[TAS] Eternal Doom Map 10 UV Max in 5:30.69 by Andy Olivera

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Published on ● Video Link: https://www.youtube.com/watch?v=c-2ASfS5gXs



Duration: 5:43
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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submitted alongside demos may contain errors, missing information, links that are now dead, or contact info that is no longer valid.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): 14/09/2010
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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: 10 - Crimson Tide, by Kathy & David Bruni
Skill: 4
Category: UV Max
Exe: DooM Replay Editor

Time: 5:30

Author: Andy Olivera
Email: andyo@surewest.net

Comments:

This level has several features that make it less than ideal for speedrunning. To start
with, there're a number of small hallways, most with ninety degree turns in them. This
becomes a big deal when trying to navigate the level quickly. Making those sharp turns
without running into walls is tricky and requires a significant reduction in speed.

Another issue involves the teleporter and end room secrets. Route planning is complicated
because there's really no efficient way to collect them. Since the teleporter puts you
near the exit, the fastest route would seem to be to kill everything before entering it.
However, there's the issue of a lone Revenant in the hallway bypassed by the teleporter.
Regardless of Whether you kill him before or after you teleport, you have to go a little
out of your way to do it.

The other problems are monster-related. To begin, there's the four Chaingunners in the
castle towers. While they are undoubtedly good sniper positions for covering the bridge
and moat, the alcoves are too high, making them hard to hit from the ground. And even if
they weren't, you have to traverse almost the entire moat to get an angle on all of them.
The only other option is killing them from specific points later in the level. The angles
are still awkward, but at least you can see them. I made a small mistake by forgetting one
of them at the designated point and am forced to make a slight detour later. Of course,
this would've been necessary, anyway, as one of the Cacodemons wandered into the same
area.

That brings us to the other problems. When speedrunning, those Cacodemons in the moat have
to be left for later, as they're too far away for either the Chaingun or SSG and it takes
some time for them to approach. There's one problem: distance. Large areas(this is
Eternal, after all) can slow you down since your primary weapon is the SSG. You're given a
few dozen rockets, but there're over two hundred monsters, so you have to use them
carefully. I initially thought using them at the end after all the monsters have
teleported to the main area would be most efficient, but I wound up using most of them for
long range attacks and a few quick kills.

There's one final problem: wandering Cacodemons. I'm referring, of course, to the ones in
the moat. Since killing them immediately isn't an option, you just have to pray they wind
up near the points where you exit the castle. Fortunately, in this demo, they mostly did.
Thanks to two that decided to patrol the castle perimeter I lost maybe ten seconds, but
that's not much in this case.

Anyhow, one more Eternal level in the can. I'm pretty happy with it, except for the above
Cacodemon issues. There being many tight passages, I got to do some pretty slick moves on
a couple occasions. The most memorable are on the way back from the Blue Key(I kill the
Imp and do a 180, ending with carefully squeezing by some monsters) and the very end of
the demo(hitting the switch, traveling backwards down the hall, hitting another switch,
then entering the last teleporter).
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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/1104/et10x530.zip