[TAS] Doom: Eternal III - Map 21 UV-Max in 3:06 by vdgg

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Doom Eternal
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Duration: 3:20
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Pwad: Eternal DooM
Pwad name: eternal.wad
Maps: 21 - Fire and Stone, by Adam Landefeld

Author: vdgg

Comments:

I watched ToD's MAP24 Max again, and again I said "no way". This one felt more like candidate for the next TAS: rather short for Eternal, and I did max it normally before. In fact, it is the shortest map I've done for this project, and in 1997 there was no "MAP21 shortness" convention. I'm thinking about Scythes and Hellbound but there must be more.

The start features a revenant, two spectres, two sergeants and an SSG. Total monster HP is 660, 660/3 = 220, so theoretically I should be able to kill everyone in 3 SSG shots. After an initial 225 HP hit and a rev rocket dealing 50 HP damage to a spectre, I thought it would be easy. However, this staircase made all pellets impossible to connect. I really failed this one, because I failed Plan B and Plan C as well: plan B was to do 3 SSG shots in a time of 3 1/2: while reloading, one of the spectres could kill the revenant. Plan C was to leave the revenant alive rather than the spectre, as only the revenant would follow the player in the steep staircase.

This made me think that actually I should make 2 SSG shots, each of which would kill a spectre + sergeant, and the revenant would be killed afterwards en-route. But I came up with this too late to start over.

Nothing really worth mentioning until the blue key (me being stupid, thinking it can be only reached from the other side of the altar) and, more importantly, a room with lowering pillars with a baron and a chaigunner. This portion may not look beautiful, but is oh, so efficient. I fired two rockets at the baron and decided to go on and leave the chaingunner and the baron, "let's see what happens".

And yes, the holy grail of UV Max demo, be it TAS or not, was given to me, without any further manipulation. They did kill each other!!! This raised my spirit as I would be grinding through some obnoxious parts later. You really should switch the camera mode and watch it, it's better than in et12uv IMO, the odds were, I don't know, maybe 1:200?

As for the invisible (or hidden) arch-vile part, it was painful and is really, really far from optimal: I settled for 5 punches per arch-vile. This is an impressive piece of vanilla trickery, but also a pain in the ass in a Max demo. Yonatan Donner spent 1 minute 16 seconds here (counting from soulsphere pickup to teleporting out), j4rio 1:08 and yours truly, 1:50!! Here I ignore the backpack and make everything in just 27 seconds, so still very quickly compared to non-assisted.

The problem with the arch-viles: they really are invisible. The only indication to me whether I did punch them was an angle change. It was taking ages to kill just the first one, so I took one step further in cheating: I modified the WAD, so FIRELAVx textures consisted of transparent patches instead. This didn't lead to desyncs, so it sped things up significantly.

The long, curved staircase didn't go as fast as I wanted, dying pinkies were still blocking me. I once switched to the chaingun to prevent a caco from teleporting far away behind me. In the end I had one rocket too many: yes, I finished with 0 rockets, but with better damage manipulation I would have ended with 1 useless rocket. Something I really did not anticipate, but it was not such a big mistake as leaving cells in et30uv.

All in all, nothing really good except for the super lucky infight in the middle.

Download this Doom demo from here: https://www.dsdarchive.com/files/demos/eternal/1168/et21x306.zip







Tags:
tas
doom
speedrun
uv-max
eternal
eternal iii
map
map 21
tool-assisted
prboom



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