Ultimate Doom E3M7 'Limbo' No Damage Completion, with Live Commentary & Outtakes.

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Published on ● Video Link: https://www.youtube.com/watch?v=zB24L6T-6U8



Doom
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Doom (1993)
Duration: 21:06
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0:00 Intro & Attempt #1
0:40 Attempt #2
0:47 Attempt #7
1:00 Attempt #9
3:30 Just a tic
4:40 Barren baron room
7:00 No show shotgunner
9:15 Behind the scenes
11:00 Limbo
13:15 Show's over
15:00 Tracers & tomatoes
16:15 Lost souls & lost time
18:30 Outro

#Limbo#Reality#UltimateDoom

This video comprises one successful demo and three outtakes for the challenge of scoring all monsters, items and secrets on Ultimate Doom's E3M7 'Limbo' from a pistol start without taking any damage whatsoever. There is commentary throughout the video, mostly recorded live as I played.

Thanks to Decino for his video 'How the BFG9000 Works', available at    • How the BFG9000 Works  
Also, thanks to Coincident for the transparent Doom logo in the thumbnail.

More than any other map so far, this one shows how far my No Damage tactics have improved since 2019. In 2019, I quite understandably regarded Limbo as borderline impossible but in 2021 my new strategy involves straferunning to get away from the initial shotgun guys more reliably, tic counting to almost eliminate risk from the damaging blood floors and some cunning use of BFG tracers to kill the monsters near the exit safely.
My successful run includes a rather long wait for a shotgun guy which isn't even supposed to get activated until later - let me know in the comments if you understand the so-called 'line of sight' bug, which also affects a pinky in the megaarmour secret.
For the tic counting after picking up the blue key, I am using the clock to avoid the one tic that I touch the blood floor being a pain tic, or multiple of 32 tics on the game clock.
From my standard starting position, moving at 18 seconds more than a multiple of 32 seconds is ideal (15 tics leeway either way), but anything within, say, 6 tics either way would still leave nearly 10 tics of safety so is fine. By the rule that 1 second = 3 tics mod 32, 18 seconds = 54 tics = 54 - 32 = 22 tics mod 32. Hence anything from 16 to 28 tics mod 32 is still absolutely fine. Using the 1 second = 3 tics mod 32 rule gives (all equations are modulo 32):
6 seconds = 18 tics
7 seconds = 21 tics
8 seconds = 24 tics
9 seconds = 27 tics
16 seconds = 48 tics = 16 tics (subtracting 32 makes no difference)
17 seconds = 51 tics = 19 tics
18 seconds = 54 tics = 22 tics
19 seconds = 57 tics = 25 tics
20 seconds = 60 tics = 28 tics
27 seconds = 81 tics = 17 tics (subtracting 64 = 2 x 32 makes no difference)
28 seconds = 84 tics = 20 tics
29 seconds = 87 tics = 23 tics
30 seconds = 90 tics = 26 tics
So although I went at 2:58 = 18 seconds mod 32 in the successful run, I could have also used
2:46, 2:47, 2:48, 2:49, 2:56, 2:57, 2:59, 3:00, 3:07, 3:08, 3:09 or 3:10, for example. However although failure may seem impossible, it is still important to remember that it is the whole second we are aiming for so you need to choose a 'good' time from the list and count the seconds before moving as the clock reaches that second. Going at a random time gives you a 1 in 32 chance of being hurt.




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