[TAS] Flashback to Hell D2All UV Speed in 11:49 by 4shockblast

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Published on ● Video Link: https://www.youtube.com/watch?v=yG25Mf7glYw



Duration: 13:04
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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submitted alongside demos may contain errors, missing information, links that are now dead, or contact info that is no longer valid.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.

Demo created (YYYY/MM/DD): 2015-02-08
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*.Txt File*
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Comments: I started this TAS last year after I saw MD922 started working on a TAS for this, and I wasn't sure if I'd finish it (only did up to map 2), but I was enjoying it and continued. Turned out to be a pretty nice TAS, I think, lots of tricks, some were pretty hard to do. I didn't optimize too much, but I did try to get the run to look clean. XDRE was used in the later maps for difficult tricks and any parts that were difficult to optimize otherwise.

Level comments below:

Map 01 (0:20.77): Not much to say here, 3 seconds faster than MD922's unfinished run.

Map 02 (0:55.94): I do a strafejump in this map, but later it forces me to take a convoluted path to the exit, so I'm not sure that it saves time over the normal route, but I couldn't be bothered to check. Looks cool, though.

Map 03 (0:33.97): I accidentally had auto strafe50 off for this map and the beginning of the next, so this time may be improvable by at least a second. Towards the end, I skip a trigger that would cause a demon to appear in front of me and block my way, but no other major tricks

Map 04 (0:39.91): Tough map to run through because of the hitscanners, some parts in this demo look pretty slow because I could barely survive them. Strafejump at the end, and some movement optimizations at the end (particularly the final staircase) brought the time down to 39 seconds.

Map 05 (0:45.86): Not much going on in this map, no damage taken. I accidentally got a cool-looking triple kill on the final staircase as I entered the room which made things much easier.

Map 06 (0:59.63): A few tricks in this one. First, I jump through the window before the blue key to save time over going through the door. I pick up medikits for a rocket jump along the way when it doesn't lose me too much time (although I could have probably avoided the one in the first room). Then, after getting the blue key, I managed to pull off a really precise grab on the plasma gun. This allowed me to not waste any time getting the plasma gun because I do the grab while waiting for the lift. At the end of the map, I skip the trigger that causes the spider mastermind to teleport in front of me. Finally, I do a rocket jump off a cacodemon (though the RJ was possible in nomo as well) to the walkway back to the exit (otherwise I'd have to get there by a lift).

Map 07 (1:01.89): I dislike this map, and it's not very fun in TAS, as it's just plain damage manipulation. 3 rockets on every manc at the start except the middle two (I managed to use 4 rockets to kill both). I didn't optimize too much at the end, just made sure I killed all the arachnotrons with the plasma I had. At the end, I realized I had a low 1:01 time that I couldn't improve without redoing a large section of the map, so I used the time to pick up a plasma cell instead.

Map 08 (1:18.89): First map where I figured out how I could use XDRE for Boom building, later on, I would occasionally get desyncs where I used it, but, most of the time, it worked well. Here I used it to build the glide through the door to the first key and get a door boost. I get the invuln as well to make the rest of the level much easier (since it doesn't lose me much time), and it lasts throughout all the hard parts of the level. Other than the glide, the only other trick in this is the switch press through the window for the bars leading to the final teleport, which is rather precise. Couldn't skip the wait at the end, though, so I did some sick kills. :)

Map 09 (0:51.97): Double Catacombs-like glide built with XDRE2. Beginning of the level was annoying because of monsters in the way (like that baron in a hallway), ending is pretty straightforward though. Very last part of the cave area (after the jump from the spider mastermind platform) is partially built for 51 seconds.
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*Viddump & Upload Details*
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IWAD: Doom 2
Source Port: DSDA-Doom 0.25.6 (Experimental Build)
Smooth Demo Playback: On
Smooth Demo Playback Factor: 2
Change Palette On Pain: Off
Use Extended HUD: Yes
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*Links*
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PWAD Link: https://dsdarchive.com/files/wads/doom2/1448/fth666.zip
Demo File Link: https://dsdarchive.com/files/demos/fth666/12485/fthallx1149.zip




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