[TAS] Doom II - Afterburn: Map 01 - 09 UV Speed in 2:36
This is a tool-assisted speedrun!
For https://dsdarchive.com/
Runner: RockyGaming4725
Date: March 27, 2022
IWAD: doom2.wad
PWAD: Afterburn.wad
Map(s): Maps 01 - 09
Skill: 4
Category: UV Speed
Sourceport (Tool): XDRE v2.21 (-complevel 9)
Sourceport (Video): DSDA Doom 0.21.3
Time: 2:36
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Level Map - Time
The Generic Base 01 - 0:10.77
Suddenly in Hell 02 - 0:15.97
Slightly Less Generic Base 03 - 0:33.46
Poorly Titled Map 04 - 0:20.94
The Annoying One 05 - 0:30.97
Marvel at the Marble 06 - 0:19.94
Underground 07 - 0:03.89
Get Wood'd 08 - 0:12.86
"Universally Accepted Crap" - UAC 09 - 0:14.74
Total 2:36
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Comments:
I thought these maps might be fun to TAS, so I went for it :) I didn't do maps 10 - 12 though, as I didn't think they would be much fun to work on due to the heavy usage of the BFG.
Map 01: Yellow key bump and annoying archvile.
Map 02: Lots of momentum preservation here, either through the standard boost or though a 0.000 trick. The door that opens up to the cyberdemon area was a pain in the ass to get momentum on. The ending was going tic-by-tic for maybe 2 hours trying to save one frame for 15.
Map 03: Nothing interesting here.
Map 04: Pretty straightforward, again, nothing interesting to talk about here other than the death exit. I figured that I should have the archviles boost me for the 20.94, and because I would get pretty much my full arsenal back in map 5 it wouldn't be an issue.
Map 05: Strange momentum trick to build a whopping y momentum value of -29, which allows me to do some diagonal wallrunning on the wall next to me. Getting a door boost on the red door was a little tricky, as it was diagonal, but with a 0.000 trick I eventually figured it out. Unfortunately, I did lose a little bit of speed on the door, but it only lost one or two frames, which is nothing for a high decimal, let alone the .97. Some diagonal wallrunning and rocket boosts with some instant 0.000 tricks for the doors (I think that part looks really quite nice) and some 32 unit glides to get closer to the lowering wall which leads to the yellow key. Unfortunately, a mancubus blocked me from getting the key for a little while, so I grabbed the bfg. Elastic collision to bounce off into the other direction with a fair amount of momentum. A chaingunner and revenant blocked me, so a bfg shot was needed. Some weird diagonal wallrunning, and a stupid revenant decided to block my path. I really did not feel like rebuiling all of what I just did, so I just rolled with with it. Rocket boost at the end to have more speed once the cyberdemon walks out of the way.
Map 06: Nothing to talk about here other than some 0.000 tricks and the arachnotron getting stuck by a zombieman who I then had to kill. Because I had no shotgun, it made the blue key room a little trickier due to the auto weapon switch.
Map 07: Two 32 unit glides straight to the exit.
Map 08: 32 unit gap to skip the blue key. I think using the BFG here would have been better, though.
Map 09: Utilizing 32 unit gaps again, except this time to skip a large detour of getting the yellow key.
Again, I didn't do maps 10 - 12 because I thought they wouldn't be much fun.
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