[TAS] Eternal Doom Map 15 UV Max in 7:46.49 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submitted alongside demos may contain errors, missing information, links that are now dead, or contact info that is no longer valid.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. 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): 29/08/2012
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** .Txt File **
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Here's a very attractive level with decent gameplay; decent, that is, unless you're
attempting a Max run. You see, the level's rather large and open, monsters are spread out
and can wander, and Rockets are scarce. That's just not a good combination.
As TimeOfDeath demonstrated in his demo, the best way to begin is by jumping past the
barriers and heading straight for the Yellow Key; this avoids some unnecessary
backtracking. Of course, I choose to make a slight detour to retrieve the Berserk Pack,
which makes the close quarters fighting go much faster than with the SSG.
After dropping down beyond the lowering wall I made the mistake of not releasing the
Cacodemons. It's hard to tell whether this cost any time here, since I didn't have to
make any detours. The Arch-Vile battle at the Blue Key takes a bit longer since I've
either already used or need to save the Rockets, but odds are I would've had to kill at
least one more Cacodemon with the SSG, so it probably evens out.
In the small hallway, the Baron battle could've been better by killing the Chaingunner
first, instead of trying to let him help (he didn't). Why I didn't redo this, I'm not
sure. The boxing marathon after I grab the Yellow Key, however, went just fine. Before
moving on to the next part of the level I have to kill a few stray monsters and grab a
secret.
There's not much notable in the second half of this area. The Chaingunners in the pits to
the left and right of the staircase are pointless. The Barrels never seem to damage the
Arch-Vile much, so I just punch him. Before going through the teleporter there's another
batch of Cacodemons that has a tendency to wander away from the building before you get
there.
The area through the teleporter isn't very notable, either; just hit the switches as fast
as possible. Then, of course, there's the speedrunners mortal enemy: the thirty second
door. As usual, there's barely enough action to fill ten seconds, let alone thirty. You'd
think authors would at least try to keep the player busy during that time.
Back at the rising bridge in the first area, I take out three of the aforementioned
Cacodemons (the fourth got stuck). Rocketing one of them is essential, but since I have
to do that, plus save two for the stuck one, I don't have enough to take out the upcoming
Arch-Viles, so I waste a pair of Rockets on a nearby Cacodemon.
The Blue Key battle is passable, but nothing to write home about. Punching two Arch-Viles
with little cover is not easy. Naturally, they have to run out in the open, so I have to
go further to reach the available cover. On my way to the Blue Key door, the last
wandering Cacodemon cooperated and is easily dealt with.
The second-to-last area goes flawlessly and faster than I expected. Punching the two
Barons gives all the monsters, specifically the Arachnotrons, time to move in closer.
Inside, the Demons and Lost Souls all bunch together nicely in preparation for fisting.
In the final, huge, nearly empty arena, it's hard to tell which strategy is the best. I
start by running past everything to hit the switch, then clear out all the Spectres,
save for the one I miss, since they're hard to keep track of against the dark textures.
I let the Revenants distract the Cyberdemon while I take care of the Mancubus snipers.
The release of Cyberdemon number two is perfect, as it's distracted by a Revenant just
long enough for me to knock almost 1000HP off of it before I switch to Rockets and finish
off the level.
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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/1145/et15x746.zip