[TAS] Squadron 417 Map 22 UV Max in 9:48.74 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submitted alongside demos may contain errors, missing information, links that are now dead, or contact info that is no longer valid.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): 28/04/2012
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** .Txt File **
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I'll start with the level, again. Unlike MAP05, this one has a relatively consistent
theme; with the exception of the starting area and the Stone-textured Revenant room with
the walk-through bars, it's Tech or Gray. There are still plenty of misaligned textures
and flats, but at least it doesn't look too much like a 'first level'. Gameplay is a
mixed bag, and not just because it's insanely difficult. That easy to miss trigger for
the teleporting Arch-Viles is a terrible design choice.
Everything starts off easy enough: just grab the Yellow Key and head for the lift; the
Revenants can wait. Through the Yellow Key door, the Arch-Vile is the only threat, so I
take him out first, then head inside the building. I wanted both the Arch-Vile and Baron
to help me with the Cyberdemon, but only the Arch-Vile really wanted to cooperate. After
everything inside is dead I head back outside to finish up. The RL makes this part quick,
though I fired a few more shots than I would've liked. The last few monsters just weren't
positioned correctly.
The Red Key area is where things really start to go crazy. Entering the area releases
twenty monsters, including two Arch-Viles. I ignore most of the monsters and go straight
to the Spider Mastermind room. After getting the infighting going, I grab the Blue Key
and head back to the start. Through the Blue Key door is a line that releases eight more
Arch-Viles. Here's the easy to miss trigger that I mentioned. It's only on the far side
of the teleporter, I guess because they just couldn't live without those scrolling
textures on the other three sides. What's worse, if you accidentally teleport you'll have
to start over, because there's no way back and the Arch-Viles often teleport to the
starting area; just...plain...stupid. Anyway, now it's back through a sizable hoard of
monsters to finish off the Spider Masterminds while I wait for the Arch-Viles to teleport
in. This leads to what is easily the most impressive battle in the demo; perhaps, even,
the most impressive I've ever constructed. Yes, it's that cool. Half the time you can
barely see what's happening due to the Arch-Vile flames covering my vision. Needless to
say, if you actually want to Max this level without the aid of TAS, this strategy is
virtual suicide. I make a quick stop to kill the Revenants from the first area, then it's
off to the last half of the level.
First up we have yet another Cyberdemon in a very small area. Rather than go through the
whole pillar sequence, I just straferun from the second pillar to the final one, then all
the way back to the lowering wall to release the next wave of monsters before I kill the
Cyberdemon. After killing a few Cacodemons and PEs I move into the tunnel for the Spectre
trap to kill some time while more monsters teleport in. After finishing off the remaining
Cacodemons and PEs (another pretty cool battle) I go through the tunnel to the staircase
room. Making the jump to the rising staircase is absolutely critical; without it, the
Arch-Vile bridge is even more of a nightmare. The Chaingunners need to be removed from
that particular equation since I want to crush some of the Arch-Viles. To that end, I
wake them up and go off to kill more monsters while they wander out of the crusher. As an
aside, those two Arch-Viles on the staircase can be surprisingly lethal since you have to
be so close to trigger the platform. At this point I return through the tunnel to kill
the sole survivor of the last battle: a Lost Soul that wanted to wander the closet
instead of coming out to play. I lose around ten seconds here.
Back at the Arch-Vile bridge, I lose a few more seconds waiting for the slow crusher.
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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/doom2/2657/squadron.zip
Demo File Link: https://dsdarchive.com/files/demos/squadron/22573/sq22x948.zip
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