Doom 2 MAP20 (Gotcha!) UV Fast
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- Опубліковано 26 лют 2023
- Sourceport: DSDA-Doom v0.25.2cl2
Doom Speed Demo Archive: dsdarchive.com
365 attempts, beating an old record of 2003 from Method in 4m01s.
I forgot how Doom 2 level design is chaotic! Some weird secondary areas and choices (for example, why is that BFG not a secret and why do you have to shoot at the red wall through the window to reveal it?).
Anyways, one main concern is taking down the cyberdemon. With fast monsters, it literally obliterates the mastermind without taking too much damage. Rockets do the trick and you can even use the cyberdemon to kill the baron behind the door. Lost souls can be extremely annoying at the BFG area, I often died while waiting for the platform to raise. The last room is quite troublesome and I wanted to save as many BFG shots as possible to deal with it.
I don't know how faster this could be, especially considering that Looper has an amazing UV Max demo in 2m28s! Though in their demo, the cyberdemon almost dies from the mastermind, that's one huge difference... Hey, in any case, free index :) - Ігри
0:41 cyber's always trying to ruin speedrunning careers
Ahah don't worry, it bullied me quite much :p
Hey bud, nice strats ! That rocket fired through the torch hurt my brain, even if I know it's harmless :)
It's pretty common for the cyberdemon to die to the mastermind in UV-max because it gets stunlocked. But in UV-fast since it's constantly shooting the spider doesn't stand a chance lol
you are an experienced Doom player... good
365 attempts?!?!?! Holly crap!!!
Good job
In this Map the following happened to me, both bosses; they killed each other!
Really well done! Is it any different than the UV max routing?
Thanks :) It's quite different than Looper's UV Max indeed, for example they don't even grab the rocket launcher!! The cyberdemon almost dies from infighting the mastermind and they just kill it later with one super shotgun shot. Overall it's more agressive since regular UV allows it, not really UV fast though!
For some reason DSDA-Doom feels really weird compared to something like GZDoom or even Chocolate Doom. It feels really “elastic”, like the movement is completely off, instead of being responsive it feels elastic and with input-lag, like it takes time for doomguy to start moving and change directions (giving it the sluggish “elastic” feel) and same thing with the mouse movement, it’s just off. Have you encountered this issue at all? It makes it really hard for me to speedrun using this sourceport.
í guess you turned vsync on?
@@CyberSZ No. It was much dumber than that. I’m on Linux and I was using Wayland instead of X11. Don’t worry if you don’t know what that is, basically I was an idiot.
This is very scary, how can you play this game?
Infallible!
Man you are going 90 miles per hour lol 😂
Doomguy is moving extremely fast yeah :) Good old FPS
I hate those things shooting rockets they always take so much damage
2:58 LOL
Ah, yeah, nice telefrag :p
Even with assistance the spider demon loss. What a waste of a good character design
Close range she always beats the cyber
0:53 ?????
Depending on engine decorations are no clipping
And they are by default (they are only a few pixels high technically) so this is actually entirely valid.
the only way to play doom is UV + fast monsters, those who don't are babies
I am baby, sunlust and stuff like okuplok are insane with fast monsters, tbh im not even good enough to beat sunlust maps on uv even HMP can be really tough at times those maps are brilliant in terms of design.
fyi this is UVMAX
Not exactly, it's UV Fast, which is UV Max with fast monsters enabled
Ok i was thinking the same « why he is shooting Cyber, it’s UV Fast » 😅 great run !
👍👍👍👍👍👍👍👍👍👍