[TAS] Eternal Doom Map 09 UV Max in 6:02.74 by Andy Olivera

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Published on ● Video Link: https://www.youtube.com/watch?v=dVa4qw1LnmI



Duration: 6:17
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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submitted alongside demos may contain errors, missing information, links that are now dead, or contact info that is no longer valid.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): 22/02/2010
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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: 09 - Forlorn Fortress, by Chris Couleur
Skill: 4
Category: UV Max
Exe: DooM Replay Editor

Time: 6:02

Author: Andy Olivera
Email: andyo@surewest.net

Comments:

Whew! That took awhile. Granted, there was almost a month where I didn't have any time to
work on it, but it still seems like forever. This had less to do with the level's size
than the tactical complexity involved. Optimization was tough, and keeping it watchable
only made it tougher.

For starters, the monsters are frequently spread out over a large area. This presents two
problems, the most serious of which is weapon usage. Rockets are perfect for such a
situation, and there are lots of them, but not so many as to allow them to be my
primary weapon. The result is a demo with incredibly diverse weapon usage, and probably the
highest number of weapon switches per minute ever recorded. I may've mentioned this before,
but a big part of optimizing a demo is in utilizing the reload times. Adding frequent
weapon switches into the equation makes it even more important, and here's where the other
problem comes in. With the monsters as spread out as they are, when using faster weapons
aiming can waste time. Sure, I could just use a bunch of Tx32s to move quickly between my
targets, but that won't make for a watchable demo.

Monster movement is another challenge. For the first half of the level it's not much of an
issue(except for those Cacodemons), but once you get to the second half it becomes downright
unpredictable. Unfortunately, there's not much you can do about it as the switches and
teleporting monsters make two vists to each side necessary.

In closing, I'm very happy with this one. All the dancing at the beginning is a bit
annoying, but there's no way to avoid it without losing a considerable amount of time. The
whole demo is impressive enough that I can't really pick a favorite part, but the slaloming
through Demons on the way to the Red Key is pretty cool.
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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/1097/et09x602.zip