[TAS] Doom 2 D2All No Monsters Altdeath Turbo 4-Player Co-Op in 2:28 by 4shockblast

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Published on ● Video Link: https://www.youtube.com/watch?v=TMN5YJCn61E



Duration: 16:41
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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submitted alongside demos may contain errors, missing information, links that are now dead, or contact info that is no longer valid.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): 2013-10-26
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* .Txt File *
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Figured out co-op building and made this as a somewhat casual TAS (some levels are still improvable, I imagine that truly optimal with this route could be below 2:20). I wanted to see how quickly one can go through Doom 2 using anything allowed in vanilla, and I think that altdeath + nomonsters + 4 players + turbo is the fastest (possibly faster with deaths allowed, but not by much). At this point though this is just overkill. Half the time each player doesn't do anything except grab ammo, and the players often don't help one another because they're far away from one another, and it's not gonna save any time. Still I think this turned out decent.

Map 02: 0 seconds is almost surely impossible.
Map 03: I tried thingrunning across the canyon near the exi, but it's too wide I think.
Map 05: 6 may very well be possible, but there's not much time to save and it would be very difficult so I didn't bother. Thingrun across the gap to the exit door; first occurrence of any sort of jump across that gap, I think.
Map 10: Caused me trouble in Doom 2 Done Turbo, and caused a little bit of trouble here; easier to build the fence glide a second time, though.
Map 11: Oh, boy, there's just no way of getting around this map. The time is pretty close to 18, but those elevators take up most of the time and cannot be avoided, while the rest of the demo doesn't really provide many opportunities to improve the time. Did a thingrun at the end, but I didn't think it would bring the time down anyway (I just wanted to try it out).
Map 13: I can't see any opportunities for improvement despite the low time.
Map 14: Now I realize that 1 (and maybe even 0) might be possible with a better spawn: initially I didn't know how to alter the initial spawn sites. Apparently, -altdeath (as far as I could tell) doesn't really depend on the initial RNG value or the RNG value at the end of the previous level, but rather on the tic that the I enter the level. Even so, some levels (like map 17 and map 25) didn't even do that; regardless of what tic I started the level on, the spawn sites were exactly the same for each player, so I still don't fully understand how it works. I like this route anyway; I don't think any run has utilized that window glide yet (since it doesn't save time in just about every type of speedrun), so it's nice to get one run like that.
Map 15: Took some work to get the time down to 8.97, but it wasn't too difficult.
Map 16: Even with a good glide, 6 is impossible with this route. But, again, time could be brought down a little with a better spawn; oh well.
Map 17: 14 is almost surely possible, but very difficult. Couldn't modify the initial spawn, as mentioned previously.
Map 18: Initially, I thought I needed a death and respawn to finish this level because my spawn sites were different and there's no way of getting into the exit room from outside; but after map 20 I figured out that that wasn't needed since I could modify the spawn sites (thankfully, no deaths), so I decided I'd redo this level (didn't bother with the earlier levels, though).
Map 19: Shotgun boost saves the last two tics. After redoing map 18, it was somewhat annoying to try and get the same spawn sites for the two players involved in the exit on this map as when I had the death exit map 18 (didn't want to copy the movements because I figured that'd take even longer to do).
Map 20: Yeah, as soon as I saw the deathmatch spawn right at the exit, I tried to research -altdeath and figure out how spawning works. Didn't see anything online, but I managed to figure out how to spawn at the exit after some time (sure as hell not waiting for that giant wall to lower).
Map 21: Rocket boost at the end brings me down to 1 second.
Map 25: Boring map to speedrun, in my opinion; just waiting for elevators and lowering platforms. Also, all the spawn sites are miles away from the exit.
Map 27: 4 is highly improbable (at least without a death slide).
Map 28: Little bit of work to get 2 seconds.
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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: No
Use Extended HUD: Yes
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* Links *
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Demo File Link: https://dsdarchive.com/files/demos/doom2/26949/lvallxco228.zip




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