[TAS] Final Doom: The Plutonia Experiment Map 29 NoMo 4p Co-op in 25.34
This is a tool-assisted speedrun!
For https://dsdarchive.com/
Author: RockyGaming4725
Date: May 4, 2023
IWAD: plutonia.wad
PWAD:
Map(s): 29
Skill: 4
Category: NoMo Co-Op (4 players)
Sourceport (Tool): XDRE v2.22
Sourceport (Video): DSDA Doom 0.25.1
Time: 25.34
Comments:
I dug up an old message from vita about how he may have found a co op, no-mo, tas-only
trick on pl29. I sent it in the HoE discord to see if anyone knew what he was talking about, as, he seems unreachable nowadays and he never posted anything about the trick. ZM gave a quick look and said it had to have been a jump to the yellow key, which I also had suspicions about. It was quite frustrating and ended up needing both the jumper and the guy on the ground to be damage boosted so that they could thingrun off of each other at high speeds. A few problems:
- Obviously the gap is quite large. Thingrunning with high momentum is required to get maximum distance traveled.
- Player 1 is mid air, meaning he won't lose any speed, while player 2 is on the ground, and will lose speed. He can easily get caught behind player 1 and break the thingrun.
- The platform is not directly ahead, so player 1 needs a damage boost to get him to move horizontally enough to reach the platform. Unfortunately, no one can damage boost him, because he's too high up for player 2 to shoot him which is the only player left who hasn't fired their weapon. This meant we needed player 1 to grab the rocket launcher and use the explosion to propel him to the side.
- There is a small diagonal wall blocking an easier path (same with the ceiling height difference. Can't just curve jump via dmg boost and gather momentum by getting blocked, then follow up with a rocket boost. Makes it a bit more annoying.
- Doomguy fires rockets from his position on the previous frame. He'll need to fire it a bit early and time the jump correctly. Again, only trivial, really. Just having to rebuild it and slightly adjusting the movement and reworking the thingruns was tiring.
After 5 ish hours I was able to get it to work. Quite happy with that :) The rest was a feeling of excitement being drowned by 15 ish seconds of movement from 4 players each. Some parts/sections were more important than others though. Overall, quite happy with this. It's a super cool trick!
Note - Quick thanks to Matt with help on brute forcing player 4's mid air glide. For some reason I couldn't get it, but he could :)
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