TVR demopack

They are just as good as the originals :)
Vile
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TVR demopack

Post by Vile » 05.01.2003 10:36

This is mostly for people who have kept up with the in-development TVR demopack and noticed the DSRF has bought the dust temporarily... or anyone else interested in joining the project.  8)

Anyway, we had only a few maps remaining where we left off.  Casey did some runs for a few levels so that leaves somewhere between 5-7 levels remaining.  Let us know who's kicking ass on what remaining maps. :)

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Hehe

Post by AltimaMantoid » 05.01.2003 14:58

And...I may do more! XD
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Re: TVR demopack

Post by Opulent » 05.01.2003 22:22

http://www.doomworld.com/sda/tvr.htm updated to show what we got.
3, 5, 18, 19, 24, 25, 26 need to be done. :)
nice :14 on Map30 Altima.

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Re: TVR demopack

Post by The_Fish » 05.01.2003 22:57

Drew, thanks for adding this post - I was going to do this today also.

I'd like to see some more people join and contribute. We already have Vile, Op, Me, Mole, Ryback, Anders Johnsen, and Altima. Really fun levels, trust me. Go here for the webpage:
http://www.geocities.com/tv1966

Anyways, I'm trying to improve some times, seeing as that is what everyone else is doing.

EDIT: Is Altima's 14 second lv30 demo legal? Technically the revenant that spawned should be dead, right?
Last edited by The_Fish on 05.01.2003 23:03, edited 1 time in total.

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xit-vono (Guest)
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Re: TVR demopack

Post by xit-vono (Guest) » 05.01.2003 23:26

by C-N rules, a monster that was created by a monster spitter does not need to be killed, so that probably means Altima's lv30 demo is good(I have not watched it)

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Re: TVR demopack

Post by The_Fish » 06.01.2003 00:36

TVR_Fish_Jan5.zip:

TV04 Improved 7 seconds from 3:02 > 2:55. Under 3 minutes!
TV06 Improved 16 seconds from 3:34 > 3:18. Slightly Modified Route.
TV18 New demo. Time is 3:19.
TV32 Improved Ryback's 30 seconds from 2:56 > 2:26. New trick jump! New Route.

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Heh

Post by AltimaMantoid » 06.01.2003 02:21

About that map30-max rule...

Go play hr30. If everything on that map had to be dead upon exit, it would be impossible to beat. It's only the monsters that start in the map that have to be dead upon exit ^-^

I'll see what else I can do for the demopack ^^

[edit] tv24 is taken care of in 1:52, that leaves 6 maps left... [/edit]
Last edited by AltimaMantoid on 06.01.2003 03:32, edited 1 time in total.
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Re: TVR demopack

Post by Opulent » 06.01.2003 07:02

Fish! that map32 demo was great.:o

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Re: TVR demopack

Post by Ryback » 06.01.2003 08:09

Some great runs here, keep them coming! Updated the times table:

LV01 - 0:57 - Mole
LV02 - 1:52 - Fish
LV03
LV04 - 2:55 - Fish
LV05
LV06 - 3:18 - Fish
LV07 - 1:53 - Fish
LV08 - 1:50 - Vile
LV09 - 2:43 - Vile
LV10 - 4:29 - Altima
LV11 - 2:07 - Fish
LV12 - 3:39 - Vile
LV13 - 2:22 - Vile
LV14 - 1:26 - Ryback
LV15 - 2:21 - Vile
LV16 - 2:21 - Anders
LV17 - 3:20 - Ryback
LV18 - 3:19 - Fish
LV19
LV20 - 3:37 - Altima
LV21 - 0:58 - Fish
LV22 - 2:50 - Ryback
LV23 - 2:30 - Vile
LV24 - 1:52 - Altima
LV25
LV26
LV27 - 1:54 - Fish
LV28 - 2:36 - Vile
LV29 - 2:16 - Fish
LV30 - 0:14 - Altima
LV31 - 2:20 - Vile
LV32 - 2:26 - Fish

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Re: TVR demopack

Post by Opulent » 06.01.2003 09:34

I did Map05 in 2:12.  75% secrets max.  yes, it could go under 2:00, Fish. :)
oh, and Map07 is my lone demo, not that crazy Swede's.  28 down, 4 to go...

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Re: TVR demopack

Post by Vile » 06.01.2003 09:47

Map27 is mine, not tony's. :)

I'll try to improve one or two of my other times.

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Hmm....

Post by AltimaMantoid » 06.01.2003 13:11

I'll have a look at the remaining maps later....I should sleep first! ^^'''''
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Re: TVR demopack

Post by The_Fish » 06.01.2003 16:08

Improve your times, dammit!
Last edited by The_Fish on 06.01.2003 16:43, edited 1 time in total.

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Re: TVR demopack

Post by The_Fish » 06.01.2003 17:38

[quote]
I did Map05 in 2:12.

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Re: TVR demopack

Post by Vile » 07.01.2003 07:22

Improved map15 down to 2:10, enjoy.

Also, if you see a file called ".nfsA559d4.4" I have no idea what that is, but it showed up after a failed attempt to upload my demo because my connect sucks donkey balls.  What's up with that?  ???

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Re: TVR demopack

Post by The_Fish » 09.01.2003 18:09

Well, I think I decided I'm done. So hopefully one of the remaining guys will finish up the maps to be done. Let's start posting comments....whadda think guys, ready to wrap it up?

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Re: TVR demopack

Post by Opulent » 10.01.2003 12:30

I think the ones that we have so far are really fantastic... duh. :P
so I say, once everyone is satisfied with their own runs, we're done... or something like that.
I did 19 and updated the DSDA TVR page.

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Re: TVR demopack

Post by Ryback » 11.01.2003 00:45

Uploaded a demo for 25. Now I think this table should be correct:

LV01 - 0:57 - Mole
LV02 - 1:52 - Fish
LV03
LV04 - 2:55 - Fish
LV05 - 2:12 - Opulent
LV06 - 3:18 - Fish
LV07 - 1:53 - Opulent
LV08 - 1:50 - Vile
LV09 - 2:43 - Vile
LV10 - 4:29 - Altima
LV11 - 2:07 - Fish
LV12 - 3:39 - Vile
LV13 - 2:22 - Vile
LV14 - 1:26 - Ryback
LV15 - 2:10 - Vile
LV16 - 2:21 - Anders
LV17 - 3:20 - Ryback
LV18 - 3:19 - Fish
LV19 - 3:14 - Opulent
LV20 - 3:37 - Altima
LV21 - 0:58 - Fish
LV22 - 2:50 - Ryback
LV23 - 2:30 - Vile
LV24 - 1:52 - Altima
LV25 - 2:26 - Ryback
LV26
LV27 - 1:54 - Vile
LV28 - 2:36 - Vile
LV29 - 2:16 - Fish
LV30 - 0:14 - Altima
LV31 - 2:20 - Vile
LV32 - 2:26 - Fish

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Re: TVR demopack

Post by Vile » 12.01.2003 04:42

Looks excellent, we got a wide roster there.
Last edited by Vile on 12.01.2003 04:43, edited 1 time in total.

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Muahaha

Post by AltimaMantoid » 12.01.2003 10:50

I just uploaded tv03 :)

4:47

Last map: tv26 ^_^
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Re: TVR demopack

Post by Opulent » 17.01.2003 22:36

Altima, you still workin on 26?
I could bang it out... ain't gonna be pretty though.

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Re: TVR demopack

Post by The_Fish » 18.01.2003 06:07

Altima, you still workin on 26?
I could bang it out... ain't gonna be pretty though.
I don't think he is. Go for it, we need to wrap it up.

post Comments people.

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Re: TVR demopack

Post by Vile » 18.01.2003 07:09

Pack:
TVR... one of the most underrated megawads of all time, but not for any good reason other than a lack of publicity or advertising.  This one-man project reminds me of plutonia on many levels: small action-packed maps complementing all different styles of play, a consistent theme and level-to-level flow, and a distinct feeling... you'll recognize it's in a class of its own.  These levels are not very challenging but still an immense joy to play.  Also, we managed to get quite a varied roster of players for this pack, so you can tell this one is a hit with the demo crowd.  Great job Thomas and enjoy the demos!

MAP08:
A short battle outside and inside a shuttle bay of sorts, all you need to do is get the blue key and raise the rocket.  The gameplay is very fluid here; there's some rocket usage to accompany the dominant SSG and CG through this one.  Not very hard, and you can kill off the remaining soldiers while waiting for the rocket to fully elevate.

MAP09:
A small techbase map, this one houses a healthy supply of mid-level monsters along with the lesser imps.  The revenant trap near the start is a bit threatening the first time through, but everything else is a piece of cake.  I implemented a small trick with the switch to raise the floor after snatching the yellow key, since it's faster than using the elevator first. :)

MAP12:
A small city style map that some say resembles a miniature version of pl29, complete with sniper mancubi, hell knights, and revenants.  You also encounter the first cyberdemon in a close-quarter battle, which is an inventive addition to the challenge.  I didn't enjoy this one too much in the end because of the teleporting monsters after getting the red key.  You'll see plenty of 99% kill runs unless you wait around to make absolutely sure that all monsters have teleported (particularly the sluggish pistol lamers :).

MAP13:
This one is definitely TVR from the familiar style of rock/techbase.  The map flows extremely well so I spent a bit more time on the demo here.  The trickiest situation is near the end with dual archviles appearing from different positions, so you have to put them out of commission before they get to any of the revenants you battled beforehand (12 of them, but there are more than enough rockets to kill them, so you can stand outside the yellow door and send those rockets in first :).

MAP15:
A tyson style start, since the previously level uses a dead-exit to take your weapons.  This one stands out for great architecture, such as broken pillars/wall sections as well as the giant tank near the end.  There's nothing tough about this one, so enjoy the short fight and don't forget the secret exit, although I couldn't tell you what that giant picture means.  All I know is that a 200/200 artifact and a plasma rifle go to waste in this one unless you play it like a movie, gah! :)

MAP23:
The previous map had you battling outside a pyramid; this one takes you inside to dodge the traps and smack around some hellspawn.  Excellent map, much fun to be had, but again it's not very challenging.  The revenant trap from map09 makes another appearance here at the red key, and the spiderdemon just gets in the way with the secret BFG at your side. :)   Also, take note that the crushing ceiling trap near the start is usually accompanied by bars that drop down to close you in, but I strafed over the linedef just right and didn't need to shoot my way out.

MAP27:
Short and unusually easy for a late map, but still quite enjoyable.  Ammo is scarce here but there's just enough of the powerful stuff to get you through in under 2 minutes.  The tyson strategy I used for the tougher monsters at the start is faster than the SSG.  Also, I managed to implement a possible mancubus telefrag that reveals itself after you get the red key, but sometimes I wasn't as fortunate.  ;)

MAP28:
A true Hell-themed map, the design is highly appealing here with good use of new textures and architecture.  This one will pile on the monsters in big groups along with some individual battles, but once again, you're given plenty of RL and BFG ammo to make it short and sweet.  Also, once again, that poor spiderdemon just gets in the way. :)

MAP31:
This one didn't appeal to me at all, so I'm not sure why I did it.  The time here is not worked down as much as some other maps, and there's also a possible archvile telefrag partway through that I couldn't get, but it's highly luck-oriented.  On a different note, there's also another parallel to plutonia here, as the only exit leads to the second secret level. :)

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Re: TVR demopack

Post by Opulent_ » 18.01.2003 18:25

TVR -- An absolutely awesome megawad.  IMO, next to Dmonfear, this is the best playable megawad ever.  Short, intense, and extremely fun maps to play -- EXACTLY what DOOM maps should be.  A big thanks to Sam 'Metabolist' Woodman( http://www.doomworld.com/metabolist/ ) for giving TVR the notoriety it deserved.  And a thanks to the DSF demoteam for their contributions -- to have some of the very best players in the world play your wad is indeed some payoff for Thomas' hard work.  We look forward to his future projects!  :)

Map05
75% secrets is max.  There is a weird level bug that assigns sector43 a secret flag; but it isn't.  Average demo.

Map07
I was playing this without sound.  Another simple and effective map.  Weapon switching takes too much time -- Maybe we need a DOOM_cpm mod. ;)

Map19
Ugh, not a good run.  Hard to get things to work the way you want them on here.  2 speedrun tricks get you nothing on this map unfortunately -- SR50 to the yellow key(gets you nothing) and crossing the lindef to grab the blue key(the exit wall will not lower) -- this one does save a very small amount of time, but would be difficult to make it worth it.

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Re: TVR demopack

Post by Opulent » 19.01.2003 04:01

I figured Casey wasn't on it, so I did 26.
Last edited by Opulent on 19.01.2003 04:05, edited 1 time in total.

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Re: TVR demopack

Post by Andy Johnsen » 19.01.2003 20:04

Pack:
Its odd how something like TVR can surface all of a sudden. Even a review on one of the few review sites around didn't spawn any noticable fuzz. The wad is simply put, excellent. Gameplay is dead on in the wast majority of maps, the design is simplistic but quite satisfying, no really dull or ugly areas, and most importantly its all clean and crisp - theres no gameplay obstracting detail (generally speaking). I had the pleassure of playing this one during one of several coop sessions with Martin Hunsaker this christmas. Thomas should stick around and make a sequel ;)

MAP16:
My only contribution over whats probably my fav map from the set (its hard to pick one tho). Like many of the levels the ammo supply is plentyfull. Design is perfect imo..looks neat enough and the outdoor areas have that cool greenish rock texture to spice things up. Gameplay just rocks. Its one of those maps that remind me while I still play this game. Vile worked out most of the route here btw, so thx goes to him. I guess theres not much else to say. Decent demo I guess, no big blunders altho I take some annoying hits in the garden bit...redness.

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Re: TVR demopack

Post by The_Fish » 19.01.2003 22:26

Pack Comments:

Thomas Van der Velden's Revolution was an absolute joy to play. A refreshing change of pace from todays AV/HR style never-ending battles. TVR! is definately easy for the experienced player, but it was never boring for me. Reminded me of Perdition's Gate or Plutonia. A consistent
texturing theme and each level has a distinct feel. Gameplay is like an easy version of Plutonia - with well thought out monster placement and plentiful ammo/health to do your thing. However, there was a problem of 100% secrets. I'm not sure if it was Thomas's editor or nodes builder but it really screwed with the maps. Had us scratching our heads for a
bit trying to find secrets we couldn't obtain.

I've did 8 demos. Of these demos only 5 are really new (3 demos remain from an original DSDA submission I did). 25% of a demopack is the most I've ever done - but you can tell by the number of contributors that this wad was popular. Some of the best involvement in a demopack since AV. If your looking to condense your demo viewing I suggest: Doug's MAP07 (we fought over this map. btw Doug, thanks for route credits :p), Anders MAP16 (excellent map and a great demo, or Vile's MAP12, MAP27. Or try my Map11, Map29, or Map32.

TV02:
This demo is an old one from my original submission. The time is decent despite there being quite a few shots which looked like I was shooting blanks. I couldn't get the luck I needed to get a lower time though. Some areas like the movie theater are dependant on it. It's possible to have shells problems towards the end of the map also.

TV04:
Just an average quality demo from me here. It's a hard map to get it looking smooth. I was just happy to get it under 3 minutes.

TV06:
This map is a great example of Thomas's well-thought out planning when designing the layout and item placement. This is another map I was already familiar with from my original DSDA submission and decided to improve. The route is a little better then last time but the gameplay leaves much to be desired.

TV11:
The start of this demo flows nicely. Under 2 minutes would be sweet.

TV18:
Only a 2nd exit. So don't expect too much. Those candle teleporters can be annoying.

TV21:
Doug and Ryback were fighting over this one and then I took it away from them by almost 30 seconds. =) I knew if I could get under the slow-crushers before they started I could take a chunk off their times. Thats the whole secret to getting a speedy time.

TV29:
A few not-so-smooth moments but otherwise a nice nail-biter of a demo towards the end when I punch it out with a baron til the death (no backing down either :). (btw, an old DSDA demo also).

TV32:
How many max demos are you aware of that use rocket-jumps? I couldn't think of any myself. I discovered this clever shortcut though (which basically results in running the level route backwards) and implemented it into my max demo. I think it speeds things up nicely. Interesting design btw.

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Re: TVR demopack

Post by Opulent » 19.01.2003 22:46

Now I'm confused, who is putting this together? :)
Fish?  Ryback?  I'll do it if you like...

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TVR!

Post by AltimaMantoid » 20.01.2003 01:15

Alrighty....I'll post my comments.....and Doug, I had a map26 in there already -_-' Oh well...

Pack:
This is definately the most playable Megawad I have ever seen! When stx-Vile mentioned this to me, I decided to check it out, and I quickly fell in love with it. The maps are incredible! Short, fun maps that have a lot of fighting going on. It has quickly become one of my favorite Megawads, each one with amazing playability. This is my first demo-pack, and I am proud to be part of this. Thanks for the maps, Thomas. ^_^

Map 03:
This is a very nice city-themed map. When I first played it, I had no idea what I was doing, but after analyzing it on -nomonsters I figured out what I was doing ^^' It's a very fun map to try...in the demo I look around a bit to make sure everything is dead, and because I nearly forget where to go once or twice. One thing though is the Plasma Rifle secret...it sometimes doesn't register, so to fix that, I fall in the crate ^_^ Definately a fun map, I grew to like this one quickly.

Map 10:
Fun map...most of the powerful ammo is at the end of the map, although I'm sure it can be used somewhere in the map. The Arch-Vile could probably eat a few rockets, but he'd resurrect stuff. I just Chaingunned him down ^_~ I love the layout of this map. The ducts are very nicely done, as well. ^_^ Great map.

Map 20:
Only 50% secrets possible here. Nice map, cool design....and yes, X does mark the spot here ^_~ Destroy the boss and you win! ^_^ The ammo is nicely placed throughout the entire map...the only thing I had problems with were climbing the pillars to get to the boss to kill him. I like this map, despite the fact that only 50% secrets are possible ^^

Map 24:
This was my favorite map to play of the ones I did. Simply put, it is EXCELLENT!! The ammo balance and monster placement is superb! The design is wonderfully thought out, and is a real joy to play. Just look out for some surprises ^_^ This map confused me at first, but I kinda figured out how it plays after a while. Great map!!

Map 30:
The end map. I've always loved any map 30, and this one is no exception. Great design, and the boss has a unique touch to it. Something I enjoyed playing....and an awesome map to end TVR with!
"The Man with the Golden BFG"

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Re: TVR demopack

Post by Ryback » 20.01.2003 04:56

Opulent - I'll be happy to put the pack together, as per the usual way.

May as well post my comments anyway, if anyone's interested...

Pack
Well, here we are again, with another great collection of demos for a great wadset. I think TVR's greatest strength is that it doesn't try to do too much. It doesn't go for the biggest levels or the most amazing tricks or the worst difficulty level. Instead each level has a theme, gameplay to suit that theme, and a small arena that's fun to play around in. Also the added graphic effects are cool - particularly the bloodspatters, I don't know why they make killing the monsters so more enjoyable, but they do :)

LV14
This level is a bit rough around the edges, there's one secret sector that's impossible, or almost impossible to reach (you'd need a more accurate jump than the map19 bluekey jump, for instance). And the ending is strange, identical to e1m8 but with no monsters, so you have to wait around for a bit sometimes. But the central idea of the level is good, clearing out platforms one by one, and it's quite fun to play.

LV17
Can be a frustrating level at times, playing fast causes you to die easily. The demo went well though, except for a slow ending. One of the more architecturally complex levels in TVR.

LV22
Design is a little reminiscent of Plutonia for some reason, I quite like the outdoor Egyptian-themed stuff. Easy difficulty level, not much trouble with ammo, the only test is how fast you can do it.

LV25
One of the smallest Doom houses I've ever played through, although this one is more of a castle on an island surrounded by a moat. The spectres in the moat are an annoyance, and it's kind of strange that there doesn't seem to be much *in* the castle. Rest of the level is good though.

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Re: TVR demopack

Post by Vile » 20.01.2003 21:46

Thanks a lot, Chris!  BTW, are you going to contact mole about his comments or just go ahead and release it?  Honestly, I'm not even sure if he knows about this thread... perhaps someone who knows his email can contact him?

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Re: TVR demopack

Post by Opulent_ » 22.01.2003 03:09

Thanks Chris.
http://lmp.netfirms.com/tvr/
No Mole comments... and no mention that his demo is Boom, but certainly no big deal.
thanks!  cool demoset for sure.  See you guys on TVR2! ;)

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Re: TVR demopack

Post by Mole » 22.01.2003 08:26

Sorry guys, for the long delay, but i really had no idea what happened.

If it isn't too late, here are my comments:

Map 01: I didn't like this map at all. The 'bodies' hanging around are very annoying and fighting with the chaingun at all is very annoying. Of course, no blame to the autor for this.

Pack: As usual, it was fun to co

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Re: TVR demopack

Post by Vile » 22.01.2003 08:44

Thanks for the response Mole!
Last edited by Vile on 22.01.2003 08:50, edited 1 time in total.

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Re: TVR demopack

Post by myk » 22.01.2003 16:14

Ah, no wonder that when I tried the 1st demo it wen't back to DOS and gave me a "wrong demo version" notice...

You should have placed Opulent's demo instead, even if it's a bit slower... but that's just my opinion.

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Re: TVR demopack

Post by The_Fish » 22.01.2003 18:05

Great job on the compilation Chris and Op. Although why Op linked to the DSRF webpage I will not know.  :P 4-oh-4

Anyways, I guess let's make CN forum our homebase for demopacks now. Nothing seems interesting to me right now, so let's get to work on AV!  ;D

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Opulent_
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Re: TVR demopack

Post by Opulent_ » 22.01.2003 18:47

It's not a 404 for me....   ??  
no matter... and he is right, more AV!  make the next update wince in pain at the volume of demos! ;D

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Re: TVR demopack

Post by Ryback » 22.01.2003 23:17

/me reads above couple of posts

Whoops... I just overwrote Vile's modified pack. :) Not to worry though, I've made the changes myself, it should all be there now.