Sunlust Map 20 Pacifist in 1:39

Channel:
Subscribers:
1,760
Published on ● Video Link: https://www.youtube.com/watch?v=1TqwKxK1TOg



Duration: 0:00
176 views
21


Map name: Inverti in Darkness
Map author: Ribbiks

I just couldn't sit with that awful series of fails in the last run, and I wanted a clean version of this run for YT, so I had to redo this.

I don't think I quite explained the jump out of the RK section before, but the difficult part of it is a straight jump to the teleporter is impossible because the teleporter is too tall. It is in fact just out of reach (1 tic higher than max AVJ jump). Additionally, the pillar the RK is on is too close to use as an extra 24-unit step boost to get to the teleporter with a regular AVJ. So, what you need to do is move back at just the right moment to counteract the horizontal momentum of the AVJ and use the step boost to make the full jump. This timing isn't crazy precise, but it's really easy to mess up. It's obviously doable in two AVJs as well, and the extra AVJ doesn't lose that much time, but this just looks cooler. :^)

One thing that made the last run more likely to succeed was all the fails actually. The point of firing in the main area is to get the revs out of the red switch area; some I get out when I go there at first to open the door, the rest are hidden out of sight but not set to ambush, so when the door is open and I fire, they come out. In the last run, I fired on return to the area, which doesn't really give them enough time to come out, so failing a bunch there gave them that extra time. Without that, I would likely have shit in the way and need to rely on a lot of RNG not to get blocked. This time, I finally decided to just fire early, which works perfectly fine, and so I had a much better confidence in making it through that vile room (though I have gotten killed by viles there even without any revs in the way).

I also pick up the two soul spheres in the RK area instead of the two after, which I didn't want to try picking up now that everything is awake there, plus they are just slower and more dangerous anyway (one attempt that I did pick them up I actually got killed by chaingunners afterwards, which was insane damage).

This run had pretty good luck on the start of the baron/rev infight, but the rev took like 7 extra shots from minimum I've seen to kill the baron, so it could be much better there. The vile attack and everything else was very clean, though, and 1:3x I'm more than satisfied with. Could go to a 1:2x but that's all RNG basically. Ended at nearly 600 attempts, including the ones for the first exit.

Captured using DSDA-Doom v0.28.2