[TAS] Plutonia Revisited Community Project UV Speed in 11:56 by abyrvalg, Hock & Dimon12321
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submitted alongside demos may contain errors, missing information, links that are now dead, or contact info that is no longer valid.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): 2021-04-03
-------
*.Txt File*
-------
I found that unfinished TAS movie some time after I met Doom TASing. I was curious why nobody had finished it in 8 years after it was made, so after finally beating it, I can share my assumptions.
The first trigger was in January 2021. During my preparation time to finally begin TASing it, I found a big shortcut on Map 29 which allows you to skip the entire section where you have to lift yellow skullkey down. Too bad I was busy with other things back then.
On the 2nd of April, I started PRCP TASing and finished the whole thing in 2 full days.
Oh God, these 2 days were so exhausting!!
--- Map 28: Dance with the Devil ---
In order for that future shortcut to work, I had to collect a megaarmor and a soulsphere in yellow skullkey section, but the first 25 secs remained untouched.
I had to kill both mancubi (things 311 and 312) because they were blocking my way. This section is overflown with sharp turns because I had to shoot a lot.
During the time I was running around, the monsters in the central room spread up, and I lost almost no time on making them move away from my path. As a result, I caught up to Hock's timing.
Lift section was also improved. I picked a more limber trajectory instead of wallrunning and won some more time. I was planning to use BFG a lot, so I picked up 2 energy cells nearby.
Unfortunately, I had to spend more time on pushing the cyberdemon to grab the blue skullkey. I spent a lot of time on various manipulations, including pistol shooting to affect RNG, but it's still slow.
A mancubus in the doorway on the way back was another unexpected thing. According to Doom Builder, marine's and mancubus' hitboxes exactly match the doorway. I tried to get in and, oh Good, it worked just fine!
The exit room wasn't that hard. I realized I had no chance of getting 0:59, so I spent time on getting to the exit without any damage and even left some blank tics to switch back to SSG.
Lost only 1 second over Hock's attempt, but I was all set to beat Map 29 as planned.
--- Map 29: Atlatl ---
-- Blue skullkey section
I got the key in 20 secs, everything was fine, but then I faced one of the most hateful Doom flaws: the infinite height blocking thing.
As soon as I use the front switch, two hordes of monsters begin teleporting in from two spots, and one of the spots is placed just between the platform with the key and the wall I needed to jump over to leave the section and proceed.
So, I replayed most of the section, but that time I spent some time to kill some monsters before running up to the key. Guess what? They still walk around and block my jump trajectory.
I found no other way, but to spend some time near the key so monsters would move their asses away.
Finally, I got an extremely lucky jump: I wallrunned along the tree on the way, took one single bullet and my momentum was just enough to jump over the wall that fences out the section, and I preserved Z momentum instead of falling twice and losing time.
Soulsphere was also necessary for the future yellow key shortcut.
-- Middle section
While running to the room with the red key, I spotted that the arch-vile, which participates in my shortcut, was running around despite its "Ambush players" flag due to the bug. That arch-vile wakes up as soon as you go down the stairs in the blue key section. The same happens in Odessey's TAS.
-- Red key room + cave section
Nothing difficult. Took the key, glided between the wall and the trapdoor.
So concerns the cave. Also, I managed to gain momentum while waiting for the list to raise up. XDRE found a single tic solution in 2 minutes.
-- Yellow key section + major shortcut
The platforms around the yellow key make it possible to catch it without lifting it down.
For this to work, you need to perform three arch-vile jumps (AVJ)! That means you need to have at least 125 HP and 125 AP of blue armor in order to stay alive after all.
-------
*Viddump & Upload Details*
-------
IWAD: Final Doom: The Plutonia Experiment
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
-------
*Links*
-------
PWAD Link: https://dsdarchive.com/files/wads/plutonia/2305/prcp.zip
Demo File Link: https://dsdarchive.com/files/demos/prcp/52322/pvallx1156.zip