4shockblast
Doom 2 Map 01 Pacifist in 0:04.97
updated
WAD author: id Software
Over 1100 attempts to finally knock off the invalid Stroller for real. :^) Worth it.
Captured using DSDA-Doom v0.25.6
WAD author: Andrea Rovenski
Only about 370 attempts this time. Did the quickstart. :^) Could have more boosts, but yeah, this is getting pretty fucked to improve. :D
Captured using DSDA-Doom v0.24.3
Map author: Pavel Hodek
This isn't a very good map casually, and it's a dreadful, dreadful experience for runs. At its core, it's just a mostly symmetrical room with haphazardly placed monsters, completely random weapon placement, completely random ammo placement, completely random key placement, and a completely random spot for an exit that is behind two unmarked key doors. To add to that, they decided to fucking place shit tons of shitgunners and barrels so you keep fucking taking damage 100% of the time and usually die even with the single green armor placed on the map. There's no health, and one of the key areas is inexplicably damage floored just to fuck you even more. But even worse beyond all that is all the monsters scatter to shit in this map, and it's barely possible to get all the demons in a good area to rocket, and all the rockets are so scattered that they take forever to pick up, so stragglers make everything even fucking worse in this shit map. Especially as I'm still one of the holdouts avoiding use of extended HUD, it's common to get to the exit and miss a monster or two since you just have no idea where the monsters are on this map. I think this route is more organized than Teedre's, but at the end of the day, it's still a huge mess, and getting 5s faster was a complete luck thing, usually I would be slower or just not max at all (or die). I think you could get better RNG, but I have no idea if his or my route is even the one to take, it's just nothing good to expect with running this. Anyway, to sum up, bad map, bad run, and I'm glad to be done with it. :) Probably my last run for this xmas cycle, too bad it's a salt-inducing one. :^)
Captured using DSDA-Doom v0.24.3
Map author: Pavel Hodek
Second exit, 2 tics faster than my other. Two 27s is fine by me, the shotgunners make this really unpleasant. Probably you could get lucky slipping past the demons, somehow, but I don't want to try.
Captured using DSDA-Doom v0.24.3
Map author: Zack "Zeek" Lawson
Pacifist is pretty straightforward here, no real tricks, but kind of annoying because of the movement after the key. Usually, some monsters are in the way on the way to the lift, and then getting into the lift, pressing the switch to the right, and door, then exit switch is all very painful movement. 8.97 wasn't too difficult, but I still wanted a run that looked clean. Only 200ish attempts overall anyway.
Captured using DSDA-Doom v0.24.3
Map author: Zack "Zeek" Lawson
I grinded this for like 2 hours last week, and all I got out of it was two 53s and a load of pain. Was just about ready to quit Doom outright, but then got this in the span of 5 minutes today. Epic RNG runs. Confused's demo is pretty good, and I didn't have any good ideas for how to improve the route. The main improvements come down to getting unlikely scenarios, such as a revenant to infight with the mastermind/cyber (doesn't really save much time), or both HKs to come out of the start as in this run. Honestly, this time looks super ugly, probably because I wasn't warmed up at all, so 49s probably doable, but getting the right infight between the cyb/mastermind is rare, so I'm done. :^) The AV is also super annoying; prevents me from picking up key here for a bit, and usually he targets you in the worst ways. One time he actually infought the cyb or mastermind somehow (also happened today), but it was still slow because the infight went poorly and I had bad rockets elsewhere. Someone else can do sub-50s.
Honestly, the map itself is pretty cool. Hockey arena with the infight is a fun concept for casual play Just speedrun-wise it's pretty rough, especially because of the AV placement and infight luck. Would be even more fun if this map wer released in Boom format with friction floors, though. :D
Captured using DSDA-Doom v0.24.3
Map author: H2HMud Wad Team
Shitscan makes this even less fun than max. So first exit it is. Contest time was 37s, seems like it could be legit but hard to say since the guy had kinda bad movement. :^) Anyway, it wasn't pacifist, this one is, so there's that too. :D
Captured using DSDA-Doom v0.24.3
Map author: H2HMud Wad Team
I already demoed this back in December 2020, but I figured it's a bit old, so sub-4 shouldn't be too bad. I wasn't wrong, it was basically my first exit (3:51 IIRC), and it actually proved somewhat difficult to beat, although I put fewer than 200 attempts in. Without advanced/extended HUD, it's hard to even get a valid max here, and most of the time there's too much cleanup to do anyway to exit quickly. Still, since sub-4 was easy, I wanted to at least break another second barrier, so there you have it; 3:3x is probably doable, though, and maybe lower, it remains hard to have a confidence in the route here with how many triggers and options there are. This one is quite different from both mine and the old Lawrence Kirby route; it's a bit of a mix of both, really, with some extra additions. I delay the rocket pickup until much later since its benefit is not really there early on, but I do incorporate his lowered area cheese since it's just a really nice place to group up the enemies and safely take most of them out. There's a bit less problem with scattered enemies here than my other route, but it's still annoying.
I didn't comment much on the map back when I did it back then, but I suppose I would say it's the worst out of the bunch besides map 15 (which is just too easy and bland). Map 12 suffers from some RNG annoyance and overall balancing problems, but it's at least fairly fun and has only mild issues with map cleanup, and map 14 is actually more fun to max than it seems from the get-go once you get the handle on it. This one suffers from horrible balancing IMO because of all the shotgunners. IMO, they're one of the worst monsters in the game to use really, alongside spectres, which also feature in this map, as they more often than not cheapen the difficulty of encounters rather than make them interesting. That's not to say either can't be used creatively at all or that shotgunners don't work casually in incidental combat, but this sort of spamming does little to further my enjoyment of the gameplay. The no-armor start is horrible, even in spite of the huge amount of health, and a bit of armor, even green, would do wonders to help with the way the map plays. That said, they generally don't add much to this map in terms of enjoyment, so just revenants or maybe adding some other stuff would be much more fun.
The other problem is the general symmetry of the map; all of the other contest maps are just much more interesting in general. This one feels very copy-pastey, and even though all the sides are technically different, the worst result of this is that monsters get stuck and scatter all over the place, which makes max painful to go for. The map also takes it further by making each side have different random triggers for opening monsters, which is kinda annoying for routing and each teleporter around the center ring has each side straight up take you to a different part of the map, so monsters end up teleporting all over the place too. Overall, it's more fun than map 15 by virtue of having at least somewhat interesting gameplay, but it's too frustrating for its own good I think. :D
Captured using DSDA-Doom v0.24.3
Map author: Pavel Hodek
Did this before the other two runs for practice. The problem with monsters though, is that you can get punched by the revs right at the start. So, it's a lot more room for error; in nomo, you can just set up and go forward. 10s wasn't too hard to get, 9 is probably out of reach, unless you do some crazy rocket boosts or something and totally yolo the skip, but that would be very unfun.
Captured using DSDA-Doom v0.24.3
Map author: Pavel Hodek
Same trick as max. The revs pre-RK tele are the main reason this isn't pacifist. In principle, they can probably die to infighting, but it would take too long. This wasn't the best possible run, but it was pretty clean, and most importantly, all the revs teled away at the end. Usually 1 is left, sometimes 2 (I've even had 2 left in a max attempt, so they can stay around there for a long fucking time lol). As such, this would probably be pretty hard to beat. 1K attempts.
Captured using DSDA-Doom v0.24.3
Map author: Pavel Hodek
A fairly iconic map in H2H because of the tank and forklift; it's short, but the Doomcute is cool. Gameplay is alright, decent amount of ammo for everything for RL and plasma, although a bit more would make max flow a bit better (as it is, you kinda need good RNG to have decent kills). There's not much to say about the map, really, it honestly feels like it's just a room created specifically to showcase the vehicles (which, to be fair, are done pretty well, so it's totally warranted :D)
The main annoyance for max is the doors on this map; at the start, there's a linedef that closes all of them, and they do not reopen (they would be open in DM I guess). But that linedef is just barely skippable. It's very very precise; you can't do it from the wall, although it is possible with a rev punch boost, but that's random. You have to do it from the middle, and you just barely get the 16+ speed to get it; if you have even 1-2 movement tics in either direction, you either cross it too late or too early to skip it. Naturally, this awful skip has to be done in max because having everything open is much faster (and theoretically means good infights). But my consistency is probably like 1/100, and after grinding it in UV-Speed and nomo, it's pretty painful to keep going. Additionally, it only helps so much as you can't really group up enemies easily, and infights usually don't happen that much (although presumably, you could get really lucky if the chaingunners can take out a rev or two).
Additionally, this route makes the chaingunners behind the fence a lot more annoying; these guys seem to not be a problem in Veinen's route according to his txt, but now when I get there, often it's just one (and the other takes 20 secs to appear), sometimes it's neither. Finally, retaining health is an issue too with all the shitscan spam on this map, but really the worst part of the run is the two outside chaingunners; if not for that, I might even aim for some decent infighting, but as it is, I'm more than satisfied with sub-1:00. Anyway, fuck this run.
Captured using DSDA-Doom v0.24.3
Map author: Vertigo (?)
Not the cleanest movement, but it's 9s and Reality, so that's what I wanted.
Captured using DSDA-Doom v0.24.3
Map author: Vertigo (?)
Well, I ended up with an entirely different route from Veinen; I think it's faster, but it's hard to say what the right route is on such a non-linear map. Honestly, I find this map super forgettable. Despite doing the D2ALL, I found I remembered none of what to do here, and most of the rooms seemed pretty much unfamiliar. Lots of unmarked secrets and random shit like that too. It's still sorta fun because of all the rocket/plasma spam, but still not really something I want to grind too hard. Besides the fact that it seems like a waste to invest too much into a map where routing correctness is so hard to determine, it's just not that exciting of a run. :D
About 50 attempts, second valid exit, sub-3:30 was basically the goal. Some minor hiccups here and there (missed shots and bad weapon switch later on). But overall, not too bad I think.
Captured using DSDA-Doom v0.24.3
Map author: Liam
Definitely still beatable, but I'm satisfied given this only took me like 200 attempts total (60 today, 150 or so on my other computer). I've always wanted to be on the max board for this map anyway. :^)
Captured using DSDA-Doom v0.24.3
Map author: Milo Casali
After UV-Speed/in between practice, I got curious about my old run here. Beating 15s by tics ended up ez enough, but 14 seems quite far, although doable, probably? Although even with really perfect timing on everything, it seemed like 15.0x would be likely the time. In any case, I'm fine just posting a reasonably clean run for this one. :D
Captured using DSDA-Doom v0.24.3
Map author: Milo Casali
This is the last Tyson remaining to be done on any of the Compet-N IWADs. Just one attempt through the barons, luckily. :) But about 2-3 weeks of planning. See my textfile for the full set of comments: doomworld.com/applications/core/interface/file/attachment.php?id=208473.
I get past the barons at 36:45 and cyber dead at 1:04:59.
Captured using DSDA-Doom v0.24.3
Map author: Milo Casali
I guess I was looking at this map a lot for Tyson, so ideas came to mind over time, including this one specifically for just a UV-Speed IL. At first, I figured I would just do a double AVJ to the ledge at the icon and BFG it, but the problem is you need two shots, and it's just going to end up somewhat slow. Still probably faster than regular route, and later I saw that this was Light_Speed's TAS route. Just death sliding into the thing seemed pretty obvious anyway, though, as that's what's been done on Doom 2 map 30 before, and it's pretty reasonable given the sort of AVJs being done these days. :P
Still, it's quite a difficult spot to aim for as the brain is very narrow and very short, so even if you do hit the right spot, you might be too high and bump the ceiling. Plus you need to actually take enough damage at the start to die for this to work, it's not to uncommon that the chaingunners are just useless at doing any damage to you (that or they just shred you to pieces). :^)
Overall, I think it was a little under 2K attempts for this run. And well, despite that attempt count, this is very likely one of my luckiest runs ever. I had many runs that got a pretty good AVJ, and I would try to complete them often enough, and they were always 15s basically; sometimes close to 14, so I figured it was doable, but mostly mid to high 15s. One run was perfectly placed to get into the hole, and I ended up there with single digit health, but it too would have ended up 15. And moreover, even if you get in there, it's possible to get unlucky with the BFG tracers or mistime it and not end up killing the Romero. As such, my first ever completion of this trick, not only getting the kill, but also ending at 14.97 is fucking absurd, which is why I don't know if I ever had a run this lucky ever (certainly top 5).
The other TAS approach I saw was rocketing the Romero with a double AVJ at the start and then off the platform. That seems far too right to really have any chance of success, and I don't think non-TAS there would even be faster than this. I realized as well that you can even hit the Romero twice from the lowering wall around the chaingunners if you jump to it; the latter is tricky, but doable, but actually hitting Romero seemed really hard, not sure if it's even possible. The cyber and lost souls block much of the line of sight, so getting a clean hit with enough damage to 2 rocket it seems really tough. Still, that would be what I would look into if I wanted to see this run beat, but I'm pretty happy just posting this exit since I want this run to be out there on the leaderboard at least for a bit. Plus that route seems quite painful to do anyway, and I'm pretty done with this map now, heh. :)
Captured using DSDA-Doom v0.24.3
Map author: Ribbiks
Kyle suggested this in my stream for 500 wad goal, as I haven't done any runs for Stardate yet (only 20x7). Well, I noticed there was a secret exit on this map, and decided there should be at least some exit on it on DSDA. Turns out, pacifist is not that bad on secret exit, even with all the viles roaming around and the 12 vile room with YK. About 50ish attempts for this crappy first exit.
Note: the AVJ over soul sphere is an intended strat; that pillar lowers one of the doors to the YK secret, and getting it early means it is already lowered when I get there later.
Captured using DSDA-Doom v0.24.3
Map author: Ribbiks
I think this WAD deserves to be seen by more people.
I listened to part of the Nirvana podcast episode with Ribbiks, and since this wad came up I got interested in maxing a few more early Ribbiks maps. :D Quite a fun map, although also a bit easy by modern standards with the invuls I guess. Hard to properly route because the cell ammo is a pain to go and grab; ideally you'd spend as much time in the middle BFGing especially when the viles are around, but it's impossible to survive long there without an invul and you run out of ammo quickly. This run was a bit of a disaster with two times I ran out of ammo, but the final time was faster than my first exit, and I'm more or less satisfied with how it turned out. Really, the time depends on how fast you clear the ending and how good infighting you get; probably could be a bit more aggressive with BFGing in the end, but tbh, it's a bit random to get there since the cacos or the cybers pre-first invul usually get me, and I don't really want to invest too much time into this since there might be some better way to use the invuls more effectively (ideally to clear the vile horde as early as possible so you could escape to the center). Anyway, good wad. :^)
Captured using DSDA-Doom v0.24.3
Map author: TheMionicDonut
Well it ends up this map has a ton of cheese; kind of a shame, but it's good that the faster cheese is a cool and a bit hard to perform. It's quite an interesting map, the "course" is pretty cool, although there are a few caveats that make me happy I don't have to bother with the full route:
1. Those raise/lower floors, the randomness of whether they go up or down adds an unnecessary level of RNG to the map; in theory, you'd want them to stay mostly up so you can grab switch and move on to the next area, but if you don't, you miss a cycle, which is most common.
2. The other being all the scrolling floors, especially #2 after the raise/lower floors. They are all split into two floors down the middle, presumably to make them into arrows. There is a side effect, though, at least in Boom; when you stand on the side, only one scrolling floor moves you, so you move kinda slow (can fight against it with running), in the middle you get double speed. So, it's super inconsistent how you move across them making everything more annoying than it needs to be.
3. The Romero is supposed to drop down into the middle scrolling floor and move towards the teleporter in the middle; instead, it just gets stuck for me, which makes it much trickier to get any damage on it.
I did do a demo with the full route (aby5913fullroute.lmp, youtu.be/GZajaSN2Pe8), where I mess up the #3 thing but you get the idea. In practice, you probably need two full rounds, which would be quite hard to do in two cycles because of #1.
The two cheeses are both demonstrated; one is Reality, which somewhat differentiates it, and it's the first I found, and super easy, anyone can do it. Just block Romero from the start position. He falls down and you just pistol him. Kinda lame. 15s demo here: youtu.be/475xD4DJNyk.
The second one is more intricate. The middle teleporter takes Romero back to the start of the course. It is too low for the player to get into, presumably to prevent the cheese, but the teleporter is usable by a player, and you can just death slide in. It's tricky because of the inconsistent scrolling floor speed, and if you just get rocketed by the cyber normally you just slide past. But it is possible with a bit of strategizing. Probably can do faster to 6s, but it would be tricky.
Since you can jump to that center platform, there's additional cheese where you can just jump to section three of the course that way, but it's slower than either method, so not much point demonstrating it.
UV-Max is impossible, unfortunately, just not enough ammo for the cyb, but Pacifist will do.
Captured using DSDA-Doom v0.24.3
WAD author: Ribbiks
The last map in the additional_crap zip, the most Ribbiksy, and probably most interesting. It is of course, functionally, just one room with a two-wave, hold M1 sorta fight, but decent fun nevertheless. The visuals are pretty cool, red/blue contrast plus starry sky works well.
On the easy side by modern standards, although with all the cybers, idk how feasible no invuln would be, but maybe if another mega were there or with different strats it would work well (definitely at least one invul is unnecessary). As it is, just have to go the most aggressive approach and kill things as fast as possible. I save both invuls for the cybs so I can get the best BFG shots against them, that's the most annoying part as cleanup of the cybs could take awhile. After a bit I got 3:00, getting 2:59 was painful; in 3:00 I just managed to clean everything up early and realized the exit was actually quite slow, so I found a straighter path to the shoot switch which starts the exit sequence, but then I couldn't get that same luck for a while. Tried it the next day and it wasn't as bad, I guess that's just how it be with RNG sometimes. Because of the slow exit, there's really not much room for improvement here.
Captured using DSDA-Doom v0.24.3
Map author: AD_79
Seemed like a no-brainer to go for the pacifist route. :^) Took a few exits to get this time, decent run I guess.
Captured using DSDA-Doom v0.24.3
WAD author: TimeOfDeath
Neat concept. My first attempt desynced, this was faster but more annoying to get. A cool TAS would skip the entire first part by running up and down on the red teleporters in between the damage tics, but that would be too hard non-TAS, I think.
Spoiler alert for explaining the map concept; the teleport destination has been replaced with a pushable Romero sprite, and the floor it is on is largely lava, so your goal is to move it between the different teleporters so you can progress to the next room/exit. The sides of the first area (red teleporters) open cyberdemons all around if the Romero crosses them. I didn't check for sure, but in the second room, I think Romero flies across the floor because it's got low mass (like a caco), but if you teleport onto it, you get to the floor and get on the damaging floor.
Captured using DSDA-Doom v0.24.3
Map author: Tactical Stiffy
It took me a bit to figure out why that door closes; the open/wait action on it runs thru the open and close linedefs afterwards, even though you don't cross anything and the door is open, the original line closes the door. Well, the solution is of course closing the door beforehand and making sure the original action isn't active; usually, though, it bumps your head (which still gives you little time to make it, maybe possible but didn't get it), or you miss it. The timing for this is precise since it's a fast door. It's doable, though, 33 took a bit but only 160 attempts anyway I guess.
Captured using DSDA-Doom v0.24.3
WAD author: Chris Hansen
IDK why I wanted to make this work pacifist before giving up and settling; it is possible, but super painful. Not really the fastest route, I guess it might be faster to just make the start jump at the end, but it's hard, so I did it at the start.
Captured using DSDA-Doom v0.24.3
Map author: Blackfist
Seemed pretty fast. You can have a caco telefrag theoretically work out after dropping down first time, but I never managed to get the caco in and not the demons (or get the caco in after killing the demons). Overall, this is a pretty excruciating run. I managed like a 1:22 on TGH's route, but then I decided I really should try to incorporate the extra rockets, backpack, and chaingun into the rotue that he didn't. It was painful. :^) But I actually find this route has a reasonable chance of the monsters being in roughly the same places every time. That said, it's still a crapshoot whether you get everything. The impossible to fucking see everything meme is one thing, but then you might have a caco in one place or spectre teleport or some stupid shit. This particular route especially makes the third bottom area confusing; the demons/spectre intermix and sometimes are far, sometimes tele forward, sometimes are all in the same-ish area. Really fun stuff. No extended HUD on either, so idk when I killed everything; those last two demons, I didn't expect to be there either, but I managed to just see them there.
Captured using DSDA-Doom v0.24.3
Map author: Jakub "Method" Razák
It feels like I get roped into these stupid ksutra 2s run every demo month. :^) Need to be below 20 health to not take AV blast to jump faster into the exit, kinda like Gosu's hrsomething Stroller (forget map number).
Captured using DSDA-Doom v0.24.3
Got 13 in cl2, then decided to do cl9 because my old run did that. Doesn't really affect the run.
Captured using DSDA-Doom v0.24.3
WAD authors: Bjorn Hermans and Holger Nathrath
A different, much more fucked void glide. Same corner is in the bottom room with the pinkie, but that one didn't work for me for some reason. These short wall ones really suck. :^)
Captured using DSDA-Doom v0.24.3
WAD author: Alexander "Eternal" S.
This run is dreadfully tedious. I skipped 59, which made the grind a bit more rewarding I guess, but otherwise, I'd be peeved if I got 59 tbh, especially since my previous exit was 1:00.03 :(. 57 is definitely doable. Probably 56 even. But why. :^) About 500 attempts.
Captured using DSDA-Doom v0.24.3
Map author: Janizdreg
Cool map, the idgames reviews for this are all really bad salty shit, it's not that hard. I quite appreciate how absurdly overpowered the tiny balloons are, I think that's really part of what makes this wad rise above just a cake meme, it's that all these innocent looking balloons can bite the shit out of you. :^) Don't really want to optimize the time, though, the boss is the worst part and annoying to kill.
Captured using DSDA-Doom v0.24.3
Map author: B.P.R.D
For the Karl competition thingy. This run is awful, so yeah, not a huge fan of this comp, but I guess I did it anyway. :^) It's all RNG, really, pretty much. Surviving first half is a rarity as is getting to the switch early. This run isn't even that good, though, needs to be like 29s, at least.
Side note about nuts, obviously coming from the jaded speedrunner perspective; I got nothing against the original shitpost, but the overall dynamic around how it's been viewed in the community is a bit frustrating ngl. Part of the frustration extends from when people take nuts as something other than a random shitpost someone made for a joke and use it to denigrate actually good slaughter gameplay. Not to mention, the fact that the UV-Max ruling of just not killing a bunch of cybs kind of irks me as well, as I don't even think it's fair to call that max either. :^) And of course, UV-Speed/Pacifist/etc. runs for this are basically entirely RNG-fest nonsense. :D
Overall, I guess it's the sort of gripe one may have with anything that becomes popular, when you fel it doesn't really "deserve" it. At the end of the day, it's just a shame that this is the wad that gets so much attention to the point that people include it in serious slaughter lists compared to wads with far more work put in them with far more skill-based/creative runs. That said, ZM's run is cool, and to be fair, both Karl and ZM did acknowledge how silly this is, but I do hope that this is the catalyst for further analysis videos of wads and runs with more depth to them (hint hint, Sunlust D2ALL). Alas, if only I had the time/skill for some analysis-style for Doom speedruns. :P
Captured using DSDA-Doom v0.24.3
Map author: Erik Alm
4shockblast:
Abandoned and left to die by my friend, this is the most tragic demo I've ever recorded.
GarrettChan:
Dramatic or not dramatic, that's a question.
Credits to GarrettChan for creating the videos with both perspectives. This is a reupload of the video from his channel: youtube.com/watch?v=698m826U8T0.
Map author: Erik Alm
4shockblast:
GarrettChan's comments pretty much sum it up, but I think one more cycle at least is doable, one day we'll have to redo it. I figured out after you can skip the rev linedef; should be easy enough in SP with quickstart and one player, as there's a simple strafe40 angle for it, but not so much in 2P, where you have no quickstart and have to skip together.
Probably will just go with the regular route in the future and hopefully just grind it out. It's actually a rather fun run; I really expected it to be much more painful with the crossfire and difficulty in routing, but it was fine. I guess we've also improved at co-op gameplay since the respawn run, so maybe that was a factor. :D
GarrettChan:
We have completely no idea how bad the Rev closet design is in this map until we actually tried it.
First, it's actually really difficult to do slaughter map in co-op efficiently because it's very easy to get caught on crossfire and kill your partner or get killed by your partner. Therefore, we made a route similar to the Respawn run we did, so we'll be at a different spot whenever we're trying to get the keys etc.
Then, the real way to deal with the Rev closet is to trigger the switch behind the 3 keyed door as soon as possible and a crusher will be activated to kill all those Revenants, but still there are a handful of them in the buffer lift and you have no real way to kill them.
Last... get lucky with the Cyberdemon fights. The Revenants came in waves so right now we can't really get into the previous cycle to finish the map. Therefore, it's always around 2:30... Hopefully one day we can find a way to finish one cycle earlier.
Credits to GarrettChan for creating the videos with both perspectives. This is a reupload of the video from his channel: youtu.be/st2ECWj2ync.
Map author: dannebubinga
I really want all categories for this map, at all costs. :^) Sorry if this looks bad; tbh I didn't expect anything to work for the revs and the idea used here was my only long shot thought. I'm surprised it worked, didn't plan on being successful, lol. Because of that, I chose to just use slowmo and no strafe50 on turns or anything, I guess it looks a bit wonky to watch. Some of the routing ended up a bit unnecessary too:
- I punch the first switch to have more ammo but it makes little difference
- One of the mancs can infight with the revs (not really much faster anyway)
- Probably, I could have avoided more revs teleing out of the fight, but I didn't care a ton at that point.
Overall, though, I'm pleased this ended up being possible. The main challenges were ammo trouble and the revenant fight, and I solved the former with the extra vile idea and the latter with some really stupid shit. Just watch the demo. :^)
Also, I got 100% items for no reason other than this run is a meme.
Captured using DSDA-Doom v0.24.3
Map author: Haggay Niv
HR POG
Captured using DSDA-Doom v0.24.3
Map author: 1337 Doomer
Intermission screen gaming. 😌
IDK why I did this, seemed like an easy meme time save. Mostly tic saves, instead of taking damage from map 10 imp, I just get crushed to 20 on map 6, which loses a second but I gain 2 seconds back on the death exit on map 19. I could have taken less damage (40 would also be 0s), but taking any damage already loses a second, and this way I get the fastest tic time on map 19. Overall, my old run was crap with lack of door boosts and shit because I was either lazy or bad (probably both), it didn't take much to match/beat a lot of those times.
Other random comments below:
Map 14: Too lazy to meme around in this map (and the wait is too long for anything too interesting). :^)
Map 18: This was the only map where I had to take my old movement; bizarrely, you can only pick up RK on 0.46 if you don't move otherwise, you pick it up a tic later. Don't know a great explanation for that.
Map 25: Was really easy to beat by two tics because I got a better door boost.
Map 28: Shot fired in order to manipulate RNG to get higher damage on 30. Lift boosts save a decent number of tics.
Map 30: It was really easy to hit the Romero with BFG by just facing the right direction and not moving; 0.3s or so saved that way.
Captured using DSDA-Doom v0.24.3
Map author: dannebubinga
This was painful. I wanted a benchmark for doing a co-op idea I had earlier, so I decided to TAS it out single-player, so I wanted as good a time as possible. But it requires crazy manip to get a particularly good time here; even getting targeted by a vile early is pain, and then ideally you jump right away to the exit, but nothing was working out. I manage a run in 11s in turbo with a 20 damage negated AVJ, and then I was trying to get that to work again, but idk how those negated blasts work without a wall and it was always random. If I had slightly different AV targeting difference in that run or 2 negated damage AVJs somehow, I could make that run work, but instead I needed just a bit extra speed with only two turbo tics.
My other idea was a double AVJ to the right side with using the step in front as an extra height gain to save a bit more time; didn't work, though, because you have just a bit too little height even with the step. The actual exit platforms are higher, so a double AVJ there doesn't work either. Grinding a multi-20 damage AVJ with the right timing is quite extreme luck, and even a single one with the right timing is a lot to ask for, so I settled on this alternative route which was much easier to do; triple AVJ to the right with 2 negated by wall, and then a double to the exit. All in all, it's a decent time for a different route; the one good thing is that you get blasted right to the exit this way so it is a bit quicker on that side (still lose more time than gain, though). I managed another 20 damage AVJ by chance this way, which I used to save about .4 seconds from my original jump.
In theory, I could envision a triple AVJ to the exit with all three negated, meaning no need to grab mega, but idk how to find such a route to the exit, and for all I know, it may not exist at all. Even a quadruple to the exit closer could exist, it really depends on determining the exact conditions these work in and if that is manipulable and doable on more than one in a row, it could be a really short run.
Captured using DSDA-Doom v0.24.3
WAD author: Ribbiks
4shockblast:
I guess we can't stop coming back to this map. Good luck on both sides this time, and it didn't take long, but the demon punching at the end was definitely inefficient. :^) 25s or 24 (?!) in the future would be cool.
GarrettChan:
This time it's LAN so it does eliminated the weirdness of the movement. I still hit a bit of walls while doing the platforming, but overall the practice before the day really paid off.
HK died in 4 hits which is acceptable, and the AV is relatively cooperative. Didn't expect 4shock is really fast this time, so wasted a bit of time to punch that Demon. Otherwise it could be a 25 demo.
Maybe we should try again in the future, who knows? :)
Credits to GarrettChan for creating the videos with both perspectives. This is a reupload of the video from his channel: youtube.com/watch?v=BPiWwns0kzk
Map author: Dragonfly
4shockblast:
I was a bit slow at opening the exit door this time, but the exit monsters didn't block me a ton, it's not .03, and it's faster than the TAS SP IL time, so I'm happy with this result. :)
GarrettChan:
The 19.03 bugged us so we're going for a 18. Jumping and hitting the switch midair is definitely the hardest part of the run. I managed it this time.
Minor improvement is that I shot at the start, so 4shock can always go through those monsters in the right, and I shot those Zombiemen around the place I'm doing the running start so I don't need to waste time killing them before doing the jump.
Credits to GarrettChan for creating the videos with both perspectives. This is a reupload of the video from his channel: youtube.com/watch?v=12_WNqH2KBg
WAD author: Rayziik
Rayziik:
This map was the equivalent of a shitpost, so I am surprised it got so much attention. :p
4RayBlast:
Time here is pure RNG and with two players, you need double the RNG of course. My side wasn't so good; sometimes I'd get the left shamans dead in just the BFGs with no rockets, but this time wasn't so lucky. Also the ending fumble with health was pretty bad, my side seemed clearer so maybe we could have gotten 56s, but it's hard enough to just get sub-1.
PS: Fuck the starting secret, it's much too narrow to be comfortable to go through. :^(
GarZiik:
There are total of 760 cells (2 BFGs for each player), so we evenly distributed into 400 and 360, and the left/right pairs will get 6 blasts each and the middle pair will get 7 blasts (4+3).
According to Rayziik, the Shamans don't take splash damage, so we have to get lucky that the BFG balls will hit and deal more damage than usual. It's sorta annoying that you need to keep a weird distance for the balls, and for the tracers, and not getting telefragged.
Credits to GarrettChan for creating the videos with both perspectives. This is a reupload of the video from his channel: youtu.be/6lfMOlMUXo8
Map author: Alper002
Seemed decent.
Captured using DSDA-Doom v0.24.3
Map author: Fletcher
With all the monster blocks, I'm not 100% convinced the other route is faster; plus you have a much bigger health problem on that route. Monster damage at the ending is actually not that common; maybe about half the runs end up not pacifist due to doing damage, although this is my first run with a successful RJ and I happened to get lucky with pacifist.
Captured using DSDA-Doom v0.24.3
Map author: Fletcher
Fun map but maxing here = yoloing which is painful with all the hitscan.
Captured using DSDA-Doom v0.24.3
Map author: Obsidian
Memery.
Captured using DSDA-Doom v0.24.3
Map author: Obsidian
Other than the hiccup at the end, I think this is a solid time. Too bad Reality didn't happen it was so close lmao.
Captured using DSDA-Doom v0.24.3
Map author: Meowgi
I hate unguided glides with enough passion that I will do everything within my power to kill all glide routes :^). This is cooler IMO too. 7s is possible, conceivably, TAS glides could be quicker here but it won't be easy. :^)
Captured using DSDA-Doom v0.24.3
Map author: Dusty_Rhodes
Kinda random to get to the first door quickly enough. Happy with the time too, not .97, which was unexpected. :^) Somewhat trivially Reality.
Captured using DSDA-Doom v0.24.3
Map author: Ribbiks
I thought it'd be fun to push this one to the TAS limit, especially to see if the non-jumping player can be used to unstuck the other player. I was hoping for a non-TAS way to do that, but the only easy way to jump off the map is too far; the hard way here is actually a north glide through impassable line floors, so it's quite hard to do fast and you develop a boost there as well. There's no real way to see the other player from the main map from any place that is reasonable to reach in time, and I think the other player has little other purpose, so this is probably the best bet. .97 happened right away; given that, I assume 7s might be much too far to reach; a second tic was saved by the extra pistol boost, which ended up being possible since I got extra lucky with taking no damage at all from the chaingunners, as it was a bit tricky to manipulate the RNG to that extent.
Captured using DSDA-Doom v0.24.3
Map author: Ribbiks
Well I remember putting some time into this with trying to yolo the glide at some point, don't remember how many attempts, but it was clearly too many because I and everyone else running this map have been doing it wrong the entire time. :^) 150ish attempts or so.
Captured using DSDA-Doom v0.24.3