Doom II: Sunder - Map 14 (Hive Mother) UV-Max in 9:51

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Duration: 10:04
26,370 views
1,016


Runner: Zero-Master
Date: 2022-01-19
IWAD: Doom2.wad
PWAD: Sunder.wad
Category: UV-Max
Map: 14 (Hive Mother)
Source Port: DSDA-Doom v0.22.5
Time: 9:51.57

Description:
10 minutes and 8 seconds faster than the previous record and also 56 seconds faster than the TAS record!

I was initially thinking I didn't have to worry about the 10 minute barrier here, but I was wrong :) Run around for 3 minutes before starting to kill anything at all and somehow cut the 19:59 record in half. My early routing was looking at around 13 minutes or so, but then I started getting close to azu's tas time and I knew I had to go for it, and then eventually sub 10 was within reach. Final level of old sunder and my last maxes being a bit too low effort also motivated me to do better.

Usually doesn't take too long to get the arch-vile jump, 10-15 attempts or so. Quite rare to get 2 arch-viles to show up, even more messed up that neither of them attacked me for so long. Lost about 15 seconds to a bad start. Some close calls with cyberdemon rockets here.

And that's it for old sunder, a total time saved of 1 hour 11 minutes and 46 seconds over the old records.

Route/Strategy:
Exact same as map13: don't shoot, get to the BFG, get to the final fight and then the max attempt begins.

First off is getting the vile jump, most likely the vile will run down the cave instead of following you, so it takes a few attempts. Getting the jump once he does attack isn't too bad, but sometimes he'll infight or position himself behind a pillar.

Next up is running through the level to grab bfg and go to the central room which involves a couple of glides. Once there it's possible to press one of the switches through the wall, I managed to find a nice setup for it so that it's quick and consistent. This will lower the bar that blocks the switch which enables you to leave the room. It would be much faster to skip the linedef that locks you in, but because of the direction, distance and wall geometry it looks too difficult to do.

Now you can go anywhere so it's not too obvious to know what the fastest route is. The next thing I do is to grab the central invulnerability first because it's difficult to pick up and then wake everything up. I go outside the fence and wait for the revs/viles to move inwards for about 9-10 seconds, then I take down the cyberdemon and clear out the megasphere room. Now on the way back I will run around back the central room to drag imps away from the entrance in the fence. This makes it much easier to get through, but still the most dangerous part of this route. I had a faster route which did this a bit different, but I had to run through the entrance in the fence twice which ended too many attempts. I didn't have much use for the first invulnerability here, so it could be picked up later and save even more time, but it still wasn't as good as the other route.

Then I make a run for the invulnerability on the outside and try to get as much damage done as possible, you don't want too many cyberdemons alive so they are easy to clear out later, but of course you don't want any arch-viles alive either. Once enough monsters are dead I go to BFG room and clear it, then I'll be left with some more cells which are used in the central room. Then get the last invulnerability + 600 cells and go back to the start and kill the 6 arch-viles there. I don't have a rocket launcher so I do a second run through of it later.

Grab rocket launcher and hope to get around the cyberdemons. Get through as quickly as possible while killing as much as possible with the BFG along the way. Grab 600 cells in the central room again and clean up anything left in that area. Another 600 cells for the revenant room, then 600 cells run through of the starting area again before finally another 600 cells through the rev room and out to the double cyberdemons before clearing out the rev room with remaining cells + rockets.

Uses the E1M8 type exit, which is fixed in new sunder. A neat trick is that you can stand in the corner of it when fighting the revenants/cyberdemons and you'll be invulnerable, but you'll have very little health left.




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Tags:
Doom
Speedrun
World Record
100% kills
100% secrets



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Doom II: Hell on Earth Statistics For Zero Master

At present, Zero Master has 10,844,700 views spread across 65 videos for Doom II: Hell on Earth, with His channel publishing over 1 day worth of content for the game. This is 23.35% of the total watchable video for Doom II: Hell on Earth on Zero Master's YouTube channel.