Overall very happy with how this run turned out despite some bumps, Ultimate Doom is such a fun run to show and I'm happy I was able to take the torch from previous runs with the bar set so high, thanks for watching everyone!
When they got to the one level I was like "Oh this is the level that's shaped like a giant hand" and then 3 seconds later the commentators said the same thing. I guess it's at least memorable! I distinctly remember my brother calling me over when he was playing and being like "check it out! this level is a giant hand!"
Awesome run! Great to see my favorite game back this year. I also love that this is pretty much straight up playing through the game. Too many FPS speed runs are all about getting out of bounds and skipping, rather than playing, most of the game. I much prefer the style.
I mean most games have an inbounds category. It's admittedly rare for one to have as few OoB tricks as classic Doom, mostly because it's really hard to get back *in* bounds in Doom. There's like... one level in Doom 2 where it's faster, I think?
8:57 technically caco's do not have a melee attack. Their "bite" is just the fireball detonating point black in your face before the model of the fireball itself even loads. That's why it's so instantaneous.
Not true; the cacodemon melee attack is a separate attack with higher max damage than the fireball. They share the same animation, however, and if you leave melee range during the animation it will still shoot the fireball.
Where did you read that? Doom doesn't use models, it uses sprites, and if a sprite isn't loaded the game waits for it to load before continuing. An object that doesn't appear at all will not function at all, and if the onscreen sprite limit was reached the object would still make a noise. Apart from that the cacodemon bite's damage value is between 10 and 60, while the fireball's is between 5 and 40.
Doom wiki lists a separate melee attack though. :p It has only 2/3 of the damage of the melee attack if we look at the average number of attacks that are required to kill the player.
The fun thing about the key bump is I'm pretty sure it's an exploit/abuse of an otherwise intentional mechanic - considering there are "display shelves" with items you can grab while not actually touching them. It's just that SR50 wasn't planned for.
I have fiddled with doom nearly as long and still cannot approach this level of skill. I would never dare leave so many monsters behind nor take deliberate damage! oh what a thought! What version of the game is this? The wide aspect ratio, high resolution and extra numbers above the status bar are not native to the 1993 version. Which shouldn't matter for a speed run, and it looks like the usual game bugs and limits are in place (many source ports "fix" them), but I am simply curious since I didn't hear anyone mention the topic.
Great questions, I use a source port called DSDA-Doom! It's vanilla-compatible and has tons of great QoL features so it's been very popular for speedrunners in the last couple of years
AGDQ 2024 is live right now! Tune in to watch at www.twitch.tv/gamesdonequick
Overall very happy with how this run turned out despite some bumps, Ultimate Doom is such a fun run to show and I'm happy I was able to take the torch from previous runs with the bar set so high, thanks for watching everyone!
That was a pretty awesome run man
I'll never tire of watching Doom.
So glad I just spotted this upload, classic, made my night.
When they got to the one level I was like "Oh this is the level that's shaped like a giant hand" and then 3 seconds later the commentators said the same thing. I guess it's at least memorable! I distinctly remember my brother calling me over when he was playing and being like "check it out! this level is a giant hand!"
Nice run ZELLLOOO! Lots of first try tricks, very smooth.
Awesome run! Great to see my favorite game back this year. I also love that this is pretty much straight up playing through the game. Too many FPS speed runs are all about getting out of bounds and skipping, rather than playing, most of the game. I much prefer the style.
I mean most games have an inbounds category. It's admittedly rare for one to have as few OoB tricks as classic Doom, mostly because it's really hard to get back *in* bounds in Doom. There's like... one level in Doom 2 where it's faster, I think?
Just a bunch of dudes having a good ol’ time.
Dang, working my way through the Doom games (again) and wanted to watch a speedrun last week. Get to watch a another one today!
This is canonically how Doomguy killed all the demons.
10 years have passed since I first watched KingDime and Peaches on GDQ... time flies man😢
awesome to watch live zelllooo!
Thanks for uploading it, I couldn’t watch it live unfortunately
Amazing! Great run
We need Sigil I and Sigil II speedrun too. Those are official levels from original creator :D. Anyway, good job ZELLLOOOOO.
All of those Cacodemon emotes in Twitch chat when the Cacodemon makes its appearance 😈💜
He can indeed run Doom 👀
8:57 technically caco's do not have a melee attack. Their "bite" is just the fireball detonating point black in your face before the model of the fireball itself even loads. That's why it's so instantaneous.
Not true; the cacodemon melee attack is a separate attack with higher max damage than the fireball. They share the same animation, however, and if you leave melee range during the animation it will still shoot the fireball.
Where did you read that? Doom doesn't use models, it uses sprites, and if a sprite isn't loaded the game waits for it to load before continuing. An object that doesn't appear at all will not function at all, and if the onscreen sprite limit was reached the object would still make a noise. Apart from that the cacodemon bite's damage value is between 10 and 60, while the fireball's is between 5 and 40.
Doom wiki lists a separate melee attack though. :p It has only 2/3 of the damage of the melee attack if we look at the average number of attacks that are required to kill the player.
Bite and ranged attack are two distinct attacks. Bite does 10-60 dmg while a ranged attack does 5-40. Same animation though.
Doom, the most timeless of classics. We will not be finished as a species until absolutely everything with a CPU runs it.
Still the King of speedruns ❤
The fun thing about the key bump is I'm pretty sure it's an exploit/abuse of an otherwise intentional mechanic - considering there are "display shelves" with items you can grab while not actually touching them. It's just that SR50 wasn't planned for.
Kingdime the emotion in person
I don't know HOW we found these secrets and beat these levels as a kid lol
I have fiddled with doom nearly as long and still cannot approach this level of skill. I would never dare leave so many monsters behind nor take deliberate damage! oh what a thought!
What version of the game is this? The wide aspect ratio, high resolution and extra numbers above the status bar are not native to the 1993 version. Which shouldn't matter for a speed run, and it looks like the usual game bugs and limits are in place (many source ports "fix" them), but I am simply curious since I didn't hear anyone mention the topic.
Great questions, I use a source port called DSDA-Doom! It's vanilla-compatible and has tons of great QoL features so it's been very popular for speedrunners in the last couple of years
Aw I wish my dad was like that :)
Oh cool, first. Looking forward to the run!