Uploaded February 2025 | Updated September 2026, 2 weeks ago
Map name: Entering Aquatic Desert
Map authors: Ribbiks and dannebubinga
While I'm on Sunlust pacifist, I took a look at the table, and this run looked like basically just movement, so I was curious to see where it would go. Next second looked pretty clear from the record, 2s off was a bit unexpected, but that's partially due to the cyclical nature of the damaging floor which helps you get unstuck if you are extra fast. Reaching what I guess is the fourth cycle (damage at 3.69) is pretty difficult to execute, as you have to be through the teleporter on at least 3.66 for the damage to register. I got through at 3.63 on this run, so it's not tic perfect, but still. :^)
The HK jump seemed impossible at first, but with the right technique, it was not a problem, though it takes a bit of RNG to get the jump since he has to be in the right spot. Barons sometimes block you, but it's usually a wrong angle and not typically just bad collision (though sometimes you have no good angle for some reason). The run basically ends at 6s, so that's epic.
I think the section after the jump could be a bit quicker, and I was a bit slow on crossing into the exit, but I wanted to make sure not to fall off since getting the start is pretty rare. I got the quick cycle three times, but the other two I couldn't react after teleporting quickly enough and failed the jump into the following section.
Also, because the jump is impossible to do this fast on nomo due to no HK, I think this time might not even be reachable without monsters, which is definitely an unusual case on a run with no significant route change between nomo and Pacifist/UV-Speed.
Captured using DSDA-Doom v0.28.2
Map name: Entering Aquatic Desert
Map authors: Ribbiks and dannebubinga
While I'm on Sunlust pacifist, I took a look at the table, and this run looked like basically just movement, so I was curious to see where it would go. Next second looked pretty clear from the record, 2s off was a bit unexpected, but that's partially due to the cyclical nature of the damaging floor which helps you get unstuck if you are extra fast. Reaching what I guess is the fourth cycle (damage at 3.69) is pretty difficult to execute, as you have to be through the teleporter on at least 3.66 for the damage to register. I got through at 3.63 on this run, so it's not tic perfect, but still. :^)
The HK jump seemed impossible at first, but with the right technique, it was not a problem, though it takes a bit of RNG to get the jump since he has to be in the right spot. Barons sometimes block you, but it's usually a wrong angle and not typically just bad collision (though sometimes you have no good angle for some reason). The run basically ends at 6s, so that's epic.
I think the section after the jump could be a bit quicker, and I was a bit slow on crossing into the exit, but I wanted to make sure not to fall off since getting the start is pretty rare. I got the quick cycle three times, but the other two I couldn't react after teleporting quickly enough and failed the jump into the following section.
Also, because the jump is impossible to do this fast on nomo due to no HK, I think this time might not even be reachable without monsters, which is definitely an unusual case on a run with no significant route change between nomo and Pacifist/UV-Speed.
Captured using DSDA-Doom v0.28.2










