Doom II: Hell on Earth - Walk Only + Pacifist [TAS]
This is a Tool-Assisted Speedrun!
Runner: Zero-Master
Date: 2023-10-03
IWAD:
Category: UV Stroller TAS
Map: 1-30
Source Port: DSDA-Doom
Time: 1:16:58
Description:
Have you ever wondered if you could simply walk into map 30 and destroy the icon of sin, all while never harming a monster? Well, wonder no more as I’ve yet again wasted my time trying to dodge projectiles lots of hitscanners that are directly in front of me and applied the Arch-Vile Space Launch Program.
The stroller category is walk only, no strafing and pacifist, I also try to take damage as few times as possible.
I take damage on 5 levels:
Map 06: Impossible to reach the switch that lowers blue key elevator without damage boost, no invulnerability available either.
Map 25: Damage floor is too long after mega sphere room. The damage floor leading to the center area can be avoided by building momentum against a monster and running inside the bloodfall area, but would require a lot of work to do. No radsuit or invulnerability available.
Map 26: Damage floor is too long again after red key door, could avoid it on the way back though. Rad suit is available on the level, but is also impossible to reach without taking damage from the floor.
Map 29: Impossible to get past the 3 barriers near the end without a damage boost.
Map 30: Only level damage from monsters is required.
Tools used: 2xIDDT, frame by frame building, rewinding and segmenting, slow-motion (mostly 35% and 50%), coordinates and disabled pain palettte. Valid inputs and pacifist is verified by the source port.
Also several times I have probably been saved by the blockmap bug.
Thanks to Kraflab for DSDA-Doom and Napsalm for the HUD settings.
Map comments:
Map 01: Easy enough.
Map 02: Hitscan everywhere, fortunately it’s not too bad as they also infight easily.
Map 03: Blue key section was rough, not much room to move around.
Map 04: Didn’t expect the imps at blue key being so annoying to get past.
Map 07: Switch press trick to exit immediately.
Map 09: “This level doesn’t look that bad“ oh boy, what a nightmare this one was. The moment I got to the rad suit I realized I’ve messed up bad thinking this would be simple. Getting from the switch to the platform in time is really close with no monsters around, but here there’s lots of monsters with little opportunity to cause infighting. Massive amount of work manipulating the monsters to somehow give me enough space to make both platforms in time.
Map 11: Another level I underestimated, the start is really rough, especially the arachnotrons as their projectiles are so quick. Then I discovered that the spectres are actually stuck by red key bridge switch, but fortunately it doesn’t take too much effort to clear them with infighting.
Map 14: This map seems quite difficult, but I got past everything rather quickly.
Map 15: Easier to go with the secret exit here.
Map 31: Decided I might as well include map 32 this time.
Map 17: I knew this level was going to be rough, the start went ok, but the worst part is beyond the yellow key barrier. The 2 jumps you have to make here are extremely precise, if they were 0.5 units longer then they would have been impossible without a damage boost. Lots more infighting and I decided to take a couple of cacodemons with me to try and deal with the arachnotron up top.
Map 20: Also underestimated this one, the hitscanners after the teleporter were awful to deal with. Fortunately I could activate the teleporter elevator before going through, if not I would have needed to drag a cacodemon all the way to the tower to clear them out first.
Map 22: This one was easier than expected, spectres provided good cover from all the chaingunners when they infight while the revenant dealt with the rest. Didn’t need to kill the chaingunner at red key, but I wasn’t sure if I was returning the same way I came in.
Map 23: Easy, unfortunately 1 barrel was harmed in the making of this demo.
Map 24: Spent probably 10 minutes thinking this level was impossible to do without taking damage, just completely forgot that there is a normal route that allows you to avoid the damage floors. Also brought a lost soul with me into the red key room in case it was easier to activate a linedef to lower the platform.
Map 30: Much easier to get the arch-viles this time, lots of rewind just before the spawn cube using the automap to easily confirm what monster spawned made it a much smoother. What was not easier was exiting the level. Without running you wouldn’t be able to stand on the elevator for long enough on the way up as that was barely possible with normal movement speed. So here I have to launch myself off from the second level and somehow be able to enter the hole while having enough arch-viles attacking me afterwards. Took a few hours to get 33 viles (3 more than last time) and clear out the monsters to make the path clear, then several more hours before I finally managed to make it work. By far the hardest level.
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