A1s
Doom II: Dimensions Map 32: Bone-nanza (Ultra-Violence 100%)
updated
Quick, 90-minute job. Previous record was 1:43 by professorsoundman, (well 1:40 by me like 20 minutes ago, but still). Dont worry, sir, your demo is still safe in dsda cuz Christians' demos dont count. Whining aside, someone like him is more than capable of beating this time. It takes really well placed, deliberate tracer aim, smart ammo management, some improv, and adapting to the situation in front of you, and of course any improvement to the route will help. I havent found infighting very problematic in my attempts, but I take some measures to rack up my kill count that he doesnt, so relying more on infighting and not bfging the pigs or that group of revs near the beginning might save a few seconds
Cell ammo management and what enemies to kill are the main things in this map that I had to think about when routing. Saving cells after grabbing the blue key is essential imo bc for one, if you delay shooting, you can get in there and your first shot or two can just cut through the chaingunners rather than having to plow through revs first (bc shooting after grabbing the blue key wakes all those enemies in the closets in that corridor,) then you can focus on using enough cells to go open the first exit door. Running out of cells at the cyber behind the blue door is usually death. I find that guy in particular hard to yolo, but I think if you take a brief moment and approach him like I do in this run, you might have more success.
I typically take short, low-effort demos like this straight to dsda, and if I upload them here, I usually wont commentate them. But ofc, this is my only mode of sharing my runs right now. Anyway, theres too much going on, too little time, and imo, it makes the video clunky to keep pausing to explain things. Otherwise, it is a fast-paced run, and I think it looks good all put together. Hope you enjoy!
I should go play Eviternity 2
Demo: drive.google.com/file/d/1EgnKg5OFZKiv-PywdHvSoM0iqxmmMt1y/view?usp=sharing
This was 5 seconds ahead of pace compared to the 8:44, and its 10 seconds faster. I had another exit today that was 9:03 that pressed the switch for the finale at 4:06. Compared to the 8:44, that's 6 seconds slower pace and 19 seconds slower on the exit. Lots of variance in that finale. lol
At this point, grinding this map lower is about killing the revs on the way out of that hallway, being on that bridge in the platforming the second it raises and grinding for a fast cleanup at the finale.
Demo: drive.google.com/file/d/18_tm7CpwGvM-OpEl0-Tjl_AGCHCNBy-w/view?usp=sharing
Beginning looks so clean, zombies can block you and waste precious seconds, but in time, I started learning a few nuances that made it more likely for me to get a good time on this switch sequence. If there is a better pattern to reach the switches and not backtrack at all on the way to the fight, you will save time. The last switch I pressed, all the zombies just got killed around it and the cyber was far away, pretty lucky.
Dark room: I press the switch at 0:30, and I havent seen myself do much better than that in my attempts. This room is just reflexes and some luck bc cybers can shoot at a very inconvenient time. Most runs (80% or more) die here or at the zombiemen bc of a huge variance in rocket trajectories.
Platforming: If you want a competitive time, you have to start this fight while invisible. Invisibility can cause cybers to shoot rockets right where you are trying to go. You can try to control your platforming to dodge those as best as you can, and I do, but if a cyber behind you does that, there's nothing you can do because you are focusing your plasma. Invis should run out when the second cyber moves into position or slightly after, and dying to him or when grabbing rockets is a skill issue. Although, one time I had a rocket from behind push me off somehow while coming back from grabbing a stack of rockets. Moral of the story, anything can happen, and you dont want your deaths here to be because of failing platforming, but I definitely lost quite a few that way.
Revs: Yes, I died here 3 times at least. Lots of pressure when you get here because it's already hard to get to the platforming let alone survive that with these strats, so when you get here pressure can get to you. Just aim at the center of the revs and they should be thin enough to run past long before you are backed against the wall. When the big cluster gets past you, dont back up too fast or you'll back into some non-homing 80s
Finale phase 1: Aiming at the cybers as you see, watching the flames before deciding to go after the northeast cyber, the tracers before the southwest cyber, and just being able to adapt to anything are key to surviving that first phase. If a wall cyber blocks the hall, it's okay to reverse course and start going clockwise. Turning around is better than W-ing cybers that are in the way. Do what you can to survive. Dont try to save megas, if you are at 120/120, you need a mega or at least a supercharge, that goes for the whole fight because infighting rockets can come from anywhere anytime.
Finale phase 2: The J shape I always talk about. The cybers blocking me at the time where I wanted to be far away from those archviles was scary, but I knew I had just barely enough time to get back around. Daerik does this fight a different way, dont know which is better. All I can say is I was much less skilled when I exited with the J shape way than he was, so theres that. At around 6:30 is imo the safest time to grab the invuln. If you wait too long, the revs will swarm the southside too much, if you go too early like I did, there will likely be cybers and/or archviles blocking. I had no choice because I did not think I would survive another J, otherwise, I would have gone back to the west and gone for the invuln then. In practice I was going for the invuln from the east, but it's a judgement call, you gotta be ready to adapt here despite nerves. The cleanup always ends with cybers in my experience, so with the invuln, if you can find a nice cluster of 4-5 cybers or something, that could save time. Any convenient infighting cyber that you can point-blank with bfg would help too.
The only run I saw that was going to be better was a run that pressed the switch at 3:50 and possibly could have exited at 8:28. You're not too in control over time in this route because anything can waste time, anything can kill you, and the teleport closet could fail in the finale. Have all these in mind if you choose to run this, but I believe anyone with ability to control their movement on platforming and navigate a hard fight like that finale can do this.
Demo: drive.google.com/file/d/174LLDoPcu8dl_rZrJUQCHp8pcecAIaQB/view?usp=drive_link
Great stuff of course. Nirvana made Entropy and Breathless and Benjogami made Toilet of the gods. The secret fight stands out to me because it is the kind of thing I enjoy with the bigger weapons, crowd control by just using that superior firepower to annihilate tons of mid tiers. This was the first attempt past the cybruiser maze area.
Demo: drive.google.com/file/d/1maQ-vkOpHqIpUM5nBXdbTiv7rBYwmeXo/view?usp=sharing
That intermission song: youtu.be/TH5nSzVmBzU?si=qab5CLbJ6AeRxljX
The cyber/barons: The best thing to do here is to use the bfg to switch to the chaingun and just kill the chaingunners precisely, so you do not hit barons with your shots. If you hit a baron, you might need a bfg shot to kill it, and you only get two. Or you can luck your way with the ssg and maneuver enough to make it outta the situation. The most important part is decision-making on when to go for a point-blank on the cyber. I found myself being too timid about it in my early attempts, but if the opportunity presents itself and you can get in there and get one, go for it, even if all the barons are still alive. If he kills all the barons and still needs a bfg shot, Ive found that it's luck of the draw cuz sometimes, I cant react fast enough for a two-shot, and it's debatable whether itd be better to just yolo it at that point.
Maze: Best part of the map. I like having to handle the cybers, watch my ammo, and try to avoid grabbing too many megaspheres too early. Theyre all set to ambush, so they only wake up if they see you. Brendon's strat was to kill the cybers that see you and just take out the rest one-by-one, I got a good route for it now, and the rest is execution and trying to maneuver around their rockets. Phase 2 isnt hard, but you can screw it up especially if you try to save megaspheres too much. It is important that throughout the first two phases, you dont leave too many areas without cells, try to leave one from each spot, so phase 3 will be easier. I need at least one megasphere going into phase 3, but usually, I have more than that.
Finale: This is hard. I never got really consistent in practice, but there are a lot of just microinteractions where you adapt to how the cybers advance and how the revs group up. I found this very difficult, and since I havent speedrun in awhile, I choked there a lot getting too nervous. I was better about that today, and the deaths there were at least such that I felt I had a good chance of winning.
Hope you enjoy!
Demo (dsda, take this submission pls): drive.google.com/file/d/1Fa5UKlXg_N1B12avawdM-bS1YaUUckji/view?usp=drive_link
Demo: doomworld.com/forum/post/2593055
The secret fight was rlly variable, I couldnt get the archviles to zap me to the cyber groups I wanted to every time, but it looks so perfect in this demo. If you find a better way to do that area, you might even consistently take some invuln to the finale, which would be helpful. I struggled with finale a bunch like 3 deaths there bc cybers would hug the walls when I try to circle my way to the archviles. Id recommend the thing I did at the start where I hang out in a position to hopefully pull them away, but they can kinda do what they want.
second room is very much a cry about it kinda fight
song: youtu.be/JzosxODexyc
Since I first tried the ending in attempts, whoever maxes this next is gonna die there 6 times Kappa
DEMO: drive.google.com/file/d/1nL1ksnHJmoxuzQ8tQ0kqF3K7fFoqfreO/view?usp=share_link
wad: doomworld.com/forum/topic/131511-rc2-update-hardfest-boom-community-project/?tab=comments#comment-2548118
ambrosia by kinetic: doomworld.com/forum/topic/130057-map01-released-ambrosia-boom-compatible
Anyway I had way too much fun making this, hope you enjoy too!
channels: one-tab.com/page/W33d_XuySN-2d3sVEO5gZA
(hope that works lol)
song is "glimmer of hope" by tevvez
bruh
demos: drive.google.com/drive/folders/1PLkBMv148p1TO5n_LxkjP0WHzKaB68xW?usp=share_link
(dont take the toothpaste thing seriously lol) I know the thumbnail is wrong and says map 04 but i dont care
demos: drive.google.com/drive/folders/1PLkBMv148p1TO5n_LxkjP0WHzKaB68xW?usp=share_link
Thanks dannebubinga!
demo: drive.google.com/drive/folders/1PLkBMv148p1TO5n_LxkjP0WHzKaB68xW?usp=share_link
demo: drive.google.com/drive/folders/1PLkBMv148p1TO5n_LxkjP0WHzKaB68xW?usp=share_link
The cyber trajectory thing is what makes dimensions map 03's finale so difficult. It takes that away from you.
Hope this helps!
rbkz.net/doom “HYSHW”
Was fun.
Hope you enjoy!
I dont plan on playing going down tbh. Recently, I have grown tired of playing full megawads; Id rather pick and choose maps. I guess I like when mappers "get to the point" if you will, and this wad definitely does that and didnt overstay its welcome. Lots of cool ideas and fun, fast paced gameplay here. This is what I want from easier wads in general
Hope you enjoy!
VOD: twitch.tv/videos/1555284894
I tried with the live commentary, but the first two attempts died at the end then the next two died at the 4 cyber meme fight. So screw that. Post commentated my old demo from April 2021. Hope you enjoy!
Demo: drive.google.com/file/d/1v0xoyC5nPnBeAU33Aq81fxZHlNuR-ARL/view?usp=sharing
twitch vod of my other exit: twitch.tv/videos/974433148?filter=highlights&sort=time
I actually tried map 03 for the d2all after this recording and died at the little diamond encounter before the finale. No demo so ig its not the end of the world anyway
VOD: twitch.tv/videos/1545468492
Demo: doomworld.com/forum/post/2525582
Yes, I replaced the midi with "heart of fire" from Castlevania. Cry about it.
from d5da255m301.txt
Hardest map Ive ever tried as far as just getting an exit. The health balance is insane bc u only get 3 very spaced out megas, and the last one needs to be carried through some really tough encounters. You can lose most of the first mega right off the bat because of the imps, and you have to use that health to deal with the next few waves of barons then revs, but I got a lot better at those waves after the first couple weeks.
The mancs are the first big problem bc theyre guarding the 2nd mega and you probably need it urgently by now. If you hang out away from the mancs for too long, the cybers open up and kill you, and/or the mancs will infight with barons and spread out to block the mega even more. If I manage to get in the corner and fight mancs with plasma, I could get sprayed down and have a tough time managing all the fireballs. I gotta stay in there until 0:54-55 cuz the cacos will come in and pack the place, but barons like to come in and prevent me from getting out in time. From here through the duration of the map, cyber rockets can fly over enemies heads and hit the wall above me and do a bunch of splash damage.
After I get out of the manc corner, cybers like to block me and instantly rocket me as theres usually a very small gap I can escape from by that point. The cyberdemon infighting is a major hurdle. I have to be careful of revs coming in at 1:02, which means I have to deal with all that from 1:02 to 1:10 (1:10 is when the arachnos come out) hoping that I have the space to push around the arachnos. Though I have made it to the arachnotrons under bad infighting conditions, infighting was exceptionally good here. I was able to stay in a position that pulls hks away from the corner I use to push around (mostly), and the cybers distracted a ton of hks, so that I could have the space to clear a lot of arachnotrons.
The arachnotron part is extremely tough if the hell knights and cacos are crowding your space, but it looks so easy in this demo bc I had all the space in the world. It could go either way tho, but with this situation, I get the advantage of killing arachnos very efficiently without having to push around with plasma and make space. Id usually circle around after killing the first few arachnos depending on monster positioning, but the arachnos were almost all dead in seconds, so I had the time and space to pull the cybers away from the wall. If the cybers are far enough away from the wall, and I can circle around, Ill have a very good chance of reaching the bfg. My 5th time reaching the bfg, but this time I had insanely good hp compared with all the other times where Id get there with 30 or something. I need to do some efficient bfging here, so I can clear as many cybers as I can for the finale cuz thats fewer infighting rockets that can kill me. Once the revs get released, I need to time it, so that I grab one final set of bfg ammo as they are coming out and use that to aim at cybers. I need to dimensions map 03 back and forth until I can establish a circle strafe.
All the meme green armors there actually make things more dangerous bc everything will take more health from you not to mention that 20 damaging floor which will subtract your health by 14 every tick. I resorted to stepping in the exit hallway once, and by the time I finally cleared the room, I was at 14hp. One damaging floor tick away from dying, but I practiced the damaging floor rhythm a bunch, so I was ready. Lots of pressure, but I got it. 3:01. Who wants sub-3? lol. If you have enough health to tank the damaging floor, its yours. Just gotta do the rest of the map first.
I have no idea what happened at the ending besides the fact that if you press the exit switch too early, you dont get the invuln, but I guess the time I pressed it was late enough that I still was allowed to exit. Lucky :p
Hope you enjoy!
I recommend playing through this blind first, so you can experience the fights bc the map is nonlinear with fights that are more cerebral than Legion of the Balls of Steel. This is balanced for all difficulties where hntr was balanced with keyboard only, hmp is mostly a toned down UV, and UV is pretty demanding.
Blue area with just the infinite rocket launcher was boring back then, so I decided to make you fight for it by surviving with the chaingun. I wanted a fight surrounded by death pits that involved tight dodges and a crowded arena. I was originally going to give the ssg for situations where you can't use the infinite RL until I kept autoswitching to chaingun lol.
Orange is still my favorite designed fight in the map since you have to use the gimmick to help you push toward megas and use bfg tracers well.
The red fight is pretty simple as far as how to play it because you just play it aggressively, but then sending the revs and imps behind you makes it so you have to use the crusher area as a bit of a safe space since there are monster blocking lines there
White is pretty tough, and I put dead marines in the center to complement the fact that stepping in the center reveals the archviles, but then I ended up still using them with the invuln, and of course, you know I love to open up my arenas to reveal something larger. Slow crushing everything was my idea to eliminate the cleanup because of the sheer number of cacos you would have to kill after establishing a circle strafe with no threat to your survival.
Yellow fight is red screen galore haha. you can open the second phase whenever you want, and it is definitely doable to just rush the switches and beat the fight without bfg although it is tough to get in the rhythm to keep shooting rockets without rocketing your face while still carving a path through things.
Finale is something I always wanted to see in doom, an interconnected arena with teleporters that you have to know well while managing monsters in a tight area, then of course, it transforms into the crusher room with all the pain elementals.
The green fight is a last ditch effort to add something that balances the balls of steel rocket launcher for the rest of the map since you can access it right from the beginning. I figured the first thing to make you do is rocket your face.
Overall detail is much higher throughout this map, and it was great of Jacek, El Inferno, and KineticBeverage to help me flesh out my ideas for detailing. PrboomerJuice came up with the idea to have the blue area again at the exit, and it doubled as a way to backtrack throughout the whole map. Fake floors, light sequences, scrolling textures, torches, and lighting were all used to spice up this map visually, and I learned a lot while making this
Testers:
Brendondle
Dan
BreddXDD (PrBoomer Juice)
Vile
El Inferno
Me...a lot.
Thank you all!
Hope you enjoy
Dance on the Water by El Inferno balanced for hmp and uv even the platforming is easier on hmp: doomworld.com/forum/topic/129574-dance-on-the-water-rc1/?tab=comments#comment-2503790
Demo: drive.google.com/file/d/1pNxxWYChnWBfblsVE-lWIg0ATJf4yDLA/view?usp=sharing
I wanted to max this a looong time ago, but I was not good enough at platforming at the time. I did well on the fight back then, but it felt like too much of a grind at the time. This time it was not too bad.
Thanks El Inferno!
doomworld.com/forum/post/2498560
link: doomworld.com/forum/topic/129123-legion-of-the-balls-of-steel-1-boom-compatible-slaughter-map-rc2
hope you enjoy the map and the video! (but mostly the map)
1/8 for each one to roll 64 damage, so 1/4096 for this to happen 4 times in a row :)
I dont even have the record on this map anymore
bruh demo: doomworld.com/forum/post/2478153
bruh
Thanks to Kinetic for the "bruh" with 3 underlines
I wonder if BigMacDavis knows about my channel lol. Not too happy with this vid but I promised ppl Id upload it, so hope u enjoy anyway!
Demo: drive.google.com/file/d/1AroLRHG7YJPvggJ3mrS_JNI2oYJEgQzm/view?usp=sharing
Jacek gives insight into ribbiks' map design: youtu.be/CgDKpJqhCVw?t=138
This run is jacek's fault (just joking ofc)
This route is holy crap. I got better at the first half after awhile, but both cybers can just do whatever they want in this run. It takes a lot of precision to not blow yourself up in the rocket launcher fight. That first cyber could just not shoot, or if he does shoot, he could block the way to the stairs and the run is over. The end cyber gets some yolo bfgs so you know that was 100% consistent.
Hope you enjoy!
This map will test your ability to not beat urself up over mistakes because you can make mistakes at just about any point during this map.
From the textfile:
This map is holy crap! I dont understand how to get the megasphere at the start, so I just gave up trying it. You can do this map without ssg, but u then have to deal with the archviles killing u at any point during that descent to the rocket launcher. I made lots of mistakes in my attempts such as platforming mishaps and what not, but the biggest thing is the cyberdemon kill in the second half. You gotta have a really good sense of where u are on whichever platform u decide to fight him from. If hes on the left side, I like to stand one platform further back than where I am in this demo, but of course, he can just move as he pleases. It was hard for me to alternate between platforms, which I imagine would be the most consistent way of handling it.
The part where u drop to platforms u cant see had some rlly consistent setups, so check the automap for those. The crusher section seems like it can kill me whenever it wants if I get a bad pattern on them, which is why you see me wait as long as I do. The rest is free.
Hope you enjoy!
demo: doomworld.com/forum/post/2469101
Twitch VOD: twitch.tv/videos/1428623807 I was quiet during most of this because I was pissed I screwed up one of the jumps for the crushers. Its the attempt Im talking about where it had nothing to do with the crushers, I just did not align it well.
drive.google.com/file/d/1g_EC-ANEN8LchmqHeAdRLuTFOXsiJiWA/view?usp=sharing
Timestamps:
Map 01: 0:00
Map 02: 7:06
Map 03: 13:00
Map 04 (speedrun): 18:57
Map 05: 22:17
Map 06: 26:46
Map 07 (the platforming one) 31:26
Map 08: 34:15
Map 09: 37:40
Map 10: 47:36
Map 11: 53:40
Map 12: 59:48
Map 13: 1:04:35
Map 14: 1:10:16
Map 15: 1:18:21
Map 16: 1:23:12
Map 17: 1:29:56
Map 18: 1:33:50
Map 19: 1:41:01
Map 20: 1:47:56
Im sure the raw footage will take forever to upload but Ill link it here in a bit: youtu.be/r1K8mw1VeVA
Also, hope that this makes me upload these more frequently now that I have a few ideas to make.
Can u find doomguy in the thumbnail? lol. I also rlly dig that color for the text in the thumbnail, so I might use it more often. Also 1:39, 2:55, and 3:07 wouldve been great for the red screen video.
Daerik taught me that u can change ur position by holding keys as ur teleporting, so thats why if u dont touch anything as ur taking that tp, u can just w that first jump where otherwise, thats not reliable. Also the cell usage at the beginning and just optimizing this map as much as he did.
S/o mhrz for making a huge breakthru with that finale strat not to mention just being a cool guy and a rlly talented, all-around player.
record progression in this map:
Zzul: youtu.be/94L44uDPtHc
Daerik: youtu.be/SlPlWVMJ3IQ
mhrz: dsdarchive.com/files/demos/flotsam/52658/fl05-404.zip
my demo: dsdarchive.com/files/demos/flotsam/59751/fl05m357.zip
live reaction: twitch.tv/videos/1281751993
Hope u enjoy!
jk I put so much effort into this a long time ago, and Im glad I came back and smashed it! I gotta say the tv fights were always relatively consistent even back then and the bees were free as long as they didnt block my circle strafe, and even if they did, a lot of times, I was able to work around it. The courtyard wing is free once u get past the run section. Anything can go wrong between the storage room and the run section..ANYTHING. Overall, the tvs and the first two bees went smoothly. Looking at the demo, the tv3 fight was insanely unlucky with the cybers dying early. Thats why I almost died trying to get the last cyber out; there were way too many hks there. Glad it still worked out tho. There were always gonna be some close rockets in a lot of these fights; everything is just too chaotic. Anyway thanks gazebo for this beautiful map and hope everyone enjoys!
My first zero press demo. This map taught me the zero press too.
Demo done on sunder2407: drive.google.com/file/d/1dk9eA_zwpCwWwhpp7uCfcSyRaC337ULj/view?usp=sharing
Sunder map 15 by zm: youtube.com/watch?v=U5HDmH6N_bM&t=2879s
Sunder map 16 by Blue Cultist: youtu.be/EJW9QSNJpXk
The other new sunder maps by SKYWARDS: youtube.com/watch?v=rEZRNpT8nSQ&list=PL1MseoLUiIkKtrnjDZTTvQ_lLLY2suow5
youtube.com/watch?v=DldUigzcY58
Map 19 attempts with kineticbeverage: twitch.tv/kineticbeverage
Being disoriented after a cyber rocket, a rev ball, or zaps is something we all have to deal with, but there are ways to make the best of the situation and hopefully be able to recover. Hope this helps!


