[TAS] Eternal Doom Map 12 UV Max in 9:13.20 by Andy Olivera

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Published on ● Video Link: https://www.youtube.com/watch?v=7EvEYmwQUs0



Duration: 9:29
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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submitted alongside demos may contain errors, missing information, links that are now dead, or contact info that is no longer valid.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. Generally everything is left as-is with the goal to accurately represent the material as it appears in the archive, however in the case of this upload the full text file is too large for the video description and has been edited during the upload process to fit. 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): 21/01/2011
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** .Txt File **
Uploader note - Less than half of the full .txt here, an unusually huge amount needed to be cut to fit the YouTube description limit. The full thing can be downloaded from the link below.
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Well, this certainly took longer than I expected, surpassing even 2002ADO E3M3 in terms
of time taken. I guess between the length of the level, the amount of running around, the
number of narrow hallways, the route and tactical complexity and the extensive damage

manipulation requirements, it shouldn't surprise me. Going in, I knew this was the most

complex level I'd attempted, but I'd no idea just how complicated the execution would be.

This is the final level of the first Eternal DooM release, and what a fitting finale it
is. Possibly the best and most realistic castle level ever (tied with Bob Evans' MAP30,
of course), Sverre's masterpiece is long, dark and more than a little difficult. Its
extreme length isn't solely due to size; rather, you have to visit everywhere twice
thanks to a series of switches placed throughout the level. The first time through is
fairly linear, but after that, you can hit those switches in whatever order you want.
Just to give you an idea: the Yellow Key is at the opposite end of the level from the
beginning. If you want 100% Kills, you have to go to the Yellow Key, activate the
switches, return to the beginning for a switch, then go back to grab the Yellow Key. Does
that sound like enough running around for one level, or what?

At the start, you have access to both the RL and SSG. The RL is much closer and will come
in handy for dealing with the Baron at the SSG, so go there first. A strafe jump across
the moat will allow you to skip the switch on the West side; you can hit it on your way
back from the SSG, instead. Raising the bridge is optional, though I did it, anyway.
There's nothing much special about this part of the demo, except a now-standard four
rocket Baron kill (the first of many).

Now that we're armed we can open the entrance and go inside the castle. There's a Baron
and a couple Hell Knights on guard; the RL makes short work of them, but first it's a
good idea to telefrag those Chaingunners. While firing rockets I run to both sides of the
room in order to wake up the Lost Souls (why these were made deaf, I'm not sure). After
the entryway, there's an unmarked secret on the West side of the hall. It contains a
Backpack, so I visit it right away. As you can see, the teleporting Imps can be taken out
through the wall to avoid the wait. Now it's on to the first of several slow lifts.
Activate it, kill a few monsters while you wait, then be bored for a few seconds while it
takes you to the passage.

After heading through the door, it's important to jump over the gap to avoid a redundant

trip up the staircase. The Baron/HK shrine is tough to optimize, given all the running

around and damage manipulation. I manage to kill one Baron on my way to the first switch,

and you'd think taking out the rest of them immediately would be the best method.
However, there's another slow lift right around the corner, so I make a detour to trigger
it and avoid a second or two of waiting.

After exiting the castle we run into a potential run-killer: the long distance Cacodemon.

Waiting for it to get close enough is obviously unacceptable, so I save it for later.
This is a big gamble, because it can go pretty much anywhere and there's no guarantee
it'll be

readily accessible when you return. Normally, you would wake it after you
climb the
stairs to the tower, giving it time to arrive before you finish the shrine and
go outside, but jumping the gap eliminates the need for this. So, this particular
shortcut is a bit of a double-edged sword.
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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/1115/et12x913.zip