The "demo" runs and matches contained here were recorded by me (myk) with Doom or Doom2 from a DOS prompt in Windows 98, unless noted otherwise. These demos should also run properly using Chocolate Doom, or any other released source based engine that has proper v1.9 demo playback support.
Most of the standard runs were done without checking optimized records (from COMPET-N and whatnot) and were done for fun and practice, so don't expect anything extraordinary. Many are missing crucial tricks or contain sloppy running and tactics.
The standard runs are divided into two main types, or standard categories; Speedruns and Maxkills. Speedruns simply require that the Player exit alive as quickly as possible. In Maxkills the Player must also kill all the accountable monsters (100% kills, or more if an Arch-Vile resurrects anything.) If a map is flawed and some monsters are unreachable, the author should probably fix it, but if that's not possible, the maximum possible kills should apply, even if under 100%.
Each of the two types of recordings has two subcategories, where the conditions for the standard categories apply in addition to further requirements. In both cases there's an enhanced monsters subcategory, which grants monsters an advantage though a command line parameter, and a restricted style subcategory, that limits the way the Player may attack.
The enhanced monsters runs under the Speedrun category are called Respawn speedruns, where the corresponding paramenter is added to make the monsters return after they die. To ensure that the respawning monsters are an annoyance the Player must also find all the available secrets in each level.
The restricted style runs under the Speedrun category are called Pacifist speedruns, where the Player may not hurt any monsters, be that directly through attacks or indirectly through splash damage (either from his Rocket launcher or from Barrels he destroys) or accidental telefrags. Causing infighting or leading monsters to nasty traps are permitted tactics; if the monsters are dumb, it's their problem!
The enhanced monsters runs under the Maxkills category are called Fast maxkills, where the corresponding paramenter is added to make the monsters attack or move quickly.
The restricted style runs under the Maxkills category are called Berserker maxkills, where the Player may use only melee attacks (Fist or Chainsaw.) Firing a weapon (even the puny Pistol) will disqualify the Berserker run as such; even shots at thin air or at switches are prohibited. Monsters that aren't reachable at all may be ignored (like in a Max run when the map is flawed.)
Runs may be done on any difficulty skill, and any run on a higher difficulty will replace one of lower skill. There are two exceptions, though; Nightmare runs don't exist for the Maxkills, and Nightmare Speedruns do not replace Hard Speedruns. Nightmare Respawn runs naturally don't require the additional parameter (on by default) and are simply differentiated from standard Speed runs by the secrets requirement.
There are three types of runs according to their extent, Unitary runs of a single level, Partial runs of an episode, and Complete runs of a megawad. The episodes in DOOM II comprise levels 01-11, 12-20 (possibly including 31-32) and 21-30, as marked by the skies and ingame texts. A megawad is the 30 (or 32) maps in DOOM II.
The notation for the recordings is as follows:
Unitary: CEDM-mss for DOOM, and CDMM-mss for DOOM II Partial: CED-mmss for DOOM, and CDE-mmss for DOOM II Complete: CD-hmmss for DOOM II
C=category, D=difficulty, E=episode, M=map, h=hours, m=minutes, s=seconds
Categories: S=speed, R=respawn, P=pacifist, M=max, F=fast, B=berserker
Difficulty: B=baby (1), E=easy (2), M=medium (3), H=hard (4), N=nightmare (5)
All episode, map and time entries are numbers.
If the time for a particularly long recording doesn't fit in the structure, the dash may be replaced with the corresponding value of minutes or hours.
Since MultiPlayer recordings do not come packaged with all the perspectives, spectators are encouraged to either create perspective edited copies of the recordings with an LMP tool (such as LmpUtil or LMPC), or to view them with an engine that allows absolute viewpoint changes during playback (e.g., PrBoom.)
DeathMatch games are recorded per Player color for a balanced score, and on Nightmare difficulty skill for additional ammo, unless noted otherwise. The nomenclature for DeathMatch recordings is pTMMGeee:
p=players, T=type, M=map, G=game, e=ending
Players: 2=two, 3=three, 4=four
Types: D=deathmatch, A=altdeath
Games: G=green, I=indigo, (B=brown, R=Red)
The ending entries are numbers that refer either to the target frags per game, the highest match score achieved, the timer setting used, or the total match duration in hours and minutes. Note that the games refer to different recordings for the same match where the same player uses different Player colors.
Any DeathMatch recording should be compressed into a file named after the wad played and the date recorded, which should decompress into a folder named after the wad, that contains another named after the date. This last folder holds the lumps and the text file. Dates should always be 2 digits for each month, day, hour, minute. For Example:
D:\DOOM\demo\doom.09292052.zip (Played Doom.wad, September 29th, 20:52)
D:\DOOM\demo\doom\09292052\2D11G025.LMP D:\DOOM\demo\doom\09292052\2D11I025.LMP D:\DOOM\demo\doom\09292052\09292052.TXT