Eviternity - Map 22 No Monsters in 0:27 [TAS]

Channel:
Subscribers:
465
Published on ● Video Link: https://www.youtube.com/watch?v=ZHh9LoJWQ48



Duration: 0:30
265 views
2


The description from the .txt file:

THIS IS A TOOL-ASSISTED SPEEDRUN. This demo was built entirely using XDRE 2.20.

TLDR: I found a new trick and built this to see what time could be saved over map 22 in my D2All Tas. My D2All map22 was 0:37, and this is 0:27.

I recently discovered a pretty bizarre trick in the blue key area. Normally when you enter the area, some walls & pillars raise, and you need to trigger four switches before access to some teleporters is granted for you to leave. However, if you run across the top of the walls as they are raising, you can trigger an unintended linedef (according to Dragonfly, it was left in as an accidental development oversight) on the far side of this area that is normally unreachable. This causes the whole area to raise (except for some pits that, if you fall in, softlock you in place), allowing you to run across the whole area to exit significantly faster. This saves a fair bit of time over needing to wait for the teleporters to be accessed. I also tested exiting this area by going through one of the teleporters after grabbing the blue key, and it is faster to simply run out by around half a second.

In the red key area, normally a pillar raises behind you, stopping you from being able to exit. However, there is a switch on the outside of this pillar which can be triggered as you enter due to infinite height stuff. Basically, it allows you to just run back out. It's possible to do a guided glide past the pillar quite easily if it raises, but this is faster of course.

I had a helpful chat with Vita about momentum preservation and this demo was my first attempt to do it in a couple of places. I still need to practice this a lot, but what I did do saved almost a second I think.

The intended way to exit this level is to grab all three keys, but the yellow key is actually not required - hitting the blue and red exit switches allows enough gaps in the exit pillars for you to perform 3 glides and exit. As a very small detail, I triggered the blue switch first deliberately, as the blue switch is the one that lowers the first pillar that I can glide over.