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Zero Master | Doom II: Hell on Earth - Underhalls (MAP02) done Pacifist @ZeroMaster | Uploaded 7 years ago | Updated 3 hours ago
Runner: Zero-Master
IWAD: Doom2.wad
Category: UV-Pacifist
Map: 02 (Underhalls)
Sourceport (demo): Crispy Doom v3.2
Sourceport (video): PrBoom-Plus
Time: 20:57

Watch a shorter version with explanation to what's going on by linguica here: youtube.com/watch?v=05W-YqCOTo4

Description:
Every single map except map 30, which is considered to be impossible (might in theory be possible with tools), and map 02, underhalls, had been completed pacifist for doom 2. Pacifist is the category where you are not allowed to harm monsters, and that includes destroying barrels that harm monsters.

There are several places which require large amounts of luck, with the first being the 32-unit glide. Doing a glide takes time, you need to get very close to the gap, but that is very difficult to do quickly. Now there are several hitscan enemies behind you and next to you, and if any of those hit you, you get pushed away from the gap. This means you have to try and get close again and hope you don't get hit another time, and of course it doesn't take long before you've lost too much health.

The next part is to be able to run past the shotgunners straight ahead. There's a good chance they either block you, in which case you die immidiately, or they do too much damage on your way through. A shotgunner can do up to 45 damage while you will rarely even have 100 health getting through the gap.

Then once you manage to drop down into the basement, there's a good chance you get blocked by the imps, in which case you are dead.

After that comes one of the worst parts, which is too hope that the barrels go down. Because of infighting the shotgunners can easily be occupied at shooting each other rather then firing at you and hitting the barrel. Sometimes the shotgunners will kill you immidiately, most of the time the imps will catch up and kill you, and even if the barrels do go down they will sometimes do so at the wrong time when you are too close to them and so you die.

So, you've finally gotten past the glide, ran past the shotgunners, dropped down and gotten past the imps and somehow the monsters cooperate and bring down the barrels and you survive... then over half the time a few shotgunners and imps will survive and just kill you anyways.

However, if you manage to survive that, you're about half way there. Your chance of succes is highly dependent on how much health you have left, but also just how lucky you get with the remaining monsters.

There's usually always at least a shotgunner alive in the room from which you dropped down, one needs to be careful that he doesn't hit you. The blue key room is up next, and this room is done in 2 parts. The first part is to kill 3 shotgunners and hopefully 2-3 of the 3 imps by infighting. It's likely you have to leave an imp alive in the previous room, and if you have 2 imps alive from the blue key room than your odds of getting through are very very low. Having 2 imps alive is also quite bad, but 0-1 imps alive will allow you to take thing more slow for the last part of the room. In the case all the imps die and a shotgunner surives, you're pretty much dead.

Next there's 2 imps, 1 demon and 1 shotgunner guarding the blue key. The most important thing is for the shotgunner to die, and this is done by having the demon step infront of you while the shotgunner fires at you. This will cause them to infight and hopefully the demon will win... unfortunately the demon can miss bites rather easily and get taken down by the shotgunner. If this happens you have to rely on the imps to get the job done.

So hopefully you'd end up with 2-3 imps and a demon, and then you need to dance around to get the demon to fight the imps. You can get cornered if you are unlucky, so it's still a dangerous part. Whatever survives gets dragged into the blue key room while you grab the key, and hopefully you don't get sniped by some hitscanner in the upper area which can easily happen.

Then there's 3 zombieguys outside the blue key door + 5 shotgunners in the exit room, fortunately there is a strategy to dealing with them, though there is a chance you get hit if you are unlucky.

All of this has to happen on at most 103% health + 33% health pickup halfway through when shotgunners can do up to 45 damage, zombieguys 15 damage, imps 24 damage and demons 40 damage.

This sounds a bit crazy, but at least it is somewhat reasonable unlike everything else.

Frequently Asked Questions: pastebin.com/19PydN94

Visit the Doom Speed Demo Archive YouTube channel for more doom speedruns: youtube.com/c/doomedspeeddemosarchiveonyoutube
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Doom II: Hell on Earth - Underhalls (MAP02) done Pacifist @ZeroMaster

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