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Zero Master | Doom II: Sunder - Map 17 (Archives of the Technomancer) UV-Max in 1:38:41 @ZeroMaster | Uploaded February 2022 | Updated October 2024, 2 hours ago.
Runner: Zero-Master
Date: 2022-02-18
IWAD: Doom2.wad
PWAD: Sunder 2407.wad
Category: UV-Max
Map: 17 (Archives of the Technomancer)
Source Port: DSDA-Doom v0.24.1
Time: 1:38:41

Description:
Somehow nearly 100 minutes feels short after map 16.

When I did my last practice attempt with saves/loads and only died once to a cyberdemon pair I realized this probably wouldn't take very long to get. The route was also already done when I finished map 16.

Only a small part of the final fight here is what I'm afraid of, which is the 4th and last run to one of the teleporter rooms as I have to run by a lot of arachnotrons and there are random cyberdemons everywhere.

From my first playthrough some time ago I mostly remembered the crushers... can't imagine anyone getting to this part and enjoying it the first time. I also thought it would be incredibly annoying in a max run, but it turns out with a slow approach where you know where most of the monsters are it's not nearly as bad as I expected. Honestly I think it's perfectly fine at this point and I kind of enjoy taking risk running through the crushers, of course I'm a bit more cautious in a single segment run though.

3 more levels to go.

Comments about the run:
Went mostly as expected, time is about 10 minutes slower than practice with save/load which is normal.

Didn't even see the 2nd cyberdemon by the BFG when I attempted to kill the first one. Fortunate not to take a surprise rocket there.

While I was trying to kill the 4 cyberdemons after BFG section the sound really messed with me. So the BFG use here is a complete disaster as I was basically paranoid about them being right around the corner all the time, but it's ok since there's so many cells anyways.

Cacodemon horde fight went ok, but the route could probably have been better with more rocket use. Still have to wait for the cacodemons to teleport in though so the fastest strategy would be to just leave immediately and come back later (and the last switch here can be activated through the wall after pressing only the first switch).

What didn't go as expected was falling off by the short platforming section. Another one of those moments where I just hope I die at some point so nobody has to see it. At least I didn't fall into the inescapable pit first.

The big room with the 2 large platforms went mostly ok until the last phase of it. I missed some BFGs and got hit by a couple of arch-viles and a max roll hell knight projectile and all of the sudden I was low on health.

Ammo management in the crusher section was ok, didn't have any problems with ammo. Could of course used more BFG if I wanted to be a bit faster.

Final fight went well, accidentally picked up the last megasphere, but it didn't matter at that point.

Route/Strategy:
pastebin.com/v4VMjesm
Doom II: Sunder - Map 17 (Archives of the Technomancer) UV-Max in 1:38:41Final Doom: TNT Evilution - Nightmare! difficulty in 1:23:36Doom II: Hell on Earth - Ultra-Violence Speedrun in 19:28Ultimate Doom: Knee-Deep in the Dead (Episode 1) - Nightmare! Speedrun in 6:39 (7:52)Doom II: Hell on Earth - Nightmare! 100% Secrets Speedrun in 43:55Ultimate Doom: Thy Flesh Consumed (Episode 4) - Nightmare! Speedrun in 5:42 (6:54)Final Doom: TNT Evilution - Ultra-Violence Speedrun in 38:58Doom II: Hell on Earth - Ultra-Violence Speedrun in 18:30Doom II: Sunder - Map 06 (Grinder) UV-Max in 12:59Doom II: Sunder - Map 11 (The Furnace) UV-Max in 31:22Doom II: Sunder - Map 18 (The Singing Void) UV-Max in 56:01Doom II: Nuts 100% Kills - 85 Revenants vs 850 Cyberdemons [TAS]

Doom II: Sunder - Map 17 (Archives of the Technomancer) UV-Max in 1:38:41 @ZeroMaster

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