[TAS] Eternal Doom Map 06 UV Max in 5:46.77 by Andy Olivera
Information in the text files submitted alongside demos may contain errors, missing information, links that are now dead, or contact info that is no longer valid. In particular many .txt files refer to doomedsda.us, a demo archive that no longer exists. Everything has been left as-is, with the goal to accurately represent the material as it appears in the archive. Links to the PWAD & Demo on dsdarchive.com are found at the bottom of the description.
The date is not specified in the .txt file so I have provided the creation date of the demo file. This is generally accurate, but please note that this information is also occasionally incorrect.
Demo created (dd/mm/yyyy): 15/06/2009
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** .Txt File **
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Doomed Speed Demos Archive
http://doomedsda.us/
Pwad: Eternal DooM
Pwad name: eternal.wad
Maps: 06 - Pathos, by Alex Mayberry
Skill: 4
Category: UV Max
Exe: DooM Replay Editor
Time: 5:46
Author: Andy Olivera
Email: andyo@surewest.net
Comments:
Okay, first things first: author Alex Mayberry deserves a special award for creating what
is probably the most unreliable monster teleporter I've ever seen. It's about twice the
size it needs to be and the teleporter lines are all in the middle of the room(monsters
tend to wander the walls when they can't see the player). To make matters worse, the room
is positioned in a location that guarantees you'll always be on one side of it. So that
leaves us pretty much at the mercy of random monster movements. It took several hours of
trying before I was able to get the last Imp to teleport out. I'm pretty sure the solution
had to do with the timing of my stepping into the teleporter(the last time before the Imp
appears). Anyway, I'm very glad it's over with and it didn't cost too much time.
The first third of the level goes slowly, thanks to only having a Shotgun to take out the
opposition. I was able to utilize infighting only once to speed things up: the Revenant
vs. Cacodemon fight in the waterway. After that point, we run into this level's other big
problem: the four fenced off Cacodemons. Despite having just received a Berserk Pack, they
have to be killed with the Shotgun due to the distance. That isn't the problem, though. As
we're all well aware, Cacodemons tend to float away when you shoot them. In most cases
this is a minor annoyance, but here it can be enough to ruin a demo. You see, the sky area
they occupy is rather large. Large enough, in fact, that they can float out of range. The
solution to this comes in two parts: first, wake them up early so they can move toward the
fence; then, kill them from the West side.
The rest of the level is fairly simple. It's just a matter of finding the fastest way to
take out the monsters. My favorite moments would have to be shooting the Pain Elemental
while I fall from a cliff and the close-quarters rocket work while I mop up the final few
Imps.
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** Viddump & Upload Details **
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IWAD: Doom 2
Source Port: DSDA-Doom 0.24.3
Smooth Demo Playback: On
Smooth Demo Playback Factor: 2
Change Palette On Pain: No
Use Extended HUD: Yes
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** Links **
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PWAD Link: https://dsdarchive.com/files/wads/doom2/1325/eternal.zip
Demo File Link: https://dsdarchive.com/files/demos/eternal/1072/et06x546.zip