[TAS] Doom: Eternal III - Map 15 UV-Max in 7:46 by Andy Olivera

Channel:
Subscribers:
2,800
Published on ● Video Link: https://www.youtube.com/watch?v=l9CSRl1_wx4



Doom Eternal
Game:
Duration: 8:01
81 views
3


This is a tool-assisted speedrun.

Comments:

Here's a very attractive level with decent gameplay; decent, that is, unless you're attempting a Max run. You see, the level's rather large and open, monsters are spread out and can wander, and Rockets are scarce. That's just not a good combination.

As TimeOfDeath demonstrated in his demo, the best way to begin is by jumping past the barriers and heading straight for the Yellow Key; this avoids some unnecessary backtracking. Of course, I choose to make a slight detour to retrieve the Berserk Pack, which makes the close quarters fighting go much faster than with the SSG.

After dropping down beyond the lowering wall I made the mistake of not releasing the Cacodemons. It's hard to tell whether this cost any time here, since I didn't have to make any detours. The Arch-Vile battle at the Blue Key takes a bit longer since I've either already used or need to save the Rockets, but odds are I would've had to kill at least one more Cacodemon with the SSG, so it probably evens out.

In the small hallway, the Baron battle could've been better by killing the Chaingunner first, instead of trying to let him help (he didn't). Why I didn't redo this, I'm not sure. The boxing marathon after I grab the Yellow Key, however, went just fine. Before moving on to the next part of the level I have to kill a few stray monsters and grab a secret.

There's not much notable in the second half of this area. The Chaingunners in the pits to the left and right of the staircase are pointless. The Barrels never seem to damage the Arch-Vile much, so I just punch him. Before going through the teleporter there's another batch of Cacodemons that has a tendency to wander away from the building before you get there.

The area through the teleporter isn't very notable, either; just hit the switches as fast as possible. Then, of course, there's the speedrunners mortal enemy: the thirty second door. As usual, there's barely enough action to fill ten seconds, let alone thirty. You'd think authors would at least try to keep the player busy during that time.

Back at the rising bridge in the first area, I take out three of the aforementioned Cacodemons (the fourth got stuck). Rocketing one of them is essential, but since I have to do that, plus save two for the stuck one, I don't have enough to take out the upcoming Arch-Viles, so I waste a pair of Rockets on a nearby Cacodemon.

The Blue Key battle is passable, but nothing to write home about. Punching two Arch-Viles with little cover is not easy. Naturally, they have to run out in the open, so I have to go further to reach the available cover. On my way to the Blue Key door, the last wandering Cacodemon cooperated and is easily dealt with.

The second-to-last area goes flawlessly and faster than I expected. Punching the two Barons gives all the monsters, specifically the Arachnotrons, time to move in closer. Inside, the Demons and Lost Souls all bunch together nicely in preparation for fisting.

In the final, huge, nearly empty arena, it's hard to tell which strategy is the best. I start by running past everything to hit the switch, then clear out all the Spectres, save for the one I miss, since they're hard to keep track of against the dark textures.
I let the Revenants distract the Cyberdemon while I take care of the Mancubus snipers. The release of Cyberdemon number two is perfect, as it's distracted by a Revenant just long enough for me to knock almost 1000HP off of it before I switch to Rockets and finish
off the level.

As mentioned above, there a couple things I could've done differently that may have improved my time. Still, it looks good, so I'm fine with it. You may notice that I get hit fairly frequently when punching large monsters. This is because dodging a projectile
means backing away, which can slow things down. Usually, I can manipulate the hit to do only a small amount of damage without having to move so far. This enables me to get the next hit in a bit earlier. It doesn't look quite as good as dodging everything, but you
don't often see players taking so many light hits from large monsters, either.

Author: Andy Olivera
Email: andyo@surewest.net

Download this Doom replay from here: https://www.dsdarchive.com/files/demos/eternal/1145/et15x746.zip







Tags:
tas
doom
speedrun
uv-max
eternal
walkthrough
tool-assisted speedrun



Other Statistics

Doom Eternal Statistics For Dimon12321

There are 3,650 views in 33 videos for Doom Eternal. His channel currently has around 3 hours worth of content for Doom Eternal, or 3.93% of the total watchable video on Dimon12321's YouTube channel.