[TAS] Doom E1M1 UV-Speed in 0:07.74 by alps & almostmatt1

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Published on ● Video Link: https://www.youtube.com/watch?v=c5WPg1KxvCA



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Let's Play
Duration: 0:10
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This TAS has been beaten. Watch a faster one here: https://www.youtube.com/watch?v=He8pCohROMk

Myself and alps collaborated on building this demo a couple of months ago. His channel: https://www.youtube.com/channel/UCnZ_I33ZgYVS2zK0m3Rn5cQ

An individual map demo requires a different approach than how you would build E1M1 in an Episode TAS. Here it's about saving as many frames as possible (we improved the previous best by 4 frames) and that includes taking damage boosts, but in an Episode run the overall seconds are more important, and as it's possible to get a 7 while taking no damage at all it's better to preserve health for things later in the run. This is why health gets absolutely shredded here but it doesn't in the Episode TASes by myself, Zero-Master and Andrey Budko.

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From the .txt file.
My comments:

This is a 4 frame improvement compared to B1T1x786.lmp, built by Looper in 2014. Loopers demo is excellent and was quite difficult to improve. Just matching it seemed for the longest time barely possible, and finding four frames of time saved is a significantly better result than I expected. Alps and I did a lot of trial and error and spent a lot of time comparing our work to each other, and the time saved ended up coming from a lot of very small things probably not particularly interesting to anyone other than other TAS nerds.

Brute force did a LOT of work during the diagonal wallrun before the first door. I ran a test over and over, finding slightly higher speeds again and again until brute force failed. Diagonal wallrunning in Loopers demo was done between tics 42 & 46 but here was done between tics 41 & 47, giving us enough additional speed to activate the first door at 1.57, one tic faster than any other non-turbo single player demo we're aware of. This is something I've wanted to try for a very long time and I couldn't be happier about having done it.

I worked on getting the best wallrun I could on the wall after the first door, and then worked on getting some more damage taken between the second and third door, both of which seemed to save a tic. Credit to alps for going through the pain of getting a decent zigzag room!

alps comments:

I did a 7.86 NoMo last time, where the only improvement seemed to be getting first door on 1.57, almostmatt1 did a lot of bruteforcing and my eyes were opened up by the 1.57 door demo, a seemingly free 1 tic improvement over Looper's 7.86, our first goal of 7.83 dropped to 7.80 then it turned into a "save as much as possible" situation.

A slight roadblock occured during Y -2544 door boost, Looper had gotten the door boost stuck effect 8 units behind us, and he also had 0.6 less momentum. Once Looper wallran for 4 tics, he got an apparent boost at 5th tic, causing his position to be X 1694 instead of X 1684, while we landed at X 1698 on the 5th tic, since we were 8 units ahead, and had
more momentum, it seemed like we should try to incorporate that boost, not before I realized it would lose more units than it would save, since we would have to go at least 7 units behind, and have less momentum.

The next wallrun is even more complicated, you have to get a wallrun effect on goddamn 3.03 to get more units ahead. And I initially did a wallrun with 3.03 boost, but almostmatt1 had previously sent me a 3.03 wallrun with another wallrun at 3.20, which he got since he had more enough wall to get 1 tic more of wallrun effect, this got him further since in mine I was fast, but that caused me to pass the wallrun at 3.20

Enemy manipulation at the bridge required several shots beforehand, and a few enemy shots to wake up the others. I spent a lot of time getting getting this one fucker of a zombieman out of the way, that once I got it, everything else fell into place seemingly out of luck. I got the door at 5.29, thus saving a whole 3 tics, I then finished the run at 7.77, that night almostmatt1 got up, checked the demo, there was still an improvement at the end of the level, boosts from shotgunners & zombiemen would allow for saving 1 tic, the next morning I woke up to see almostmatt1 had done just that. I made the exit door boost look less rough.

I got that 5.29 door boost so good.