[TAS] Doom: Eternal III - Map 12 UV-Max in 9:13 by Andy Olivera

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Doom Eternal
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Duration: 9:29
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Pwad: Eternal DooM
Pwad name: eternal.wad
Maps: 12 - Darkdome, by Sverre Andre Kvernmo

At the start, you have access to both the RL and SSG. The RL is much closer and will come in handy for dealing with the Baron at the SSG, so go there first. A strafe jump across the moat will allow you to skip the switch on the West side; you can hit it on your way back from the SSG, instead. Raising the bridge is optional, though I did it, anyway. There's nothing much special about this part of the demo, except a now-standard four rocket Baron kill (the first of many).

Now that we're armed we can open the entrance and go inside the castle. There's a Baron and a couple Hell Knights on guard; the RL makes short work of them, but first it's a good idea to telefrag those Chaingunners. While firing rockets I run to both sides of the room in order to wake up the Lost Souls (why these were made deaf, I'm not sure). After the entryway, there's an unmarked secret on the West side of the hall. It contains a Backpack, so I visit it right away. As you can see, the teleporting Imps can be taken out through the wall to avoid the wait. Now it's on to the first of several slow lifts. Activate it, kill a few monsters while you wait, then be bored for a few seconds while it takes you to the passage.

After heading through the door, it's important to jump over the gap to avoid a redundant trip up the staircase. The Baron/HK shrine is tough to optimize, given all the running around and damage manipulation. I manage to kill one Baron on my way to the first switch,
and you'd think taking out the rest of them immediately would be the best method. However, there's another slow lift right around the corner, so I make a detour to trigger it and avoid a second or two of waiting.

After exiting the castle we run into a potential run-killer: the long distance Cacodemon.
Waiting for it to get close enough is obviously unacceptable, so I save it for later. This is a big gamble, because it can go pretty much anywhere and there's no guarantee it'll be

readily accessible when you return. Normally, you would wake it after you climb the
stairs to the tower, giving it time to arrive before you finish the shrine and go outside, but jumping the gap eliminates the need for this. So, this particular shortcut is a bit of a double-edged sword.

Next we have the Blue Key and above-mentioned staircase, where I put the Berserk Pack to good, time-saving use (and it looks pretty impressive, too). At the top of the staircase is where I expect to kill the Cacodemon later, so it's important that it rises up to the window. I reenter the main hall with a nice three rocket Arch-Vile

kill before heading to the Red Key.

At the Red Key we have some pretty much unavoidable waiting. First, there's the thirty second door; you'd have to skip a Linedef twice to bypass this. Second, there's the lowering of the pillars to get the PR. Finally, unless you want to wait for that door to open, you

have to take a lift (fortunately, not a slow one). I should've used the time to do some

damage to the Cyberdemon, but I was hoping he'd take out those Mancubi (he only got one; not very helpful).

Through the Red Key door there're only a few Mancubi in my way as I run for the other side of the level. Once again, we have a slow lift here, so I stop to trigger it, then continue on my way to the Yellow Key. The two Arch-Viles at the top of the staircase are easily dealt

with thanks to the RL and some damage manipulation (five rockets doing 1400 damage; not bad).

The Yellow Key room is a bit crowded, but the PR can take care of that. This is where the only real shortcut in the run can be seen: the Yellow Key grab (thanks to TimeOfDeath for showing me it was possible; and quite easy, actually). Believe it or not, the only time this saves is what it takes to raise the platform (not a trivial amount, but you'd expect more). A UV Max run requires you to revisit every switch to kill the monsters, anyway, plus you have to come back afterward to get the BFG secret (it's opened by one of the switches). It's probably one of the most varied tricks in terms of usefulness: if you don't need kills or secrets, it's a huge time-saver; if you only need secrets, it's a big time-saver; if you need kills, it's an average time-saver; if you need kills and secrets, it's a minor time-saver.

!! Youtube's video descriptions are restricted with 5000 symbols, so I can't put more description without taking it out of context.
Download this Doom demo with full author's comments from here:
https://www.dsdarchive.com/files/demos/eternal/1115/et12x913.zip







Tags:
tas
doom
eternal
uv-max
uv-speed
andy
olivera
speedrun



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