Doom 2 Map 01 UV-Max in 0:37
Map name: Entryway
WAD author: id Software
I didn't expect to really get this run, but the lv01p grind just lasted so long that I eventually decided I would do this too. Despite the chainsaw RNG, I actually sort of enjoyed it. It does get much better over time; other than the start, the rest of the run has lots of little movements and things you end up learning to increase consistency. I had a few tic beaters over Kinetic, but it still feels dirty to post a tic beater max, and, after a point, I felt like I was getting the sort of consistency in this run to really push for 37.
I had a much slower start than Kinetic, largely due to chainsaw RNG, and I didn't even kill the last imp, so I fully expected to be blocked jumping off for the RL secret trigger, but somehow, I avoided that. In the end, it was a ridiculously fast everything else; the rocket in the green armor secret room was clean and I tanked the red screen and ran through pretty fast. I pistoled that remaining imp and bumped it slightly, but it's much better than it often is with an extra imp (could easily be blocking most of the hallway, sometimes that happens with even just two imps). Clean outside rocket, clean SG shots, and perfect movement through the secret. That outside secret movement can easily lose half a second or more because bumping there is stupidly easy.
My fastest switch after elevator times were like 15.5x (I think I didn't kill one of the imps, but I don't think it's impossible to get that with a kill), so with something like that, and everything perfect, and maybe not bumping the imp like in this run, I could see a high 35 being the limit here, but IMO, for all practical purposes, the limit is 36. I believe I could get it with enough effort, but I think 37 is more than satisfying to me. I doubt it will stand forever, though, I'm sure someone will grind for the 36. About 4200 attempts to get this.
The only real change over Kinetic is swapping back to the rocket strat Xit used for the outside imps; I independently rediscovered it, and it is much faster IMO. They often die outright as in this run, and when they don't, if timed right, you pick up the shotgun during the weapon swap animation and don't lose any time shotgunning the remaining imp (usually there is only one).
Captured using DSDA-Doom v0.27.5
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