Ultimate Doom: Knee-Deep in the Dead (Episode 1) - Ultra-Violence Speedrun in 3:08 [TAS]

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Doom
Game:
Doom (1993)
Category:
Show
Duration: 4:25
68,589 views
2,314


This is a Tool-Assisted Speedrun!

Runner: Zero-Master
Date: 2021-06-18
IWAD: Doom.wad
Category: UV-Speed TAS
Map: Episode 1 (E1M1-E1M8)
Source Port (demo): XDRE v2.21
Source Port (video): PrBoom Plus v2.5.1.5
Time: 3:08
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Level Map - Time
Hangar E1M1 - 0:07.97
Nuclear Plant E1M2 - 0:17.97
Toxin Refinery E1M3 - 0:29.97
Command Control E1M4 - 0:10.77
Phobos Lab E1M5 - 0:28.94
Central Processing E1M6 - 0:35.97
Computer Station E1M7 - 0:51.94
Phobos Anomaly E1M8 - 0:11.23
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Description:
This is a built demo, meaning each of the 7339 frames were entered manually. Some sections take quite a bit of effort to get right for several reasons including: monster manipulation, wallruns and momentum conservation, linedef skips, void glides and other misc things.

I've been wanting to do an episode 1 TAS for a long time, because some time ago I discovered some new tricks that wouldn't be useful outside of a TAS.

E1M1: First I had to overcome the roadblock which is E1M1 in 7 seconds. Incredibly annoying to pull off, the wallruns at the start were hard to get right and getting around the monsters in the acid room was very time consuming. Fortunately I had no trouble grabbing the shotgun once I did manage to get to the second last door quick enough.

E1M2: The start was difficult, getting the wallruns and getting to the red key... but worst of all was going down those stairs, took so much effort to get it looking ok. I then had massive issues getting past some of the zombieguys for some reason, the rest was easy fortunately, only needed a lot of re rolls to get the needed monster movement in the last room.

E1M3: Figured the most difficult parts were done after E1M1, even thinking I could perhaps save 2 seconds on this level... but no, making it to the blue key was not too bad, but getting back through the hallway was absolute hell. Hallway blocked by imps, couldn't keep good momentum going through the hitscanners, if I could get through I would get blocked by the shotgunner by the door, and if I got past him I got blocked by the spectre instead. Eventually I managed to get through, but then I had an imp infront of the fence blocking a wallrun, and having lost too much time already I had to go back and re roll again.

E1M4: I saw no way of saving a second on this level. 9 seconds would be easy if you could somehow get the pinky to open the door for you, so who knows.

E1M5: It took a little bit of time to get the start smoothly, then once I was going to go up the stairs I was getting blocked by the imp and zombieguy. I had no ways of manipulating them so I ended up running around the imp at the bottom of the stairs so I could shoot earlier upstairs. I got all the way to the rocket launcher without any trouble and I was surprised that I finally had some luck going my way. Of course the door into the next area was closed and nothing was even close to opening that door. I decided to go again and the part where I was frustrated with the imp and zombieguy blocking my path no longer mattered, as I needed to get close to the window to wake up some monsters to open the door for me and so running around the zombieguy was fine.

Getting up to the secret area went rather smoothly, I think I got lucky by getting past the pinkies with some nice momentum so easily, but I dunno, could probably have been faster. Then there's the new E1M5 trick, going out of bounds and back in bounds almost immediately to save roughly 5 seconds total.

E1M6: I start with a linedef skip on the lowering wall and use a shotgunner to block it on the way back. I manage to reach yellow key a bit more quickly with the rocket launcher from E1M5, and then I use the new skip to go through the fence and save over a second. Some crazy speed, maxed out at 30 in both x and y direction and it lasts quite a while since I'm in the air.

E1M7: Thought this level would be easy and I'd get through it quickly... that probably would have been true if I didn't decide to go for a second improvement. The 3 areas that consumed the most time was the hallway after the big lift on the way to red key, the red key area and the entire last area. I wasn't expecting a couple of shotgunners to idle on the elevator, I was planning on firing a rocket towards the imps in the last area which would have been a massive help considering how long time that took to do, but that didn't look possible without losing time.

E1M8: Uses a void glide which is similar to E1M5, and with the more recent nomonsters trick it saves a lot of time by not having to wait for the pinky to do the void glide and it also being a more direct route to the exit.

More of my Tool-Assisted Speedruns can be found here: https://www.youtube.com/playlist?list=PLSY2ZP_tOA_jO9bfmslJBjBdQJ55CwfzM

Thanks for watching!




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Tags:
Ultimate Doom
Speedrun
World Record
WR
aany%
tas
tool-assisted speedrun
UV
ultra violence



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