Ultimate Doom Episode 3 UV Speed + Reality World Record Speedrun, With Live Commentary & Outtake(s).
0:00 Intro
0:35 Attempt #160
0:55 Attempt #161: Hell Keep Running
2:15 Slough Get Out Of There
5:15 Pandemoni-vroom
6:55 House Of Gain
9:40 Unholy Dash-edral
11:15 Mount In-a-rush
13:00 No Wait For Limbo
16:35 Bliss
17:15 Outro
#Reality #Inferno #Commentary
This video comprises one successful World Record demo and clips of two outtakes for the challenge of reaching the exit of Ultimate Doom's Episode 3 'Inferno' playing continuously from E3M1 to E3M8 without taking any damage at speed, also known as UV Speed + Reality.
There is commentary throughout, some of which was recorded live as I played, which is the first time I have included live commentary in a speedrunning video.
A 'Live' icon appears at the top right corner to indicate live comments, otherwise the commentary you hear was added after the gameplay.
So I have celebrated two years of PJ Plays Doom by recording my first episodic speedrun. It won't be my last because I have already identified potential for improving the route substantially on a few of the maps but I'll wait a while before smashing this record time, which is the first demo of it's kind to go on the DSDA - Doom Speed Demos Archive, where speedrunning records are maintained:
https://dsdarchive.com/wads/doom/leaderboard?category=UV Speed
Experimenting with different routes was difficult because the ammo I collect (or not) in one map affects later maps. I quite like how tight my supplies of rockets and plasma are - I always have enough, but only just!
A damaging floor can hurt you if you are standing on it (not in the air over it) at a multiple of 32 tics on the individual map clock.
The eagle-eyed viewers may notice that the tic counting setup I used for the jump to the cacodemon in E3M7 differs from that used when pistol starting the map for No Damage. This isn't because episode runs affect the calculations -- the individual map time dictates when damaging floors can hurt you -- rather the speedrunning mentality demanded a setup that does not require so much precision. Instead of carefully timing demos in slow motion as I usually do, I relied on trial and error to get something that worked consistently.
Standing in a certain starting position and moving in a consistent direction can ensure that when I watch the clock to move as the time reaches a certain whole second, I will land on the poisonous blood (on E3M7) just after it would have hurt me, so that I have 20+ tics of safe time to reach the non-damaging floor near the cacodemon.
Thanks again to Coincident for the transparent logo in the thumbnail.
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