Difference between revisions of "Par time"

From DoomWiki.org

[checked revision][checked revision]
m (-duped word)
m (use C template)
Line 1: Line 1:
 
Each level in [[Doom]] has an associated '''par time'''.  After completing a level, the par time is displayed on the [[intermission screen]] next to the time that the player took to complete the level. This allows the player to gauge their skill by comparing their time.
 
Each level in [[Doom]] has an associated '''par time'''.  After completing a level, the par time is displayed on the [[intermission screen]] next to the time that the player took to complete the level. This allows the player to gauge their skill by comparing their time.
  
The par times are encoded into the Doom executable in the file <code>[[Doom source code: files | g_game.c]]</code>.  [[John Romero]] generated the par times by completing each level as fast as possible, rounding off the resulting time and adding 30 seconds.
+
The par times are encoded into the Doom executable in the file {{c|[[Doom source code files|g_game.c]]}}.  [[John Romero]] generated the par times by completing each level as fast as possible, rounding off the resulting time and adding 30 seconds.
  
 
== Par times ==
 
== Par times ==

Revision as of 15:38, 18 October 2018

Each level in Doom has an associated par time. After completing a level, the par time is displayed on the intermission screen next to the time that the player took to complete the level. This allows the player to gauge their skill by comparing their time.

The par times are encoded into the Doom executable in the file g_game.c. John Romero generated the par times by completing each level as fast as possible, rounding off the resulting time and adding 30 seconds.

Par times

The following are the par times from the Doom source code:

Doom

Par times for episode 4 are not present in the original versions of The Ultimate Doom; they were added in Doom Classic.

Doom II

User made maps

Due to the times being hardcoded into the executable, in the past it was often disregarded in custom PWADs. Until the advent of BEX, there was no way to set a time relating to the new levels that had been created (barring supplying a modified game binary). Advanced source ports allow the author to specify a par time using BEX or MAPINFO for this, so par times in custom levels are more common now.

References