some extra seconds added depending on map to make as much competition as possible. A good portion of players actually have a chance of making par. |
Yeah, retracting my statement on UV-Max, doing the Romero method of par times like SUNPYG Senpai suggested in Freedoom's Discord server; UV-Speed, round the time to a quarter-minute and add 30 seconds. Makes more sense because it's something for you to accomplish. |
UV-Speed demo of E2M2. Demo time is 47.06s, par time using the Romero method would be 1m 15s. |
I'm not yet sure how to make a contribution to the code or how I'll get the permissions that I need to do so, but at least for now here are some level times that I got, what the resulting par time would be using the Romero method, and demo files. Demo Files: |
That's definitely fine with me. I'm still planning on setting more par times tomorrow, though, because it isn't too hard and it's really fun. |
I guess... "Farj" as your Discord display names says..?
Dunno what I'm supposed to comment on, what you just did looks fine to me... |
Ah, I was asking if you're willing to do UV-Speed demos for the remaining maps without par times here. |
I am almost literally the last person who should be asked to do anything remotely resembling a speedrun, as someone who can't even reliably wallrun or SR50 and regularly gets stuck in geometry mid-firefight... |
It doesn't have to be perfect, just something moderately difficult to accomplish for someone newer to Doom. |
MAP27 - exactly 7:00 (using Romero method, 7:30) This map was really fun, whoever made it did an absolutely amazing job. |
I'd say more moderately difficult to accomplish for an experienced player in their prime, and laughably impossible for someone newer to Doom or whose aging reflexes are getting worse (which is the standard we see in the id par times) (just to be clear, none of this is a criticism about what's being done on this PR, it's exactly what needs to be done, i'm just commenting on the perceived relative difficulty/skill involved) |
Sorry for kind of just leaving this after promising to do more (college classes ramping up in involvement does not play well with a poor work ethic, though things are getting better now). Also, this is out of the scope of this PR, but something that I've noticed about other par times is that some of them are tighter then they would be using the Romero Method. For example, E1M8 has a par time of 1:00. My best time is 0:55, and my best time using IDFA is 0:30. Should we work on getting more levels par times that use the Romero Method? |
I've updated the Google Drive link with 2 new demos: |
I came to check if this got merged just to realize that not all of the needed par times were submitted, so... after a while... I have more par times and have updated the contents of the link from previous comments. (MAP06 and MAP07 were redone for UV-Speed) Map06 Time - 0:55 | Romero Method Par Time - 1:30 (Funnily enough, this is what the current par time is, though I'd still like to be credited for the par time) |
These haven't been touched for a while:
I've shuffled the par times accordingly to the maps moving during development.
New par times are needed for new levels. (set to 0 for now, waiting for new demos for par times)
Surprised a new par time wasn't done for MAP24 since 0.7.
The old E3M5/current E3M4 never had a par time done for it.
MAP11 might also need to be redone with the level rework.
I've done two of my own UV-Max demos for MAP06 and MAP07 with the times being rounded to the nearest quarter-minute. (here)
I would recommend UV-Max for par times for larger, more "newbie-accurate" times but that's just an opinion.