Happy New Years Legends. I hope you have an amazing 2020! You can use any version of Doom for the competition. Also another $100 cash prize has been put up for grabs.
“As long as you keep trying you’ll inevitably improve. You don’t need to force it, just put in the time and let the process happen naturally” -Karl Jobst Absolutely Legendary Quotes for Life
The quote that made me persevere in super metroid. Made me 1000 times more chill than I was when I started. Got me from 50:00 to 47:00 without me even noticing it
UV MAX really makes more sense across an episode (8+1 levels). The random dips of good/bad luck will even out the longer you play and the skill begins to matter more.
6:25 "Now is a good time to talk about the main thing that makes this category so bad to play, and that's the shotgun." Oh boy, you don't know the half of it. So the shotgun fires 7 pellets, each of which deals between 5-15 points of damage, meaning all 7 pellets combined deal between 35-105 damage per shot. However, unless you're firing point blank, you'll never hit all 7 pellets, as the fired pellets have a random horizontal directional offset of between about 2.2° to 9.8°. This is all RNG dependent, which is something I'll come back to later. The three types of enemies on this map are Zombiemen, Zombie Shotgunners, and Imps. They have a health pool of 20, 30, and 60 respectively. So with one shotgun blast, assuming everything was perfectly set up, you could kill up to 3 Zombies (either variety) with a single blast (each taking 2 of the 7 pellets; one's extra), or an Imp with enough pellets left over for 1 Zombie (either variety - Imp takes 4 pellets and Zombie at least 2 of the remainder). This all relies on the shotgun firing in the optimal spread, and the pellets dealing sufficient damage (in either case the sum would need to be 90 to cleanly take out the maximum amount of any combination of enemies.) However, RNG makes this unlikely. That said, RNG works in a really interesting way in DOOM, as it always starts from the same seed. This is, in fact, how Dooms demo system works. Decino put out a video on this topic which I strongly recommend if you're interested in such things. The long and short of it is, if you could somehow play the exact same way each time, down to the very mouse inputs, you'd have the same run every time. Obviously, this isn't feasible in runs. So it primarily comes down to a combination of skill and luck. If your movement is clean, your shots are lucky, and your RNG shines on enemy actions, you can pull this off yourself.
Additional RNG note: It's actually impossible to deal the minimum of 35 or maximum of 105 damage with the shotgun. This is because in the PRNG table that DOOM uses there simply does not exist the sequence of numbers that would allow for so high or low a damage. If my hastily constructed Excel table is correct the minimum damage is 45 and the maximum 100 with an average of roughly 78. So its actually a bit less random as far as total damage is concerned, but this is small consolation when trying to shoot multiple zombies in a line where individual bullets can overkill targets and waste the overall damage of the attack.
For those who want to know how classic DooM RNG works and how it decided the damage value of shotgun(and other weapons & everything else uses DooM's PRNG table), it all caused by your actions. Warning: It may cause your brain hurts. :P www.doomworld.com/forum/post/861019 (PS: you can read some previous or every posts in the thread to make sense.) Yes, not all possible values are "vaild" damage due how it works. (At least for vanilla DooM or any source ports still use the original RNG table and functions)
Apologies if this was mentioned before, but I noticed that at 4:04 4shockblast and at 10:17 Karl actually benefited from monster infighting. Yet another variable to throw into the mix.
@bigevilworldwide1 Map04 of Plutonia is literally impossible to no damage, 'cuz you're getting shot at from all directions immediately at the start. Also, in Map17 you have to stand and wait on a damaging floor as it rises up. (I know it's a joke, probably, but still)
Man, your ideia of grinding up a run not to get the world record, but to get a very decent and challenging time to set as a target for your community to pursuit, is very original, engaging and fun. Makes your videos even better and gives us, normal mortals, a tiny bit of the experience of what is like to grind a real speedrun. You are great, man! The speedrun scene ia much better because od ya. Best wishes from Brasil. Happy new year.
Watching speedruns like the one Shock pulled of, I think: "That guy is skilled!". But it is you, Karl, who makes him a legend by displaying to us the art that is hidden here.
You're aiming with the shotgun sprite, which remains at the offset that you left it at while running. This makes it look like the shotgun is missing a shot, but if you always aim using the center of the screen (Doomguy's face), it should be much more consistent.
i mentioned this to someone else, 6:37 the pellet distribution went to the left of the doomguy face. the arm of the shotgunner was at the center of the screen, if what you said is true, he would've been hit by 3 to 4 pellets, instead you can see 5 hiting the wall, and only one hiting him, in the arm.
I thought this was common knowledge honestly I always just aimed with what seemed to be the middle of the screen, and it just worked as long as autoaim didn't poop out on me and say "You're too far so now you can't hit anything even though you actually have the shot lined up, and there's nothing you can do about it because fuck you."
decino made a video about this after this one came out. Horizontal autoaim isn't perfect thanks to the game only using two angles - one slightly to the left of normal aiming, one slightly to the right - for that purpose. There are gaps inbetween the normal and autoaim angles that can prevent shots from locking on to distant targets. Autoaim, both vertical and horizontal, also stops working completely beyond a certain range.
psst ,you can stick tiny piece of sticker on screen as crosshair and noone will know you did, btw works nicely for games that remove hud crosshair when using sniper rifles
Hey Karl, just stopping by in the comments section to wish you all the best, to you, and your family, for 2020. Can't wait to see the content you'll come up with in the future. Cheers from a huge french fan of your ABSOLUTELY LEGENDARY channel.
I usually don’t participate in any way on your challenges, I’m no speedrunner I just love to watch. But DOOM is my favorite game, and I think this might be the time for me to start actually giving speedrunning a try for myself. Not expecting anything good, but I’ll give it my all!
I love how you turned and uninformed comment into a proper video explaining how the person was wrong while keeping it informative for everyone. Keep the great work coming Karl.
Karl, thanks a bunch for covering UV Max. As a speedrunner of UV Fast, this brings me great joy that others know of the other cool categories of running this game. You're the Legend of Legends.
straightforward youtuber with straight facts, love that he sometimes doesn't care what people think about speed running and the fact that he uses his own runs in the video rather than others. Im proud of this and only wish that other youtubers were actually real like him.
KARL, it is SO cool that you make your giveaways actually fun and instead of just entering a random drawing, you have them have to complete a challenge and THEN draw between the people who completed it... that's so sick.
One of my alltime favorite Final Fantasy songs... and it's from X-2... how embarrassing. XD Odd that such an amazing song came from a FF game that, overall, had some of the worst and most forgettable music. That's X-2 for ya. Fun and a hot mess. Amazing song and utterly forgettable ones. A fever dream.
@@planescaped it's 'cause nobuo uematsu had nothing to do with x-2. the other composers did a passable job, but you're right, most of x-2's music is utterly forgettable. and then there's memory of lightwaves which is a 10/10 track and should be on every "greatest ff music" playlist. a soundtrack of extremes, i guess.
@@karljobst you're not wrong, this is phenomenal. a few extra harmonies in the main melody line that weren't in the original that add even more heart to it. cheers for the recommendation.
it's kind of blowing my mind that the damage in doom was random all along and I had no idea. I always thought I wasn't lining those imps up well enough with the shotgun when they didn't die.
1 year late but i tought it had the same poblem od team fortress 2:shotgun has a ramdom spread pattern and when it didnt kill i tought it did not hit every shoot
I think perhaps a good way to put it is that Goldeneye's gunplay is more consistent and thus lends itself better to speedrunning than Doom 1. Anyways, great video! Always a joy to see you upload!
Watching your videos and decino's videos got me really pumped up for my first playthrough of Doom 2016. I feel that I enjoyed it much more because of this
One of the few channels I subscribe to that I give a like as soon as I open the video because I know the content will be on point and well put together
Decino did a wonderful video explaining how Doom's pseudo-RNG works, and what calls it. He has a lot of excellent video on Doom in general; definitely recommend checking him out.
Great video! I think the RNG balances out over longer levels, but like most speedruns it's something that will require dedication to achieving the best outcome of execution and RNG.
This category can go even more crazy! There are variants of instead of one map, a full episode for Doom 1 and a full game for Doom II and Final Doom! There's also another category similar to this one called UV -fast that is exactly the same as UV Max, except you play with the -fast command line parameter that makes monsters a lot more aggressive, makes fireballs twice as fast and makes Demons run twice as fast too, it's extremely insane!
I really like this style of video where you analyse a Doom record run and talk us through your process of replicating it. More like this please Karl. :)
Karl, your channel and quality in videos have skyrocketed ever since I subbed a while back. I watched back logged videos that were older than my subscription so yeah man..... KEEP UP THE GREAT WORK! You will have 1 mil if you keep at it and upload a few clickbaitey vids/vid thumbnails for the clicks. ;) love you and happy new year!
Damn, that run by 4shockblast had so much mob placement luck! Also, at the beginning he has a lucky pistol rng that hits the first mob from behind the column. I think that going up the first couple stairs is important for the dude on the left to see you. There are maybe 1 or 2 places where he could pick up a second or two with better shotty rng, but I doubt the rest of the mobs would line up that perfectly once in a few hundred runs.
I know this contest is over but I discovered your channel after it was already over. Still, I am currently attempting to get a 35 second run on this stage. Your channel is amazing and has gotten me wanting to speedrun. I'm not a pro gamer nor very skilled. I recently did a build just to game because I was behind times. This is my first attempt at speedrunning ever and have only gotten a 39 second run in about an hour successfully, which I'm a bit proud of. I have also been trying a 16 Star run on SM64 on android. I have completed it but only with horrible times, have not yet managed the controls nor the route fast enough. Also, I believe this route in Doom has way more optimizations, like opening the secret door with the 2 shottys and the one with the exploding barrels at the same time, ignoring the monsters inside the barrel room while you get the last 2 secret rooms, shooting while backing up to the exit the remaining mobs then turning to take care of remaining monster on the trip to the exit...I have performed this but not successfully nor at 100% completion due to always being late for the Imp secret room with the lowering platform on the edge.
Something great about Doom videos is that if you have shitty WiFi you can watch the video at low quality and the differences are practically unnoticeable.
if getting 100% kills 100% secrets and *100% ITEMS* AND *NIGHTMARE* difficulty that would be the ultimate DOOMGUY challenge cause its somewhat impossible (not really if your really good) to get 100% Items and to get 100% kills on nightmare mode because they all respawn
UV-Max is good for custom wads, especially slaughter maps. It's not really about finely optimized speedrun world record progressions, but showcasing a clean run killing everything on an extremely difficult map with tons of monsters.
UV Max is by far my favorite category, the one that I respect the most. However, it works best on really long, really hard levels. Ones where the luck evens out over time. The reason it's so impressive is that the player can't just memorize the run, they have to adapt in real time.
It makes me happy that your love of DOOM is equal to mine. I miss speed running, this wasn't my alias of course (at one point I was the best! I like to relive those Glory days!). I'll be back one of these days :). I love your channel man.
Hey Karl great video! I think I learned from you that the RNG is always initialized in zero so that maybe could help in minimising variation at least in the first part of the run.
Maybe interesting for someone: the pistol aim is more consistent when you pull the trigger repeatedly instead of shooting semi-automatic (hold the fire button down). I saw that in a UA-cam video. EDIT: Here’s the mentioned video: ua-cam.com/video/3rCTpwLdYQA/v-deo.html.
Wew you got your terms mixed up. "Semi-automatic" firearms shoot only one time for every trigger pull, no matter how long you pull the trigger. "Full auto" means the gun will keep shooting as long as you hold the trigger. So IRL a pistol is semi-automatic, but in Doom, it's effectively fully automatic since you're just holding the trigger down. IK its a video game and you're using a mouse button, not a trigger, so it's best to avoid that term altogether. The pistol fires perfectly accurately - as long as you wait for the firing animation to finish before pulling the trigger again (and as long as the enemy is actually close enough to lock on/auto aim). If you just hold down the fire button, the pistol shoots inaccurately, just like the chain gun, Also, the chaingun behaves similarly, but because the chaingun shoots a minimum of 2-shot bursts, only the first bullet is perfectly accurate. Use the pistol or chaingun to pick off shotgunners or chaingunners from far away so they can't damage you.
@@Kackspack0815 don't worry my dude, turns out i was also wrong. like the other dude mentioned, BOTH of the initial chaingun shots are perfectly accurate, not just the first one like i thought for whatever reason
I was not fooled by your trick question, I knew you were about to say zero as soon as you set up the shot :P Merry new year mate, hope to see much more of you this year as well.
Great content on this channel I’m not a speed runner, but enjoy watching the break downs of techniques players employ to achieve world record runs and the time and dedication that put in to achieve that goal keep up the good work you legend 👍
I've never tried speedrunning and to be honest, I probably won't But I subscribed to your channel because you got such charisma that the subject gets really interesting and I'm always looking forward for your next video! Keep at it, man! :)
Funny that you posted this as I'd been trying for weeks to optimise a good run on Hangar. I think the best I got was a 36 or 37. Good to see someone else suffering through the same BS I'd been encountering for weeks
It absolutely blows me away that people are still hardcore playing a game that came out when I was a kid. I remember VERY first playing this on my dad's friends computer. Crazy to think that was almost 30 years ago already.
I'm not a speedrunner myself (don't have the skill), but I used to watch a LOT of UV-Max runs and I think your criticisms of the category come from approaching it with something of the wrong mindset (and also playing on the wrong level). IMO the real heart of UV-Max isn't on the IWAD levels, but rather on user created maps that are much more challenging from a combat perspective. Both UV-Speed and UV-Max are about movement, but while UV-Speed is about using preplanned and calculated movement to reach the exit, UV-Max is about using movement to control monsters and optimizing battle outcomes. While there is preplanning (what order to take encounters and how to survive the difficult ones), the runner needs to be able to read developing situations in the battle and react accordingly. In long maps with more monsters an individual monster encounter becomes less important. While RNG making an imp take three shotgun shots ruins a run on a map like E1M1 (where you a shooting for sub 1:00), on a map with hundreds of monsters like Deus Vult MAP02 such an event will probably equalize itself later in the run. Basically, UV-Max isn't about maps where you are shooting for sub 0:30, its about the maps where you are trying to get sub 10:00, or even sub 45:00! IMO, E1M1 or any of the IWAD levels are not where to find the interesting UV-Maxes; you need to look at the innumerable user created mapsets to really start to appreciate UV-Max. I would also note the while there is some crossover (especially among the highest skilled players), many good UV-Max players don't run UV-Speed, and vice versa. Anyway, thanks again for all the great content!
Yes! I came here to post essentially this. UV-Max is THE standard challenge for Doom gameplay, because it's the standard mode for clearing out an entire level and Doom has turned into far more of an art form with the legions of fan-made PWADs. When you're playing more challenging, larger maps, the individual weapon RNG doesn't matter as much (but monster AI still does, like revenant missile RNG); instead you have mitigating tactics like managing pain states, infighting, and cyberdemon bumping to work with. The gold standard for having completed a given set of Doom levels is UV-Max, with segmentation depending upon the tastes of the person who did it (Doom levels are built to be played as segments, but you can also do a single-segment run). UV-Speed and everything come afterwards, as pure speedruns; UV-Max is the critical standard model for how the game should be played. The vast majority of the Doom community is playing UV-Max, so there are a lot of WADs designed to put the screws to someone on that difficulty and playstyle. Swift Death or Sunlust would have you screaming, Karl. It's notable that this view is supported by both Doom speedrun archives (Compet-n and the DSDA), where there are significantly more difficult user WADs included with the official one. Here's a taste of a UV-Max run on a legendary hard level (Hell Revealed's Post Mortem) for you, Karl: ua-cam.com/video/rHOJWIh6cF4/v-deo.html I'm enjoying the Doom coverage greatly and please keep doing it! It's just worth realizing that UV-Max is so much more to the community than just speedrunning E1M1.
This video is just the tip of the iceberg for why uv-max runs are so difficult. Here are some other reasons why uv-max can be really tough: Wandering enemies: In less linear levels, it is very common for enemies to go away from your path, and so you miss 100% kills. All it takes is one lost enemy to ruin a demo. Routing: Optimizing use of ammo and infighting adds a couple of dimensions to the problem of figuring out the best route. The BFG: You know how a cyberdemon can take five or more BFG shots to kill? Well, optimal BFG usage can kill a cyberdemon in just 2 shots. The spare BFG ammo can be used to kill other enemies quickly. The BFG becomes intuitive once you learn its mechanics, but using it optimally can be very dangerous. With enough practice, you can kill a cyberdemon while doing 2 of the 3 following: Using 2 BFG shots, doing it quickly, or doing it safely. Blockmaps: Due to the way Doom's hit detection works, a large portion of an enemy's hitbox cannot actually be hit sometimes. This is especially noticeable when using a super shotgun against mancubi or arachnotrons in Doom II. I welcome others to discuss additional challenges related to uv-max runs.
Things to learn, here: If speedruns are an estimation of one's skill, then Doom's RNG voids most of that skill in favor of an astronomical lineup of coincidental benefits that cannot consistently be replicated. To that end, I would consider the standard for calling doom speedruns legitimate quite low if not largely fraudulent because of some saintly and quite holy RNG that may not be experienced for a decade or more, that's the sole difference between world record and another failed run, regardless of frame data and literal perfect inputs. At the same time, the only counterargument pertains to a virtue not everyone has equally. Patience. But patience is not a measure of skill or speedrunning virtue, but a measure of one's ability to become virtuous and skillful via learning before flying. But for the early doom games... patience won't make literal perfection an equal to RNG. If perfection exists not in the inputs ultimately, but in lady luck, it's not the player that played flawlessly but the game flawlessly playing the player. I am not patient nor virtuous, for doom, I can be one or the other, but not both. I can come close, but I cannot balance two elements with RNG, worse than the human element.
While Doom does have strong RNG, it's not quite as random as you make out. Every time you start a map, you start with the exact same sequence of "random" numbers driving the game forwards. Nothing is actually random at all. The literal only thing that will change anything is your input. This consistency is how demo files work. Although your input then does have knock-on effects across everything else happening in the level. That said, manipulating the RNG into doing what you want it to is usually outside the scope of play during a real-life situation, and is mostly saved for TAS.
The shotgun being inconsistent is the result of dooms engine being run on a random number generator, if you get 120, you will kill absolutely everything in the spread path, if you get a 4, you will barely scratch them. It's such a weird concept
6:37 the shotgunner's arm is right above the doomguy's face, and yet, most of the pellets went to the other side by a big margin. if the pellets were consistent, then 3 to 4 of the pellets would hit the soldier, but only one did.
I love your content. I have seen your longer videos on Doom and Quake several times, because they are just so entertaining. I watch a fair amount of content on yt, but very rarely do I rewatch videos. Keep em coming, you absolute legend. ;) Also congrats on the channel growth! I dicovered your channel earlier this year I think (or was it 2018?) and I'm very happy for you!
I'd love to see you touch on Nightmare difficulty speedruns some time. They're neat because the game gets so hard, and actually running for the exit is usually the most practical approach, however the changed monster behavior and regular resurrecting also means you're inevitably gonna see some stupidly intense fights no matter how you hurry.
Love the piano piece during the promotion for ExpressVPN. Also, I'm not much of a DOOM speed runner, rather a casual. But hey, it's fun to run through destroying everything in sight. I also make classic doom levels in my spare time.
Happy New Years Legends. I hope you have an amazing 2020!
You can use any version of Doom for the competition. Also another $100 cash prize has been put up for grabs.
Karl Jobst I’m loving these Doom speedrun videos. Do you think you can do a video on Doom 2016 someday?
To beat a legend one has to become a legend. That run is still really good! Thanks for the upload
same to you, you Legend! ;)
Happy new year everyone!
Happy new Year to you, And thanks for Legends videos..
Can i do run in GZDooM or original Ultimate DooM ? Just for 16x9 i play GZDooM...
“As long as you keep trying you’ll inevitably improve. You don’t need to force it, just put in the time and let the process happen naturally”
-Karl Jobst
Absolutely Legendary Quotes for Life
@Deliq The concept of talent is more frustrating than the RNG Karl speaks of, It cultivates a mindset of "Well i'm not born with it so fuck it"
booognish this is cope
@@beautifulaffliction1742 Quite literally not cope, it's reality.
As long as you have the time to spare to improving, you'll always improve.
The quote that made me persevere in super metroid. Made me 1000 times more chill than I was when I started. Got me from 50:00 to 47:00 without me even noticing it
I'm so proud of myself for figuring out the trick question before you revealed the answer hahahaa
lol same
was hoping for 4
You're absolute legend!
Heh, so we all guessed that huh? :D
Same that was too easy
Karl: "I'll randomly choose one of you for D:E giveaway" :D
Karl: "You have to beat my record to participate" D:
You have a few weeks, so it should be pretty achievable.
@@KeyDash753 haha
@@KeyDash753 I dont even know how to setup doom, like do they use an emulator?
@@prodLUDO Get the game through Steam or any other platform, then set up chocolate Doom or any other source port and you're good to go.
@@Ducky-vl7mp how is it called on steam? there are so many dooms on there
UV MAX really makes more sense across an episode (8+1 levels). The random dips of good/bad luck will even out the longer you play and the skill begins to matter more.
or you do what these speedrunners do. do 10k attempts which skills also shows in the end but just more torture.
@@yogokyos1272 that is how you achieve it kid, try to beat it 500+ times, and there will be a chance of getting lucky af
@@alkaupadhyay7650 not enough, need the 0.0000000000000000001% luck or do it again
6:25 "Now is a good time to talk about the main thing that makes this category so bad to play, and that's the shotgun."
Oh boy, you don't know the half of it.
So the shotgun fires 7 pellets, each of which deals between 5-15 points of damage, meaning all 7 pellets combined deal between 35-105 damage per shot. However, unless you're firing point blank, you'll never hit all 7 pellets, as the fired pellets have a random horizontal directional offset of between about 2.2° to 9.8°. This is all RNG dependent, which is something I'll come back to later.
The three types of enemies on this map are Zombiemen, Zombie Shotgunners, and Imps. They have a health pool of 20, 30, and 60 respectively.
So with one shotgun blast, assuming everything was perfectly set up, you could kill up to 3 Zombies (either variety) with a single blast (each taking 2 of the 7 pellets; one's extra), or an Imp with enough pellets left over for 1 Zombie (either variety - Imp takes 4 pellets and Zombie at least 2 of the remainder).
This all relies on the shotgun firing in the optimal spread, and the pellets dealing sufficient damage (in either case the sum would need to be 90 to cleanly take out the maximum amount of any combination of enemies.) However, RNG makes this unlikely.
That said, RNG works in a really interesting way in DOOM, as it always starts from the same seed. This is, in fact, how Dooms demo system works. Decino put out a video on this topic which I strongly recommend if you're interested in such things. The long and short of it is, if you could somehow play the exact same way each time, down to the very mouse inputs, you'd have the same run every time. Obviously, this isn't feasible in runs. So it primarily comes down to a combination of skill and luck. If your movement is clean, your shots are lucky, and your RNG shines on enemy actions, you can pull this off yourself.
Thanks for the sick breakdown
Additional RNG note: It's actually impossible to deal the minimum of 35 or maximum of 105 damage with the shotgun. This is because in the PRNG table that DOOM uses there simply does not exist the sequence of numbers that would allow for so high or low a damage. If my hastily constructed Excel table is correct the minimum damage is 45 and the maximum 100 with an average of roughly 78.
So its actually a bit less random as far as total damage is concerned, but this is small consolation when trying to shoot multiple zombies in a line where individual bullets can overkill targets and waste the overall damage of the attack.
Thanks, I was wondering how random it actually was.
For those who want to know how classic DooM RNG works and how it decided the damage value of shotgun(and other weapons & everything else uses DooM's PRNG table), it all caused by your actions.
Warning: It may cause your brain hurts. :P
www.doomworld.com/forum/post/861019
(PS: you can read some previous or every posts in the thread to make sense.)
Yes, not all possible values are "vaild" damage due how it works.
(At least for vanilla DooM or any source ports still use the original RNG table and functions)
@@wheedler if you alter the random seed, you can get pretty weird game behavior xD
Apologies if this was mentioned before, but I noticed that at 4:04 4shockblast and at 10:17 Karl actually benefited from monster infighting. Yet another variable to throw into the mix.
and i thought the shot at 10:17 was just an example of crazy rng bullet spread
@@Caribbeanmax WTFF that hit??
"The most annoying challenge"
*Cries in Doom 2 UV MAX No Damage*
@bigevilworldwide1 Map04 of Plutonia is literally impossible to no damage, 'cuz you're getting shot at from all directions immediately at the start. Also, in Map17 you have to stand and wait on a damaging floor as it rises up.
(I know it's a joke, probably, but still)
Go 2 It world record run when?
Does this thing exist?
@Byleth Eisner uv max pacifist no damage
*cries in Doom 1 No damage last map of E1*
8:53 I can just picture Doomguy running back in exasperation, throwing his arms up and just letting the zombie shoot him thanks to that little pause.
"I achieved this run..."
Karl said this as if it was always his dream to be able to say these words.
Man, your ideia of grinding up a run not to get the world record, but to get a very decent and challenging time to set as a target for your community to pursuit, is very original, engaging and fun.
Makes your videos even better and gives us, normal mortals, a tiny bit of the experience of what is like to grind a real speedrun.
You are great, man! The speedrun scene ia much better because od ya.
Best wishes from Brasil.
Happy new year.
Watching speedruns like the one Shock pulled of, I think: "That guy is skilled!". But it is you, Karl, who makes him a legend by displaying to us the art that is hidden here.
*looks around for the Decino comment*
He's gonna beat the time, I feel it
He might have already pre-ordered.
@@FFKonoko That's what I suspect, I think he'd still do it to do it
DECINOOOO
If he puts on a fake mustache and uses his secret identity - "Uncle Despacito" he could have two copies.
@@DanPellegrino486 Uncle "Pistol Started Plutonia" Despacito
You're aiming with the shotgun sprite, which remains at the offset that you left it at while running. This makes it look like the shotgun is missing a shot, but if you always aim using the center of the screen (Doomguy's face), it should be much more consistent.
i mentioned this to someone else, 6:37 the pellet distribution went to the left of the doomguy face. the arm of the shotgunner was at the center of the screen, if what you said is true, he would've been hit by 3 to 4 pellets, instead you can see 5 hiting the wall, and only one hiting him, in the arm.
I thought this was common knowledge honestly
I always just aimed with what seemed to be the middle of the screen, and it just worked as long as autoaim didn't poop out on me and say "You're too far so now you can't hit anything even though you actually have the shot lined up, and there's nothing you can do about it because fuck you."
decino made a video about this after this one came out.
Horizontal autoaim isn't perfect thanks to the game only using two angles - one slightly to the left of normal aiming, one slightly to the right - for that purpose. There are gaps inbetween the normal and autoaim angles that can prevent shots from locking on to distant targets.
Autoaim, both vertical and horizontal, also stops working completely beyond a certain range.
psst ,you can stick tiny piece of sticker on screen as crosshair and noone will know you did, btw works nicely for games that remove hud crosshair when using sniper rifles
Hey Karl, just stopping by in the comments section to wish you all the best, to you, and your family, for 2020.
Can't wait to see the content you'll come up with in the future.
Cheers from a huge french fan of your ABSOLUTELY LEGENDARY channel.
I usually don’t participate in any way on your challenges, I’m no speedrunner I just love to watch.
But DOOM is my favorite game, and I think this might be the time for me to start actually giving speedrunning a try for myself. Not expecting anything good, but I’ll give it my all!
Gotta love how the UV max WR also beats the par time.
Speedrunners man, speedrunners
I love how you turned and uninformed comment into a proper video explaining how the person was wrong while keeping it informative for everyone.
Keep the great work coming Karl.
6:43 "and the damage inflicted seems to be completely random"
That's the funny thing, it is!
“You can use any version of doom” quick someone use brutal doom or mod the rng out of the run lmao
Gonna have to use Russian Overkill if i wanna win that prize, I'm entirely hopeless at speedrunning
I think he meant both 1993 Doom and Ultimate Doom, lol
“And the damage almost seems completely random” Every gun does, check out Doom’s RNG by decino
Man I always get SO excited when he says "(...) this run" 10:01 .
You're awesome, I love your videos!
In case anyone was curious, the piano piece being played is Eternity: Memory of Lightwaves, from Final Fantasy X-2.
I thought so, I didn't know that was the name of the song though, just knew it was the title theme.
Honestly gave me chills to hear it, I feel that I'm one of the few people who enjoyed X-2 and that's a blast from my childhood right there
Exellent plan. You've successfully got me into speedrunning for the next few weeks! ;)
Happy new year Karl, hope you're having a good one with the family, here's to 2020 being bigger and better than what was a huge 2019 for you
Karl, thanks a bunch for covering UV Max. As a speedrunner of UV Fast, this brings me great joy that others know of the other cool categories of running this game. You're the Legend of Legends.
Happy new year, you absolute legends!
straightforward youtuber with straight facts, love that he sometimes doesn't care what people think about speed running and the fact that he uses his own runs in the video rather than others. Im proud of this and only wish that other youtubers were actually real like him.
UV Max now we're talking! Someone call Decino! I'm sure he'd love a pre-order of Doom Eternal.
Hey let someone else get a chance!!
IIRC decino doesn't like speedrunning. Even though UV Max is kinda his style, he doesn't try to do it as fast as possible.
KARL, it is SO cool that you make your giveaways actually fun and instead of just entering a random drawing, you have them have to complete a challenge and THEN draw between the people who completed it... that's so sick.
wasn't expecting memory of lightwaves. nice touch. made me not skip the ad.
One of my alltime favorite Final Fantasy songs... and it's from X-2... how embarrassing. XD
Odd that such an amazing song came from a FF game that, overall, had some of the worst and most forgettable music. That's X-2 for ya. Fun and a hot mess. Amazing song and utterly forgettable ones. A fever dream.
@@planescaped it's 'cause nobuo uematsu had nothing to do with x-2. the other composers did a passable job, but you're right, most of x-2's music is utterly forgettable. and then there's memory of lightwaves which is a 10/10 track and should be on every "greatest ff music" playlist. a soundtrack of extremes, i guess.
vistas the piano collections version is amazing
@@karljobst you're not wrong, this is phenomenal. a few extra harmonies in the main melody line that weren't in the original that add even more heart to it. cheers for the recommendation.
I'm struggling so much to finish my physics PhD project, but your wise words at 5:56 just remembered me what one should never forget.
it's kind of blowing my mind that the damage in doom was random all along and I had no idea. I always thought I wasn't lining those imps up well enough with the shotgun when they didn't die.
Just another Doomer blaming RNG when they just need to git gud.
1 year late but i tought it had the same poblem od team fortress 2:shotgun has a ramdom spread pattern and when it didnt kill i tought it did not hit every shoot
I think perhaps a good way to put it is that Goldeneye's gunplay is more consistent and thus lends itself better to speedrunning than Doom 1.
Anyways, great video! Always a joy to see you upload!
You heard it here folks, I'm an absolute legend.
you are bro, guardian of the underworld bro
@Belagerungsmörser the Sheep I tried to pronounce your name and my fucking furniture started floating. Worship my ass
@@tetrafuse3096 its because his name is a combination of german and english. The first word is siege mortar in english
@@zyklongg9301 thanks Deadly Chemical
Watching your videos and decino's videos got me really pumped up for my first playthrough of Doom 2016. I feel that I enjoyed it much more because of this
I'm just a casual Doom player but I always find these speed runs interesting to watch.
One of the few channels I subscribe to that I give a like as soon as I open the video because I know the content will be on point and well put together
I very enjoy your videos. There is something about listening of accemplishements of speedrunning.
4:35 LOL Pretty sure it's definitely your first run!
Love the vids. Keep it up dude!
Decino did a wonderful video explaining how Doom's pseudo-RNG works, and what calls it. He has a lot of excellent video on Doom in general; definitely recommend checking him out.
Your videos are the best! I get the most hyped when I see you uploaded over all my other channels. Thanks for being an absolute legend!
It may be too random for speed running, but I'll be damned if it isn't still to this day one of the best shotguns to exist across all games.
Great video! I think the RNG balances out over longer levels, but like most speedruns it's something that will require dedication to achieving the best outcome of execution and RNG.
I bet one of the preorder copies will go to Zero Master, with 0:27
I love your catchphrase. On the THIS run was achieved.
on the 29th of december, 2019, I achieved this run.
@Joey DeSnake same
This has got the most motivation to keep going then any other Speedrun video I have came across.
I love that this video even exists. Doom is one of the most influential games ever. 😍 DOOM FOREVER
2:11 Eternity , Memory of Lightwaves. That's one of my favorite piano compositions ever. Solid choice.
best way to end 2019 is with a Karl Jobst DOOM vid.
This category can go even more crazy! There are variants of instead of one map, a full episode for Doom 1 and a full game for Doom II and Final Doom! There's also another category similar to this one called UV -fast that is exactly the same as UV Max, except you play with the -fast command line parameter that makes monsters a lot more aggressive, makes fireballs twice as fast and makes Demons run twice as fast too, it's extremely insane!
"This was a trick question"
but I was thinking of the trick answer all along!
I really like this style of video where you analyse a Doom record run and talk us through your process of replicating it. More like this please Karl. :)
Karl: Hello you absolute LEGENDS
Me: Thanks man, I needed that. :)
i dont even watch speed runs but your enthusiasm for this stuff is infectious
A real record is how decino got a 100 player doom 2 deathmatch, i was there.
i saw the vid with it, it looked nuts
It got to 120 at one point. Long live Doom deathmatch (and odamex, ZDaemon and zandronum!)
@@jibby4906 Give me a link
Thanks for making these videos. It's nice to see original Doom content and you do an excellent job putting these videos together.
I love coming here and getting called an absolute legend.
Karl, your channel and quality in videos have skyrocketed ever since I subbed a while back. I watched back logged videos that were older than my subscription so yeah man..... KEEP UP THE GREAT WORK! You will have 1 mil if you keep at it and upload a few clickbaitey vids/vid thumbnails for the clicks. ;) love you and happy new year!
Nobody:
Karl Jobst: I achieved... this run...
Damn, that run by 4shockblast had so much mob placement luck! Also, at the beginning he has a lucky pistol rng that hits the first mob from behind the column. I think that going up the first couple stairs is important for the dude on the left to see you. There are maybe 1 or 2 places where he could pick up a second or two with better shotty rng, but I doubt the rest of the mobs would line up that perfectly once in a few hundred runs.
Ayeee happy new years you absolute legendsss ❤️❤️❤️❤️❤️
I know this contest is over but I discovered your channel after it was already over. Still, I am currently attempting to get a 35 second run on this stage. Your channel is amazing and has gotten me wanting to speedrun. I'm not a pro gamer nor very skilled. I recently did a build just to game because I was behind times. This is my first attempt at speedrunning ever and have only gotten a 39 second run in about an hour successfully, which I'm a bit proud of. I have also been trying a 16 Star run on SM64 on android. I have completed it but only with horrible times, have not yet managed the controls nor the route fast enough.
Also, I believe this route in Doom has way more optimizations, like opening the secret door with the 2 shottys and the one with the exploding barrels at the same time, ignoring the monsters inside the barrel room while you get the last 2 secret rooms, shooting while backing up to the exit the remaining mobs then turning to take care of remaining monster on the trip to the exit...I have performed this but not successfully nor at 100% completion due to always being late for the Imp secret room with the lowering platform on the edge.
I come to this channel just to hear that I'm an absolute legend.
Something great about Doom videos is that if you have shitty WiFi you can watch the video at low quality and the differences are practically unnoticeable.
if getting
100% kills
100% secrets
and
*100% ITEMS*
AND *NIGHTMARE* difficulty
that would be the ultimate DOOMGUY challenge cause its somewhat impossible (not really if your really good) to get 100% Items and to get 100% kills on nightmare mode because they all respawn
UV-Max is good for custom wads, especially slaughter maps. It's not really about finely optimized speedrun world record progressions, but showcasing a clean run killing everything on an extremely difficult map with tons of monsters.
UV Max is by far my favorite category, the one that I respect the most. However, it works best on really long, really hard levels. Ones where the luck evens out over time. The reason it's so impressive is that the player can't just memorize the run, they have to adapt in real time.
It makes me happy that your love of DOOM is equal to mine. I miss speed running, this wasn't my alias of course (at one point I was the best! I like to relive those Glory days!). I'll be back one of these days :). I love your channel man.
2020 Resolution....Get this *Absolute Legend* to 1 Mil Subs. I don’t even Speedrun, and now it’s consumed my entire UA-cam life lol
Hey Karl great video! I think I learned from you that the RNG is always initialized in zero so that maybe could help in minimising variation at least in the first part of the run.
Maybe interesting for someone: the pistol aim is more consistent when you pull the trigger repeatedly instead of shooting semi-automatic (hold the fire button down). I saw that in a UA-cam video.
EDIT: Here’s the mentioned video: ua-cam.com/video/3rCTpwLdYQA/v-deo.html.
Wew you got your terms mixed up. "Semi-automatic" firearms shoot only one time for every trigger pull, no matter how long you pull the trigger. "Full auto" means the gun will keep shooting as long as you hold the trigger.
So IRL a pistol is semi-automatic, but in Doom, it's effectively fully automatic since you're just holding the trigger down. IK its a video game and you're using a mouse button, not a trigger, so it's best to avoid that term altogether.
The pistol fires perfectly accurately - as long as you wait for the firing animation to finish before pulling the trigger again (and as long as the enemy is actually close enough to lock on/auto aim). If you just hold down the fire button, the pistol shoots inaccurately, just like the chain gun,
Also, the chaingun behaves similarly, but because the chaingun shoots a minimum of 2-shot bursts, only the first bullet is perfectly accurate. Use the pistol or chaingun to pick off shotgunners or chaingunners from far away so they can't damage you.
@JaimeG88
Oh, you’re right. I don’t know where my mind was. Of course, I meant “fully-automatic”.
@@Kackspack0815 don't worry my dude, turns out i was also wrong. like the other dude mentioned, BOTH of the initial chaingun shots are perfectly accurate, not just the first one like i thought for whatever reason
Only Karl Jobst puts several days of effort into a a video about a 40 second speedrun, what an absolute legend.
I'm a simple man.. I see Karl jobst uploaded and I click.
UV-Max is the most common category when it comes to custom doom WADs
I was not fooled by your trick question, I knew you were about to say zero as soon as you set up the shot :P Merry new year mate, hope to see much more of you this year as well.
28 seconds
catching karl uploads speedrun?
Great content on this channel I’m not a speed runner, but enjoy watching the break downs of techniques players employ to achieve world record runs and the time and dedication that put in to achieve that goal keep up the good work you legend 👍
Will you ever cover American Dad speedrunning?
I totally forgot that meme existed it's one of the most elaborate ones I've ever seen
I've never tried speedrunning and to be honest, I probably won't
But I subscribed to your channel because you got such charisma that the subject gets really interesting and I'm always looking forward for your next video! Keep at it, man! :)
7:10 ... i have no idea about Doom and i never played it .... but I was 100% sure the Answer is 0 !
Funny that you posted this as I'd been trying for weeks to optimise a good run on Hangar. I think the best I got was a 36 or 37.
Good to see someone else suffering through the same BS I'd been encountering for weeks
The description says winners will be drawn in 2019
Edit: it's fixed now
It absolutely blows me away that people are still hardcore playing a game that came out when I was a kid. I remember VERY first playing this on my dad's friends computer. Crazy to think that was almost 30 years ago already.
I just got :038 on my first hour. Never speedrun before.
I'm coming for you, Jobby boi
Im scared
@@karljobst
you can't run, you can't hide...
I absolutely adore these videos. Really makes my day when I get notified about a new upload.
Also, happy new years all my fellow legends!
on the 31st of december, 2019, I posted this comment.
You are the Bob Ross of speedrunning :) i love to sit down with my breakfast and watch one of your videos, it's a perfect start of the day :)
I'm not a speedrunner myself (don't have the skill), but I used to watch a LOT of UV-Max runs and I think your criticisms of the category come from approaching it with something of the wrong mindset (and also playing on the wrong level). IMO the real heart of UV-Max isn't on the IWAD levels, but rather on user created maps that are much more challenging from a combat perspective. Both UV-Speed and UV-Max are about movement, but while UV-Speed is about using preplanned and calculated movement to reach the exit, UV-Max is about using movement to control monsters and optimizing battle outcomes. While there is preplanning (what order to take encounters and how to survive the difficult ones), the runner needs to be able to read developing situations in the battle and react accordingly. In long maps with more monsters an individual monster encounter becomes less important. While RNG making an imp take three shotgun shots ruins a run on a map like E1M1 (where you a shooting for sub 1:00), on a map with hundreds of monsters like Deus Vult MAP02 such an event will probably equalize itself later in the run. Basically, UV-Max isn't about maps where you are shooting for sub 0:30, its about the maps where you are trying to get sub 10:00, or even sub 45:00!
IMO, E1M1 or any of the IWAD levels are not where to find the interesting UV-Maxes; you need to look at the innumerable user created mapsets to really start to appreciate UV-Max. I would also note the while there is some crossover (especially among the highest skilled players), many good UV-Max players don't run UV-Speed, and vice versa. Anyway, thanks again for all the great content!
Yes!
I came here to post essentially this. UV-Max is THE standard challenge for Doom gameplay, because it's the standard mode for clearing out an entire level and Doom has turned into far more of an art form with the legions of fan-made PWADs. When you're playing more challenging, larger maps, the individual weapon RNG doesn't matter as much (but monster AI still does, like revenant missile RNG); instead you have mitigating tactics like managing pain states, infighting, and cyberdemon bumping to work with.
The gold standard for having completed a given set of Doom levels is UV-Max, with segmentation depending upon the tastes of the person who did it (Doom levels are built to be played as segments, but you can also do a single-segment run). UV-Speed and everything come afterwards, as pure speedruns; UV-Max is the critical standard model for how the game should be played.
The vast majority of the Doom community is playing UV-Max, so there are a lot of WADs designed to put the screws to someone on that difficulty and playstyle. Swift Death or Sunlust would have you screaming, Karl.
It's notable that this view is supported by both Doom speedrun archives (Compet-n and the DSDA), where there are significantly more difficult user WADs included with the official one. Here's a taste of a UV-Max run on a legendary hard level (Hell Revealed's Post Mortem) for you, Karl: ua-cam.com/video/rHOJWIh6cF4/v-deo.html
I'm enjoying the Doom coverage greatly and please keep doing it! It's just worth realizing that UV-Max is so much more to the community than just speedrunning E1M1.
This video is just the tip of the iceberg for why uv-max runs are so difficult. Here are some other reasons why uv-max can be really tough:
Wandering enemies: In less linear levels, it is very common for enemies to go away from your path, and so you miss 100% kills. All it takes is one lost enemy to ruin a demo.
Routing: Optimizing use of ammo and infighting adds a couple of dimensions to the problem of figuring out the best route.
The BFG: You know how a cyberdemon can take five or more BFG shots to kill? Well, optimal BFG usage can kill a cyberdemon in just 2 shots. The spare BFG ammo can be used to kill other enemies quickly. The BFG becomes intuitive once you learn its mechanics, but using it optimally can be very dangerous. With enough practice, you can kill a cyberdemon while doing 2 of the 3 following: Using 2 BFG shots, doing it quickly, or doing it safely.
Blockmaps: Due to the way Doom's hit detection works, a large portion of an enemy's hitbox cannot actually be hit sometimes. This is especially noticeable when using a super shotgun against mancubi or arachnotrons in Doom II.
I welcome others to discuss additional challenges related to uv-max runs.
Things to learn, here:
If speedruns are an estimation of one's skill, then Doom's RNG voids most of that skill in favor of an astronomical lineup of coincidental benefits that cannot consistently be replicated.
To that end, I would consider the standard for calling doom speedruns legitimate quite low if not largely fraudulent because of some saintly and quite holy RNG that may not be experienced for a decade or more, that's the sole difference between world record and another failed run, regardless of frame data and literal perfect inputs.
At the same time, the only counterargument pertains to a virtue not everyone has equally. Patience. But patience is not a measure of skill or speedrunning virtue, but a measure of one's ability to become virtuous and skillful via learning before flying.
But for the early doom games... patience won't make literal perfection an equal to RNG. If perfection exists not in the inputs ultimately, but in lady luck, it's not the player that played flawlessly but the game flawlessly playing the player. I am not patient nor virtuous, for doom, I can be one or the other, but not both. I can come close, but I cannot balance two elements with RNG, worse than the human element.
While Doom does have strong RNG, it's not quite as random as you make out. Every time you start a map, you start with the exact same sequence of "random" numbers driving the game forwards. Nothing is actually random at all. The literal only thing that will change anything is your input. This consistency is how demo files work. Although your input then does have knock-on effects across everything else happening in the level.
That said, manipulating the RNG into doing what you want it to is usually outside the scope of play during a real-life situation, and is mostly saved for TAS.
The shotgun being inconsistent is the result of dooms engine being run on a random number generator, if you get 120, you will kill absolutely everything in the spread path, if you get a 4, you will barely scratch them. It's such a weird concept
the shotgun isn't inconsistent, i think you're mistaking the weapon bob for its aim. Always aim center despite weapon bob
6:37 the shotgunner's arm is right above the doomguy's face, and yet, most of the pellets went to the other side by a big margin. if the pellets were consistent, then 3 to 4 of the pellets would hit the soldier, but only one did.
you've been loving doom this last year haven't you, Karl. love the vids!
I love your content. I have seen your longer videos on Doom and Quake several times, because they are just so entertaining.
I watch a fair amount of content on yt, but very rarely do I rewatch videos. Keep em coming, you absolute legend. ;)
Also congrats on the channel growth! I dicovered your channel earlier this year I think (or was it 2018?) and I'm very happy for you!
The pistol is less accurate when you hold the fire button and decino now has a really good video detailing each weapons accuracy and damage rng
I like the competition man! "Aint nobody got time for that shit" but great content, Karl, keep it up! DOOM is everlasting.
I'd love to see you touch on Nightmare difficulty speedruns some time. They're neat because the game gets so hard, and actually running for the exit is usually the most practical approach, however the changed monster behavior and regular resurrecting also means you're inevitably gonna see some stupidly intense fights no matter how you hurry.
Yep i defs will
Love the piano piece during the promotion for ExpressVPN. Also, I'm not much of a DOOM speed runner, rather a casual. But hey, it's fun to run through destroying everything in sight. I also make classic doom levels in my spare time.