[TAS] Final Doom - TNT: Evilution Map 17 UV Speed in 2.97

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Published on ● Video Link: https://www.youtube.com/watch?v=YGxHxS0NZsw



Game:
Final Doom (1996)
Duration: 0:07
184 views
5


This is a tool-assisted speedrun!

For https://dsdarchive.com/

Author: RockyGaming4725
Date: August 22, 2022
IWAD: tnt.wad
PWAD:
Map(s): 17
Skill: 4
Category: UV Speed
Sourceport (Tool): XDRE v2.22
Sourceport (Video): DSDA Doom 0.24.3

Time: 2.97
Comments:
I knew that with some damage boosts 2 would be doable on uv, but every time I tried it I just couldn't get it to work. Took a whack at it today just to try it, and I actually got it! I really didn't think it could be done with such little boosts, but one on the door goes a long way for a pretty neat reason. Basically, since the 0.00000 trick (usually) caps your momentum to 14.5, getting shot will bump your momentum past that for one frame, and then kill it on the next. Using turns, we can push our sideways momentum back down under 14.5, but because of the turns, our forward momentum will get a boost. Without this damage boost, our sideways momentum doesn't reach 14.5, and so we have to have a different angle to try to push it higher. This makes our forward momentum smaller, and means to get a wallrun we have to turn again briefly to get the wallrun, but again it makes our sideways momentum smaller, and is ultimately slower for that reason. With the boost, we have more sideways momentum, allowing us to keep it just under 14.5 while gathering forward momentum higher than we could have if we didn't get the boost. We can get a better wallrun, and have more sideways momentum which is used to run towards the red bars, AND have a slightly better line. This paired with some more tiny damage boosts results in us getting to the red bars a whole tic faster than without any damage boosts. I'll throw in my 3.00 pacifist + reality demo in the zip for anyone who's further curious between the differences :)







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