Maps: 01-03
Demo Date: 8/17/2021
Attempts: ~1050 (see below)
Finally got this done. After going at this run hard for a month in late June and early July, I took a bit of a hiatus from the run. I put in about 900 attempts in that first session where I was still using PrBoom+ 2.5.1.5, and when I resumed attempts on this a couple of days ago in Dsda-Doom 0.19.7, it took 155 more attempts.
After coming back to this, I surprisingly was doing just as well if not better than before the break. I believe this run marked the 8th Map03 appearance in 155 attempts, which is a really high percentage of attempts making it to Map03. The run as a whole is pretty optimized in terms of safe/most consistent strats, I believe. Fortunately, even with the most consistent strats I could find, the times for each level are relatively good.
Map Notes:
Map01 - I have probably beaten this map now more times than Zzul ever imagined :D. The first fight before the walls open up the rest of the map is annoying and the cause of 95% of deaths in the map. It's sorta luck based (specifically when I weave through the barons and cybers in the center). Just in probably the last 50-75 attempts I did for the run I found a more consistent method of cutting through the revenants for the first few sweeps around the imp side of the map. The map as a whole is just about getting the movement patterns down. If you get those down, the map goes down easy. 12:5X is an alright time. 12:3X is pretty good, and 12:2X or 12:1X is superb.
Map02 - Actually maybe the map that frustrated me least. Imp fight is completely neutered. Platforming I got really consistent. 2x2 fight is interesting since many players point to it as being one of their most hated fights. I used to hate it too until I found the D2All strat for it. You can prefire up to 4 and maybe 5 BFG balls before entering the teleporter to the fight, but in testing, I found 2 to be optimal because of when the prefired BFG tracers hit the revs. More than 2 lead to the revenants being hit at the wrong time and they all fire at you right as you're running at them and it usually kills you. 2 prefired shots allows you to be running away from the revs that get hit by the prefired tracers so you won't get blasted by them. Another tip for this fight is to focus on killing the revs first, and to generally stay along the outside ring. The archvile horde is just something you have to play well at. If you know how to deal with archvile hordes, then this is no different, except it's pretty hard.
Map03 - I used the Ancalagon route since it's safer imo. Only the Basement and Finale are still pretty hard.
Timestamps:
Map01: 0:00
Starting Skirmish: 0:06
Unleashing the Hordes: 1:50
Archvile Rendezvous Points: 5:55
1 Million Cybers and Revs Finale: 8:35
Map02: 12:55
Imp Fight: 13:03
Platforming: 14:10
2x2 Fight: 16:45
Archvile Horde: 17:33
10 Cyber Finale: 18:04
Map03: 19:52
Opening Rev Horde: 20:00
Secret BFG Fight: 21:43
Platforming Fight: 23:27
Box Fight: 24:18
RC Switch Fight: 26:28
The Basement: 27:16
Trench Fight: 30:26
Finale Part 1: 31:26
Finale Part 2: 33:10
Difficulty: 11/10
Enigma/Secrecy Factor: 3/10
Gameplay/Combat: Calculated & Instinctual
Aesthetics: 7/10
Midi Selections (original): 3/10
Overall: 7.5/10
Dimensions: [ Ссылка ]
Yes, I changed the music once again. I forgot to change the SWTW music for the intermission and I also forgot that Map03 was still blue in this copy of the wad I made. Don't feel like viddumping again though :\
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