Ultimate Doom Speedrun - Episode 1 UV-Max - 16:17

kuckkuck3
kuckkuck3
2.8 هزار بار بازدید - 7 ماه پیش - Level: Level Name Time (PB)
Level: Level Name Time (PB) E1M1: Hanger 0:28.94 (0:25.26) E1M2: Nuclear Plant 1:34.40 (1:31.54) E1M3: Toxin Refinery 2:31.94 (2:27.51) E1M9: Military Base 1:43.11 (1:38.31) E1M4: Command Control 1:44.89 (1:29.97) E1M5: Phobos Lab 2:06.91 (2:04.71) E1M6: Central Processing 2:56.69 (2:42.89) E1M7: Computer Station 2:29.40 (2:25.17) E1M8: Phobos Anomaly 0:46.54 (0:43.00) Comment: 1 minute and 20 second improvement over Bainshee's record. I can't push this further and even if I tried, it would be very frustrating, because I feel like that runs of this length have good RNG always offset by bad RNG down the road. My first successful exit was 16:28, which on it's own is great time and decided to improve it a bit. Turns out that was a big mistake. Couple days later I got 16:20, where I messed up E1M8 and exited at exactly 0:50.00, tic off the sub 16:20. Improvement of just mere 3 seconds took me another 10 days LOL. I've made some small changes when it comes to weapon usage and route. Using rockets at E1M4, less at E1M6 little chaingun changes here and there. I tried to stick to the route of IL, which was frustrating at some places especially at E1M6, which caused me some rage-inducing deaths, including one, that was on a pace for 16:05, possibly even sub 16, if the last two levels went right. Now for some words about the levels themselves: E1M1: My objective was to start attempts with time 29s or less, which became chore, especially when I had a streak of 100 attempts, when I couldn't enter the second level. I got 25 seconds 4 times, unfortunately nothing came of those. E1M2: Very good time. The imp at the start can take extra 2-3 seconds, if he doesn't go down, similarly imp at the end can block you, costing another 2 seconds. The computer labyrinth part will probably give me a carpal tunnel. E1M3: Not much to say about this level. It's played the same as the previous records, I just improved movement and shooting. E1M9: This level pissed me off when I played it IL, it pisses me off again. The main problem this time however, is the star teleporter room which can completely screw you over, that either everything teleports slowly, or monsters stay there and won't come out, preferably both. I had some hillarious attempts, where like 7 monsters were there. If I get bad time here, I'm not mad, since I have no control here. E1M4: The only time in this level I'm genuinely dissapointed about. Even at worst I usually manage to scramble at least sub 1:40. Start went smoothly until the blue door. Bad rocket shots + bad pinkies + one of them went into hiding and appeared after I switched to shotgun. E1M5: Slightly bad start (probably still mad after previous level), but resulted in excellent time in the end. E1M6: This level is the bottleneck of the later part and also loses (saves) the most time in the entire run. Red key arena had incooperative shotgunner, bad barrel management, then bad shotgun aim and I had to return to yellow door to kill a pinky later (I didn't even wake him up and looked for him xdd). Then the final arena, which I play like a maniac and can easily result in facerocket and death. For what it's worth, 2:56 is okay. E1M7: Similar route as IL. Different parts include the lift to the red key (I'm not playing that like in 2:11 so far into the run), checking the blue corridor for stragglers and sniping monsters from outside standing at the window. This attempt has hilariously bad bullet management, which can be seen at the end, when I was so desperate, that I collected clips from zombiemen :D E1M8: The hardest part is the stress, the final jump and the facerocket I need to do, so I don't kill myself, but enough, to die quickly in the final room. The sum of my PB is 15:24. Sub 16 would require everything to come together correctly + consistent execution across the entire run, which is probably not happening.
7 ماه پیش در تاریخ 1402/12/26 منتشر شده است.
2,833 بـار بازدید شده
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