[TAS] BF THUD! v2.1 D2All UV Speed in 15:05 by 4shockblast

Subscribers:
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Published on ● Video Link: https://www.youtube.com/watch?v=2nmsH7MnY40



Duration: 18:14
5 views
1


Information in the text files submitted alongside demos may contain errors, missing information, links that are now dead, or contact info that is no longer valid. In particular many .txt files refer to doomedsda.us, a demo archive that no longer exists. Generally everything is left as-is with the goal to accurately represent the material as it appears in the archive, however in the case of this upload the full text file is too large for the video description and has been edited during the upload process to fit. Links to the PWAD & Demo on dsdarchive.com are found at the bottom of the description.

Demo created (YYYY/MM/DD): 2013-06-03
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*.Txt File*
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Comments: This megawad managed to make its way onto D!Zone 3, and it's really great for TAS; it was mostly an enjoyable challenge. Still couldn't make it under 15 minutes, though.

01: Blue key isn't needed to exit the level.
02: The blue keygrab saves me tons of time that would be spent running through narrow hallways with monsters.
03: Most of the map is unnecessary to visit since the I can hit the switch that lowers the exit teleport from above.
05: Keygrab isn't very helpful in the end because the linedef that lowers it needs to be crossed anyway to lower a pillar blocking the exit. I avert another switch hunt near the exit by hitting the final switch from above as well.
06: Didn't really like TASing this one because of the number of narrow, slightly tedious mazes; it was difficult to avoid hitting the walls in the mazes.
07: Well, that 's a random spot to place the exit switch.
08: I thought that this was a pretty cool archvile jump, allows me to get out of the raising platform with the blue key quicker.
09: Change to a rocket launcher in the last level allows me to propel myself into the teleport, which is lowered by a switch on the other side of the ring in the beginning. I also grab the yellow key (not an easy keygrab, by the way), so I bypass a good portion of the map.
10: The blue key doesn't seem possible to grab. I "grab" the yellow key, however, although considering how close it is to the edge, it almost seems like it was intended to be grabbed from the floor, but, in fact, there is a red key on this map with which you can raise a step to go on the platform with the yellow key.
12: Death slide.
13: While the stairs are rising, I use the time to gather some health and take the BFG available on this map, which would help me for later maps.
14: BFG turned out to be helpful on this map in dealing with some monster crowds. Otherwise, this map consists of more narrow mazes.
15: Another level that was annoying to record on, primarily because those trapdoors are very difficult to fall into, since most of the time I would just jump over them.
16: Most of the map is bypassed because of the yellow keygrab.
17: Difficult map in terms of getting around the monster crowds while surviving. The red keygrab is also fairly difficult to perform. Barely a 19.
18: Still not too happy with this run, but it was very difficult. It features narrow hallways, narrow walkways with monsters on them, a linedef skip, and large monster crowds. First had a low 59 and saw no way of lowering the time to 58; ended up modifying the third room before the exit room with the three switches in order to run along the side of the first switch so I can hit it and continue running to activate the lift behind the door. This improved me to a low 58, and I have no idea how to improve this further and it stopped being enjoyable at that point so I left it there.
19: There is a window opening into the exit room and it is possible to lure the archvile into the area outside the exit room, but there's a teleport blocking the exit, and it took me a good 24 seconds to get the archvile there and be attacked by it, despite the fact that I got the archvile to go there without resurrecting any monsters on the way and without attacking me, so it was about the best I could do. Thus, I chose the standard route up to the exit room, where I perform a death slide.
20: Last level was probably the best for a death slide because there's megaspheres galore and a nice stock of weapons in this one. Pity there is no super shotgun, though.
21: Rocket boost is needed in order to hit the two switches in the cross room before the door on the way back crosses otherwise, and it's not a nice door to reopen, since it's a switch door and needs to go back down all the way before it is possible to open again.
22: Not much I could do to cut time at the revenants; not enough ammo to kill them with any other weapon besides the super shotgun.
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*Viddump & Upload Details*
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IWAD: Doom 2
Source Port: DSDA-Doom 0.25.6 (Experimental Build)
Smooth Demo Playback: On
Smooth Demo Playback Factor: 2
Change Palette On Pain: Off
Use Extended HUD: Yes
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*Links*
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PWAD Link: https://dsdarchive.com/files/wads/doom2/458/bf_thud.zip
Demo File Link: https://dsdarchive.com/files/demos/bf_thud/6243/29thx1505.zip




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