DOOM II: Yet Another Hell Castle UV Speed -cl2 [01:48.31] [Fluuschoen]
runner: Fluuschoen aka Freiya
source port: DSDA-Doom v0.21.3
rendered from: DSDA-Doom v0.18.0
settings: -iwad doom2.wad -pwad yahc.wad -skill 4 -complevel 2 -shorttics -nomusic
map: Yet Another Hell Castle by PONYSLAYSTATION
category: UV Speed
time: 01:48.31
win10 volume: 32
game sfx: 3
music volume: 0
demo date: 01/18/2022
render date: 01/18/2022
recorded with: OBS Studio 26.1.1
cropped with: ActivePresenter 8.3.1
mouse: G-Wolves Hati HT-S Classic @ 1600 cpi/1000 Hz/AS off/Win: 6 of 11/EPP off
ingame sens: 7/2/7, accel 0 (3/1/3 in Crispy)
pad: PureTrak Talent Pink L
monitor: LG 24GM77-B @ 144 Hz / DAS on / Motion 240 off
keyboard: Ducky x Varmilo Miya Pro Sakura Edition (MX Silent Red)
Was having some fun with this previously blind played level. Had only a few dozen attempts to get this time, so it's far from being optimized. Gonna try to push it lower of course, but until then, I upload this run, because why not? It seems a sequence break is not possible, so probably better execution (and a bit better RNG) will be the key to success.
Jumping/falling through the bars behind the yellow door saved quite a few seconds, but I'm not sure that the passable object was intended. While grabbing the blue key, you'll be fine, if you don't shoot in that room, because that prevents some annoying company to spawn in, so if you can do some SR50, you can get out, before the door closes. Next time, I guess I'll try to use the elevator with the revenants; I wonder if that'll save a few frames or not.
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