Zero-Master

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  1. pluvmax_zm.txt:
  2. --------------------------------------------------------
  3. Plutonia UV-Max Demo Pack
  4. Runner: Zero-Master
  5. Date: August 2021
  6. IWAD: Plutonia.wad
  7. Category: UV-Max
  8. Sourceport: Crispy Doom v5.9.2
  9. Total Time: 1:31:14
  10. Total Time Saved: 3:14
  11. Total attempts = 4113
  12. ############################################################################################
  13. |Level | Level Name |New Record|Old Record|Difference|Attempts|Quality|Enjoyment|
  14. --------------------------------------------------------------------------------------------
  15. |Map 01|Congo | 1:51 | 1:54 | -0:03 | 37 | :)) | :) |
  16. |Map 02|Well of Souls | 1:55 | 1:56 | -0:01 | 441 | :)) | :) |
  17. |Map 03|Aztec | 3:10 | 3:12 | -0:02 | 129 | :| | :(( |
  18. |Map 04|Caged | 2:19 | 2:21 | -0:02 | 117 | :| | :)) |
  19. |Map 05|Ghost Town | 2:05 | 2:11 | -0:06 | 77 | :) | :) |
  20. |Map 06|Baron's Lair | 2:36 | 2:37 | -0:01 | 14 | :( | :)) |
  21. |Map 07|Caughtyard | 1:27 | 1:29 | -0:02 | 129 | :( | :)) |
  22. |Map 08|Realm | 3:20 | 3:23 | -0:03 | 277 | :| | :(( |
  23. |Map 09|Abattoire | 2:58 | 3:01 | -0:03 | 191 | :) | :| |
  24. |Map 10|Onslaught | 2:27 | 2:31 | -0:04 | 125 | :( | :)) |
  25. |Map 11|Hunted | 2:25 | 2:27 | -0:02 | 160 | :) | :)) |
  26. |Map 12|Speed | 4:12 | 4:21 | -0:09 | 165 | :| | :) |
  27. |Map 13|The Crypt | 2:20 | 2:30 | -0:10 | 12 | :) | :) |
  28. |Map 14|Genesis | 2:08 | 2:10 | -0:02 | 42 | :| | :) |
  29. |Map 15|The Twilight | 2:08 | 2:12 | -0:04 | 49 | :( | :)) |
  30. |Map 31|Cyberden | 4:07 | 4:19 | -0:12 | 8 | :( | :(( |
  31. |Map 32|Go 2 It | 2:52 | 2:54 | -0:02 | 592 | :) | :) |
  32. |Map 16|The Omen | 1:52 | 2:01 | -0:09 |332(263)| :| | :| |
  33. |Map 17|Compound | 1:46 | 1:47 | -0:01 | 82 | :( | :) |
  34. |Map 18|Neurosphere | 1:28 | 1:30 | -0:02 | 70 | :| | :)) |
  35. |Map 19|NME | 1:35 | 1:39 | -0:04 | 56(19) | :)) | :) |
  36. |Map 20|The Death Domain | 3:02 | 3:07 | -0:05 | 142 | :)) | :( |
  37. |Map 21|Slayer | 1:49 | 1:50 | -0:01 | 2 | :( | :) |
  38. |Map 22|Impossible Mission | 4:36 | 5:08 | -0:32 | 18 | :( | :| |
  39. |Map 23|Tombstone | 5:40 | 5:46 | -0:06 | 30 | :( | :) |
  40. |Map 24|The Final Frontier | 2:38 | 2:56 | -0:18 | 17 | :(( | :) |
  41. |Map 25|The Temple of Darkness | 3:03 | 3:10 | -0:07 | 103 | :) | :) |
  42. |Map 26|Bunker | 5:36 | 5:48 | -0:12 | 6 | :( | :) |
  43. |Map 27|Anti-Christ | 1:46 | 1:53 | -0:07 |500(171)| :)) | :)) |
  44. |Map 28|The Sewers | 4:51 | 4:54 | -0:03 | 3 | :( | :(( |
  45. |Map 29|Odyssey of Noises | 6:32 | 6:42 | -0:10 | 19 | :(( | :(( |
  46. |Map 30|The Gateway of Hell | 0:40 | 0:49 | -0:09 | 168 | :| | :( |
  47. ############################################################################################
  48. Number in brackets were attempts on a new route.
  49. All records were improved only once.
  50. Quality / Enjoyment:
  51. :)) = lucky and very happy with the time / an excellent level to run.
  52. :) = happy with the time / pretty ok level to run.
  53. :| = what I'd expect / eh.
  54. :( = could easily be better / could have been worse.
  55. :(( = should have done better (bad route or bad luck) / pain, this level sucks to run.
  56.  
  57. Decided to first give Map 01 UV-Max a try and to my surprise I managed to improve the time by as much as 3 seconds in very few attempts. Map 01 is usually the most optimized so I figured I could make quick work of many of the other levels as well. Of course I expeceted some to be a lot more difficult to beat, but nothing too crazy.
  58.  
  59. Order of completing the maxes: 01,09,16,03,10,21,14,15,04,18,29,30,17,19,24,22,20,05,11,26,07,12,28,13,31,08,27,25,06,23,32,02
  60.  
  61. Copy from vile's 30pl txt as it applies here:
  62. "Advanced hud used.
  63. Skips monsters and secrets allowed by old Compet-N rules:
  64. - 4 archviles at the end of MAP11
  65. - 1 secret in MAP26 (teleporter to megasphere on transparent column)
  66. - 1 chaingunner + 1 archvile in MAP27, though I killed the chaingunner once"
  67.  
  68. Level descriptions, usually written right after completing each level:
  69. ------------------------------------------------------------------------------------------------------------------
  70. pl01:
  71. Description:
  72. Ok level to run, requires a bit of luck now to improve.
  73.  
  74. Route:
  75. Nothing new here, just some variation in rocket use. Could maybe save a bit of time by skipping mega armor + backpack if you want to risk it.
  76. Should have used SSG on the 2nd chaingunner at red key, also should probably just fire 4-5 rockets on the arch-vile first instead of 2x3 like I did.
  77.  
  78. Demo:
  79. Good start with the shotgunners, arch-vile room was quite good, but I missed the double chaingunners afterwards.
  80. Rocket launcher area was really bad, a couple of missed shots, so the start so far isn't very good.
  81. Got 1 of the chaingunners before entering red key area which is nice.
  82. Got the next chaingunner and telefrag on revenant without issues.
  83. 3 rocket mancubus was nice, then infighting between 2nd chaingunner and pain elemental was very good.
  84. Fired 3 rockets on arch-vile which did good damage, lucky to have the vile in front when I didn't kill the chaingunner.
  85. Blue key room was very good, 5 out of 6 imps and last imp was low on health, 1 chaingunner nearly dead to infighting.
  86. Fired a rocket too many on the arch-vile, but you never know when he will survive or the rocket will just miss.
  87. Exit area went quite well, had an extra rocket that I used on the chaingunners which was perfect since I didn't manage to kill them all in 2 rockets.
  88. SSG to finish off the mancs, no .00 time and a 3 second improvement in 37 attempts, incredible and very lucky to get this so soon.
  89.  
  90. So about 3 wasted SSG shots, could save a rocket at red key by switching to SSG to kill 2nd chaingunner and save another rocket on arch-vile (and get lucky with 2 rockets on chaingunners at the exit area) would save maybe 2 seconds on the final mancs by using rockets instead of SSG.
  91.  
  92. Misc:
  93. Only 37 attempts! I had many more attempts going for 1:59 some years ago.
  94. ------------------------------------------------------------------------------------------------------------------
  95. pl02:
  96. Description:
  97. This was my 32nd and last max for plutonia, a completely luck based run that has gone back and forth between j4rio and ancalagon, it doesn't get any worse than that. Not the most annoying level to run though, most of it comes from how difficult it is to improve.
  98.  
  99. Route:
  100. I only open the hellknight/spectres closet first, then I let out the chaingunners on the next run through so that they are all gathered around that and can infight. You can get some crazy damage on the hell knights if you can get them to fight you instead and keep the chaingunners in the back.
  101. I struggled a lot with consitency in the final fight, absurd how ancalagon has a perfect fight there, getting the cacodemons to die in 2 shots seemed impossible (I assume because of unfortunate blockmap position). So I changed things up a bit, and only fire SSG once on 1 of the revenants before grabbing both health packs and running straight into the other teleporter. The timing is usually good, at least much better than the other side for me personally, and I get to land a good hit on 1 of the cacodemons.
  102.  
  103. Demo:
  104. Pretty good start until I needed 7 instead of 6 SSG shots on the revenants by yellow key, and then missed the chaingunner. If I don't miss the chaingunner I can maybe kill a spectre after the teleport.
  105. I think this was my only attempt where the baron just died to the crushers, thankfully I didn't waste it.
  106. A real shame about the missed SSG shot on the last revenant, lost 2 seconds to that, cacodemons were ok though.
  107. I think I had an attempt faster by a couple of seconds going into the final fight, but I fell off the bridge.
  108.  
  109. Misc:
  110. 441 attempts, half of them die to the chaingunner at the start, felt like less than 10% of my runs get past yellow key with a good enough time, but I'm not sure.
  111. ------------------------------------------------------------------------------------------------------------------
  112. pl03:
  113. Description:
  114. What an annoying run this is. Landing rockets on the pain elemental, curved hallways, trying to get infighting going, awful.
  115.  
  116. Route:
  117. You can do the glide while you kill the revenant, usually I'm afraid to try it as I just wanted the record.
  118.  
  119. Demo:
  120. This run was terrible, I've been several seconds faster going to the red key and the baron wasted several more seconds.
  121. Ammo management was pretty bad too, had 1-2 rockts more than I thought I'd have at the end and I wasted 1 of them.
  122. Did the glide after killing the revenant, a bit slow so didn't save much time.
  123.  
  124. Misc:
  125. 129 attempts, sub 3:00 shouldn't be too difficult.
  126. ------------------------------------------------------------------------------------------------------------------
  127. pl04:
  128. Description:
  129. Fun level, except the spectres of course.
  130.  
  131. Route:
  132. I don't fire at the start so I can easily make the jump to plasma rifle most the time.
  133. Try to close the yellow key door so I can get back out quicker.
  134. SSG instead of fists on the revenant as I skip the berserk.
  135. A few rockets on the 5 spectres, I usually waste some time looking around for them as they are hard to see.
  136.  
  137. Demo:
  138. I didn't even see the last spectre, I just noticed the lost soul was busy infighting something infront of him.
  139. No idea what I'm doing when I go for mega armor secret, wasted a few runs on not knowing which weapons to use, not to mention time on every run that gets there. Luckily there was hardly anything there in this attempt.
  140. Such a shame I wasted 4-5 seconds at the end, needless to say this could be improved.
  141.  
  142. Misc:
  143. 117 attempts, felt like I had nearly 10 attempts that were close.
  144. ------------------------------------------------------------------------------------------------------------------
  145. pl05:
  146. Description:
  147. This map was fun, it's very straightforward so it's mostly luck though.
  148.  
  149. Route:
  150. Grabbing the last 10 rockets could probably be done better, and maybe there are other route improvements, didn't check myself, so sub 2:00 probably isn't too difficult.
  151.  
  152. Demo:
  153. "oh shit, this is it!" getting attempts going past the minute mark happens quite often, then I take one look at the pack of revenants
  154. waiting at the entrance to the blue key area and I know it's over. If there aren't a ton of revs waiting for me then there's a chance,
  155. but I never had a run until this one where the spidermastermind actually died quickly, so I was taken by surprise when it did.
  156. Lost a second at the start to having to shoot twice on the chaingunner and like 3 seconds to bad SSG shots.
  157. Glad I didn't screw up the ending, of course surviving the last arch-vile was pure luck.
  158.  
  159. Misc:
  160. 77 attempts.
  161. ------------------------------------------------------------------------------------------------------------------
  162. pl06:
  163. Description:
  164. 29th max, I was a bit worried this one would be difficult to beat, but a new route and it was no problem. Fun level to run, just spam rockets and plasma and luck isn't a big factor, also lots of health and armor.
  165.  
  166. Route:
  167. Rush the red key and wake everything up in blue key room before going back to clean up the red key room. This way you get more splash damage and you don't have to wait around for teleports. Loses some time having to backtrack like that of course, but I think this is better considering how easily I managed to improve the time.
  168.  
  169. Demo:
  170. Ammo management was really poor (mostly because I didn't pick up all the cells), so not enough cells to kill the cyberdemon, fortunatly he died to the SSG without having to wait around.
  171. Felt like I wasted a lot of time in blue key room, going for the secrets while killing the cacodemons and pain elementals would probably be ideal, maybe open them up the first time you run in there.
  172.  
  173. Misc:
  174. 14 attempts, half of them I reset because I didn't hit the switches at the start.
  175. ------------------------------------------------------------------------------------------------------------------
  176. pl07:
  177. Description:
  178. I was expecting this to be one of the more difficult ones, but the record was a bit old, so those shouldn't be a problem.
  179.  
  180. Route:
  181. New route which is to rush the arachnotrons with the rocket launcher and then kill revenants and a baron from outside, another idea would be to save a few rockets and use the going up the elevator instead where they are easier to hit when there's so few of them.
  182. I hope that 1 baron remains in the castle as it's good to kill him down there with the SSG.
  183. 2 rockets for the exit, 1 to clear out some chaingunners, 1 more so that I can grab 5 more rockets without having to switch weapon.
  184. Killing an arachnotron on the way to the exit might also be good, so probably some adjustments that can be made to the route
  185.  
  186. Demo:
  187. Best start I had during those attempts, 22 rockets and I got lucky with the arachnotron positions, unfortunately I wasted far too many rockets on the revs.
  188. The arch-vile is a major luck element, got lucky here and he went down in 5 rockets or so, there's still a chance you can get him with the SSG on the way to the exit if he doesn't die.
  189. The exit was a disaster, I completely screwed up by missing to pick up the rockets, luckily I had more than I needed (which I should have used on the baron).
  190.  
  191. Misc:
  192. 129 attempts, few of those got to the arachnotrons so this was rather quick.
  193. Wouldn't be surprised if sub 1:20 is possible, but somewhere around 1:23 shouldn't be too difficult.
  194. ------------------------------------------------------------------------------------------------------------------
  195. pl08:
  196. Description:
  197. My god is this level awful to max, 26th max and worst one so far, even worse than map03
  198. The main problem is that there is no armor and hardly any health, so taking a max roll projectile from baron/hell knight/revenant/mancubus means your run is over.
  199. Took way more attempts than it should have, felt really unlucky during this run.
  200. Not being able to see the spectres is also awful, I think I'd save 2 seconds on average if I ran this in prboom.
  201.  
  202. Route:
  203. I try to block the 1 teleporter and just spam plasma towards the other, sometimes the chaingunner behind me will move out and I won't take any damage. If that doesn't happen he'll probably move up the elevator so I'm ready to quickly turn around and kill him before he does too much damage.
  204. Should use a couple more rockets on the cacodemons in the basement and the imps by the berserk.
  205.  
  206. Demo:
  207. A bit of a slow start, 6 shots on 1 baron and activated the elevator late.
  208. The next parts went really well and I didn't take much damage from the chaingunners.
  209. The run was really good up until the end, easily my best, but I lost a lot of time to the last revenant not teleporting. Real shame, would have been quite happy with the time had he teleported quickly.
  210.  
  211. Misc:
  212. 277 attempts, about half of the attempts never got past the barons, otherwise I died all over this level. Time can go much lower, at least 10 seconds, route could also be better, a mix between what I do and what nightterror does and I'm sure sub 3:00 is possible by throwing enough attempts at it.
  213. ------------------------------------------------------------------------------------------------------------------
  214. pl09:
  215. Description:
  216. Used to run this level a few years back, the ending is very annoying.
  217.  
  218. Route:
  219. The strategy at the end is to fire 2 rockets on each manc twice and then fire 3 rockets and hopefully kill the rev at the first dead manc then 2-3 rockets on the next 2 revs before I hide from the revenant rockets and go back out to clear the 4th rev and then go back and clear rev 3 and 2 if they are still alive, luckily rev 2 was dead here.
  220.  
  221. Demo:
  222. Ok start, I try to kill 3 pinkies and then not fire at the revs to increase my chances of getting to the secret as the start is really annoying.
  223. Got the telefrag on the mancubus and didn't have to waste much time on the 3 chaingunners.
  224. I unfortunately missed 5 rockets just before going for the telefrag so I decided to just rush the vile even though he can hit me.
  225. Easily my best 2nd basement fight, I felt it went really well and seeing 1:49 getting out of there proves that.
  226. Unfortunately I ran out of plasma and lost a few seconds, should have switched to chaingun instead of SSG.
  227. Lack of rockets didn't help the next fight, but I got the luck I needed in the final run around.
  228. Decided to switch to plasma to kill the last 2 revs and that worked out well.
  229.  
  230. Misc:
  231. 191 attempts, majority of those failed at the start, think somewhere around 30 attempts got past the basement.
  232. Lots of time that can be saved still, just happy to get this one out of the way. I remember having a back and forth with ancalagon a long time ago
  233. I remember I equalled 3:01 after using prboom for 20 minutes, the kill count in crispy doom this time helped a lot, 125 kills before teleporting especially.
  234. ------------------------------------------------------------------------------------------------------------------
  235. pl10:
  236. Description:
  237. After the misery that was pl03 I had fun with this one.
  238.  
  239. Route:
  240. Pretty easy with a new route which is to jump through the windows and get plasma rifle early and get everything to teleport in.
  241. I thought that jump was going to fail frequently, but it's actually better than 50/50.
  242. Spent a bit of time to figure out the ammo management for the new route, some of the stuff I tried ended up getting the same time
  243. as j4rio while using iddqd, so I was starting to question if the new route was even good.
  244. Then I came up with the idea of going back to the 3 demons and spam rockets above, I didn't think it would work, but it did, very often I would get decent times.
  245.  
  246. Demo:
  247. Didn't get blocked by the mancubus after grabbing plasma rifle which happens quite often.
  248. 2 spectres survived the plasma spam and I missed the SSG on the last one, so that's slow.
  249. A lot of lost souls preventing me from using rockets to clear out the chaingunners, barely managed to get them with the SSG.
  250. 3 cacodemons that didn't leave the initial area is terrible and costs a lot of time.
  251. Lucky to get the baron with like 30 cells + 1 SSG shot.
  252.  
  253. Misc:
  254. 125 attempts. 2:27 is really good considering how bad some sections are here, sub 2:20 should be easy.
  255. ------------------------------------------------------------------------------------------------------------------
  256. pl11:
  257. Description:
  258. "oh boy, look at that table, I bet ancalagon made this difficult" then I did a practice run with saves following the same route, landing every shot "2:28... this is going to be impossible." landing more SSG shots than ancalagon seemed like a very difficult task considering how quickly they move around, and sure, he has some wall bumps as well, but my movement isn't going to save me much time... so I decided to have a look at the route instead, there was a faster uv-speed/pacifist route that was missed for years and found after ancalagon's max, so I decided to give it at go.. "2:16, oh, this is going to be easy".
  259.  
  260. So I was expecting this to be one of the tougher ones, but overall it was really enjoyable map to run, definitely room for improvement, I had a run that was 5-6 seconds faster to yellow key, but maybe not as many shots on the initial arch-viles.
  261.  
  262. Route:
  263. Shorter route.
  264. Getting a lot of viles on top of eachother before red key switch might help kill them a bit quicker, a shot at the start allows me to kill 1 by the exit in 3 shots and you can also kill 1 in 3 if you take the damage next to them.
  265. Obviously being able to shot viles while going in the right direction is a lot faster, so maybe that's something that can be done better.
  266.  
  267. Demo:
  268. Got really lucky with the last vile in the large group, should have killed me if I didn't get the pain state. Missed a few shots and 3rd last arch-vile took 5 shots, so should be easy to improve.
  269.  
  270. Misc:
  271. 160 attempts, most of those failed getting past the first viles.
  272. ------------------------------------------------------------------------------------------------------------------
  273. p1l2:
  274. Description:
  275. One of those runs were the bad luck never seemed to end, dying several times to nonsense that shouldn't happen.
  276. Even though my start was really good I think it would just be average at most if some improvements to the rocket usage was made.
  277. Rockets on most of the cacodemons, mancubus and pain elemental and skipping using rockets into the red key room would save a lot, so I don't feel too bad about the bad ending, this route was mostly just safe and supposed to beat the record on first exit, which it did.
  278.  
  279. Route:
  280. A new route which is grab the red key and get the BFG to kill the cyberdemon.
  281. I would say this route is easy, but I screwed it up so many times that I'm not sure anymore... I did get a lot better towards the end of my attempts, so I think I should just have practiced a bit more
  282.  
  283. Demo:
  284. This start was really good, the ending is pretty bad unfortunately ruining most of it.
  285. Cyberdemon not going down to those 4 BFG's was pretty bad, but maybe the damage rolls on those balls were a bit low as you can do anywhere between 400 and 3200 damage with those.
  286. Got blocked by 1 of the 2 last revs that messed up my BFG to clear out some chaingunners, several seconds lost, but I was very lucky to survive.
  287.  
  288. Misc:
  289. 165 attempts, died all over the place, should have practiced more.
  290. ------------------------------------------------------------------------------------------------------------------
  291. p1l3:
  292. Description:
  293. Another old ancalagon record. Mega armor at the start is nice, easy to survive mostly, soulsphere midway through and a megasphere at the end so just need to focus on landing SSG and rockets.
  294.  
  295. Route:
  296. Telefrag on mancubus and better rocket use saved a lot of time.
  297. Had an idiotic idea to try and do the glide so I could have early access to the rocket launcher and maybe get some infighting going at the end section.. it didn't work and it's obviously not necessary.
  298.  
  299. Demo:
  300. Infighting between arachnotron and baron was a bit slow.
  301. Tried to do a linedef skip at the end, but I had a lot of health and got lucky so it looks stupid, it just makes the end section a lot easier
  302.  
  303. Misc:
  304. 12 attempts.
  305. ------------------------------------------------------------------------------------------------------------------
  306. pl14:
  307. Description:
  308. This level is really easy once you get past the rocket launcher, of course infighting luck is always an issue.
  309.  
  310. Route:
  311. Just some minor improvements to the route ancalagon used, might still be some better ideas here.
  312.  
  313. Demo:
  314. Rocket launcher area was horrible, should have reset after that.
  315. Can't even see 1 of the last imps die, advanced hud saved me.
  316.  
  317. Misc:
  318. 42 attempts, 6-7 of those got past the rocket launcher
  319. ------------------------------------------------------------------------------------------------------------------
  320. pl15:
  321. Description:
  322. This map is actually very very easy, and time is beyond awful.
  323. There's a couple of revenants that might not teleport if you don't wait long enough in certain areas.
  324.  
  325. Route:
  326. Sub 2:00 is no issue but I think the route can be improved further so I'll maybe come back to it later.
  327.  
  328. Demo:
  329. Awful, I should have practiced the exit area more.
  330.  
  331. Misc:
  332. 49 attempts, half of those a bad start, the rest mostly wasted because I had no idea what I was doing.
  333. ------------------------------------------------------------------------------------------------------------------
  334. pl31:
  335. Description:
  336. Boring level, so empty, just do the same route and be more efficient with the BFG, easy improvement.
  337.  
  338. Route:
  339. A better route would be to just leave all 4 cyberdemons alive and kill them when they are busy fighting the revenants.
  340. 1 BFG per cyberdemon + 1 for 2 cyberdemons for maximum damage would save a lot of time, but that would take too much effort for me, I'd rather put it elsewhere.
  341.  
  342. Demo:
  343. I just kill the first cyberdemon with rockets to make it a bit easier.
  344. Lucky with the first BFG on the 2nd cyberdemon.
  345. Wasted a bit of time on the hell knights.
  346. Overall the run went ok for the route I used, and by ok I mean the BFGs weren't completely wasted.
  347.  
  348. Misc:
  349. 8 attempts.
  350. ------------------------------------------------------------------------------------------------------------------
  351. pl32:
  352. Description:
  353. oh boy, a recent vile record, this was quite the task. I figured I'd struggle a lot here, using BFG against a lot of cyberdemons would probably mean a lot of failed attempts. Then getting good infighting and actually improving the record seemed like it was going to take some actual effort. This run is mostly 2 things, luck and landing BFGs on cyberdemons, still it was fun.
  354.  
  355. Route:
  356. When I first looked at the route I thought it would be better to open up map quicker, so you get infighting at blue key sooner and at the exit section. After trying a lot of things I finally realized that blue key infighting is just an extreme luck factor and I'll never find a route that makes it consistent, so I wondered how it would go if I just cleared it the first time I get there. Turns out that this works very well, no need to go back to blue key area. One idea I had was to kill a cyberdemon right after picking up yellow key, to make the blue key fight a bit easier, but I thought it was a bit slower so I figured I'd not do it. When I started attempts I was having some very inconsistent blue key sections compared to practice, so I went back on killing a cyberdemon and now I was most of the time getting similar results at blue key.
  357.  
  358. The biggest bottleneck is probably the same as the previous route, getting past the viles at blue key. I run straight forward just BFGing and picking up the cells, seems to be better than trying to run around them or stop to hit the BFGs. You need to skip picking up blue key because it opens up a few monster closets that you don't want to wake up. Afterwards it's best to just immediately kill the cyberdemon on the right and run for the 300 cells in the corner, then do the other side.
  359.  
  360. Then of course there's the blue key door cyberdemon, only strategy here is to just get lucky, once you get past him the rest is not really that dangerous. the chance of enemies roaming is also quite low, but of course if you aren't paying attention you can run past something and that will cost time.
  361.  
  362. I made a small change just at the end that I think made a really big difference, which is at the pinky room to drop down on the left and clear the 5 mancs first. Then once you grab the megasphere in the arch-vile closet I would usually go to the right and down to the mancs and kill them and go up, but now I go directly to the cyberdemons who are busy infighting and deal some damage to them. Then I can simply clear any wandering monsters on 1 side before continuing over to the other side while firing the BFG.
  363.  
  364. Demo:
  365. Clean kill on the first cyberdemon, the 2nd was good as well, but I accidentally picked up the megasphere when I could have taken a hit first.
  366. Blue key fight can always be done faster.
  367. Very lucky to get the low ground cyberdemon by complete accident when getting blue key, that has never happened before even in practice. It did cost me a second or so because I was so confused, thinking that he had screwed me over wandering down to the lower sections, but then I saw a cyberdemon corpse and figured he must have died somehow.
  368. Nearly full health going into the blue key door, usually I'll have 100/100 here and get blasted immediately, that didn't happen either so I have near max health + megasphere which makes it look a completely trivial part to do. Because of blockmap nonsense you usually don't even kill this cyberdemon in 2 hits either.
  369. Bumped the door and wasted a second, but it wasn't going to be 2:49 anyways so it's fine.
  370.  
  371. Misc:
  372. 592 attempts, I made a slight change to the route so this was my 5th attempt after it and first attempt past the red key, I think it helped.
  373. ------------------------------------------------------------------------------------------------------------------
  374. pl16:
  375. Description:
  376. Another level I have previously maxed, more difficult than I remember, maybe I was a bit unlucky.
  377.  
  378. Route:
  379. Different route to open everything up quicker and a bit more safe
  380.  
  381. Demo:
  382. 2 BFGs that barely did anything and a BFG that didn't clear out the hitscanners in the last room properly.
  383. Arch-viles blasted me twice, lucky to survive honestly.
  384. Wasted time looking for alive monsters and the elevators were terrible, but I think the infighting was good.
  385. Still saved 9 seconds, time is awful and could go below 1:40.
  386.  
  387. Misc:
  388. 332 attempts, far more than it should have taken.
  389. ------------------------------------------------------------------------------------------------------------------
  390. pl17:
  391. Description:
  392. Nearly a 20 year old record. The spectre at the start always goes hiding somewhere to that's annoying.
  393.  
  394. Route:
  395. There's probably some small improvements that can be made to the route.
  396.  
  397. Demo:
  398. Only a second improvement, disappointing.
  399. Should look into some route improvement before trying to improve it, like rockets on the chaingunners at the start area instead of SSG (or just get better infighting).
  400.  
  401. Misc:
  402. 82 attempts, should have taken much fewer attempts, but I got unlucky in my other attempts.
  403. ------------------------------------------------------------------------------------------------------------------
  404. pl18:
  405. Description:
  406. Very fun map to run.
  407.  
  408. Route:
  409. I think there could be some faster things you can do on this level, perhaps run past everything at the start and clear it on the way back from red key.
  410. The blue key area can probably be done better too. I try to kill the 2 imps and let the chaingunners infight, land the 3 BFGs and then circle around and get the blue key, but it would be much better if you didn't circle around like that and just go through once.
  411.  
  412. Demo:
  413. Left one of the shotgunners alive hoping he would die to infighting, but instead I wasted 1-2 seconds having to kill him.
  414. The 2nd BFG didn't kill the arch-vile so I lost quite a bit of time to having to SSG the pain elemental and revenant
  415. Lost a second at the end, I've had 1:23 practice time with a few saves, didn't spend much time practicing this level as it's pretty simple
  416. wouldn't be surprised if sub 1:20 happens some day.
  417.  
  418. Misc:
  419. 70 attempts, at least 60 of those never got past the BFG
  420. ------------------------------------------------------------------------------------------------------------------
  421. pl19:
  422. Description:
  423. I was expecting about 90% of runs to end to the cyberdemon or missing monsters, so I got lucky here.
  424. Also I wasn't getting particularly good times in practice even when I killed everything either, which is bad considering this record is nearly 20 years old and recorded in dos, but it just shows how good vile was even back then.
  425.  
  426. Route:
  427. Only 40 cells at most used on the plasma rifle.
  428. I go through the teleporter to clear any monsters hiding in the initial area.
  429.  
  430. Demo:
  431. Very happy with 1:35, might have lost a second to hesitation near the end, and I decided to go with a safer strategy which is to go back through the teleporter after killing the second arch-vile to clear out monsters. obviously you just want to hope it teleports and dies to something, but it's just so frequent that a monster survives I couldn't be bothered with the frustration.
  432.  
  433. Misc:
  434. 56(19) attempts.
  435. ------------------------------------------------------------------------------------------------------------------
  436. pl20:
  437. Description:
  438. Somehow tied the record on my first attempt with 1 missing monster, so this new route should be better.
  439. Watching aquasa's demo I was amazed how quickly he got to the blur sphere, I was never close to getting consistent with the rocket launcher on the arch-vile, and from reading his txt I assume he wasn't either, so I decided to go with the plasma rifle for the arch-vile to get consistent 1:10 or so to the blur. Then rockets + chaingun instead of rockets+plasma for the chaingunners that costs a bit more time, so the start is pretty slow, but I have 5-6 more rockets.
  440.  
  441. Route:
  442. I get rid of everything upstairs as quickly as possible with rockets and then use SSG to kill 2 barons. The 2 barons on the right side are easier to kill with the SSG since they will teleport close by and can only walk to the same teleporter linedef. This leaves me with enough rockets for the rest of the map. Clear out the yellow key room hell knights with rocket splash so that I can clear the courtyard safely before I let the revenants/vile teleport in. I didn't like the part where you'd clear the courtyard first then go for blue key, it takes way too much time, so I go for it just as they teleport in. Last part is to just clear the tower, chaingunners and then revs from the exit, this is overall a pretty safe route letting me improve the record with not much effort... though it still took quite a bit of effort to come up with this route, but throwing myself at this map would have been hell.
  443.  
  444. Demo:
  445. Crazy good infighting here, I rarely saw better except in practice the arachnotrons somehow died a couple of times, but they were left with low health and there were hardly any chaingunners left.
  446. When I teleported into the blue key area I knew it was over as there's no way I'm getting past 2 revs while being targeted by a vile... then I got past and I knew this was going to be it since I have really good ammo and my health isn't a disaster.
  447. I grab the megasphere so I don't have to use my brain when killing the last revenants.
  448.  
  449. Misc:
  450. 142 attempts, a lot of them a bad start.
  451. ------------------------------------------------------------------------------------------------------------------
  452. pl21:
  453. Description:
  454. This record was bad and it was 1 out of 2 records that I had, 5 minute practice and 2nd attempt to beat it, yeah it was pretty bad alright.
  455. Doesn't get more straightforward than this, just open the teleporters and spam rockets until most stuff is dead then clean up with plasma.
  456. Was really surprised that I managed to actually kill everything and get to the pain elemental before I tied my old record.
  457.  
  458. Route:
  459. A bit cleaner start.
  460.  
  461. Demo:
  462. I think that was a frame perfect exit, heh.
  463.  
  464. Misc:
  465. 2 attempts.
  466. ------------------------------------------------------------------------------------------------------------------
  467. pl22:
  468. Description:
  469. Couldn't be bothered doing a good run for this level, I don't enjoy it at all.
  470.  
  471. Route:
  472. Garbage yellow key route, much better to rush yellow key and get infighting between baron and arachnotron.
  473.  
  474. Demo:
  475. Awful.
  476.  
  477. Misc:
  478. 18 attempts, yellow key area is pain.
  479. ------------------------------------------------------------------------------------------------------------------
  480. pl23:
  481. Description:
  482. Second longest level and it's easy to survive, so the attempts last pretty long which is a bit exhausting when your attempt is not very good, but you still want to keep going to see the final time. Most of my attempts that got to the end had missing monsters somewhere. Revenant in the closet by yellow key switch wandering off into the double arch-vile room is fun, then of course some random hitscanner that survived somehow and could be anywhere. I like this map overall, it deserves a decent max and hopefully one day that'll happen.
  483.  
  484. Route:
  485. A bit different than TheV1perK1ller's route, I have no idea if it is better, but I'm pretty sure infighting at yellow key is a good thing, but perhaps it could be executed a bit better. My ammo management is horrible, there's much to improve.
  486.  
  487. Demo:
  488. Low effort, I had much faster times in practice, but I'm not sure if I was just doing something different. I feel bad beating a keyboard only record with this.
  489. I think the only thing that went well here was the double arch-vile room, maybe it's enough to use 3 BFGs here and use the 40 cells somewhere else.
  490.  
  491. Misc:
  492. 30 attempts, tied record on my 5th attempt. I wouldn't be surprised if this level could go as far as sub 5:00 with a better route and more effort.
  493. ------------------------------------------------------------------------------------------------------------------
  494. pl24:
  495. Description:
  496. It really doesn't get any easier than this, there's just so much health and ammo that you never run out. The only dangerous thing on this level is getting blocked by the baron to close to the edge and taking a rocket in the back from the cyberdemon, nothing else can kill you.
  497.  
  498. Route:
  499. Should use more rockets.
  500. Also you can save time with an arch-vile jump :) .. but after thinking about it, maybe rushing the switch for the elevator is also good.
  501.  
  502. Demo:
  503. First exit and it's awful, 18 seconds faster somehow...
  504.  
  505. Misc:
  506. 17 attempts.
  507. ------------------------------------------------------------------------------------------------------------------
  508. pl25:
  509. Description:
  510. Pure coin flip wheter I die or the baron dies to the telefrag. Fun run besides that nonsense.
  511.  
  512. Route:
  513. I'm not sure about what to say about nightterrors route, when I saw him go into yellow key and blue key room with nothing besides a 100 health after what looked like a really annoying start I was thinking this was going to be pure pain to do. I agree that getting mega armor is a waste, so I figured I'd just go get the megasphere first instead, this way the map is pretty easy as long as you don't rocket yourself fighting the pain elementals, which happened in all my other attempts that got past the baron/hellknight room until this one. Sub 3:00 should be no problem with my route, but nightterrors route should definitely be faster if you do the start of the level like I do it and you're crazy enough.
  514.  
  515. Demo:
  516. Decent start, hell knights gathered up nicely.
  517. Also mostly good rockets on the cacodemons/pain elementals.
  518. I missed picking up some rockets, everything was going so well that I kind of forgot about a key part to the route, but it didn't matter much besides the initial confusion to why I was out of rockets. Probably would have finished with a 3:00 anyways, but this didn't take much effort so it's fine. A better route and more effort and who knows how low the time can go.
  519.  
  520. Misc:
  521. 103 attempts, lots of attempts die immediately to hitscan or missing too many shots, otherwise it's the hellkngith/barons.
  522. ------------------------------------------------------------------------------------------------------------------
  523. pl26:
  524. Description:
  525. Skips the megasphere secret, could include it and still beat the record of course, but this level is just not interesting.
  526.  
  527. Route:
  528. Instead of killing the 2 arachnotrons I use them for infighing, they get a lot of damage done and you don't have to waste too many rockets on them.
  529.  
  530. Demo:
  531. Time is bad, didn't practice this enough, barely know where to go at some points.
  532. Lucky the arch-vile didn't revive an arachnotron.
  533.  
  534. Misc:
  535. 6 attempts.
  536. ------------------------------------------------------------------------------------------------------------------
  537. pl27:
  538. Description:
  539. Most attempts for a single demo so far, it's a fun level even though there's quite a bit of luck required, close to 1:45, but 1:46 is really solid and so far this is probably my best run (27/32).
  540.  
  541. Route:
  542. I switched to using rocket launcher on the revenant and arachnotron after yellow key door instead of using BFG, then using BFG on the mancubus after blue key compared to other attempts I did. BFG killing the arachnotron was too unreliable, you only need to fire 1-2 extra rockets the other way.
  543. Like a lot of other levels there's maybe somethings that can be improved with the route, I don't like the chaingunner closets before yellow key door, I think something can be done better there like ignoring it for later or using a few rockets earlier on, dunno.
  544.  
  545. Demo:
  546. Good start, killing the double caco + pain elemental with a single BFG is really good.
  547. Got most of the chaingunners (except 1) before yellow key door is really good.
  548. Amazing BFG's at blue key, nearly everything dead.
  549. Double kill on the respawning chaingunner so it shows 100% kills, arch-vile is left alive even though it can be killed.
  550. Lucky baron position after getting secrets.
  551. Good ending, overall just a really solid run.
  552.  
  553. Misc:
  554. 500 attempts, managed to get 1:50 in 70 attempts, but the corpse of a chaingunner I killed flew next to the arch-vile wall and he ressurected it, incredible.
  555. ------------------------------------------------------------------------------------------------------------------
  556. pl28:
  557. Description:
  558. Time is pretty bad, but this level sucks. anyone who runs the D2All fears this level, a bit of bad luck and you can't max it as a few pinkies will never teleport.
  559. Surprised I managed to get this in so few attempts, was expecting to miss monsters a few times first.
  560.  
  561. Route:
  562. I did come up with a new strategy that I didn't use, which was to activate the red key switch before doing the second run through
  563. of the yellow key area, that way you can use 1-2 BFGs to get through and let infighting do tons of work, but there's a risk some monsters
  564. go wandering off, but clearing the ones that moved into the hallway first could fix this. I decided to skip that because it's a bit risky
  565. trying to get through the door.
  566. The arch-vile in the last room was annoying, but I came up with a simple plan to deal with him consistently by timing some BFG tracers.
  567.  
  568. Demo:
  569. Low effort.
  570.  
  571. Misc:
  572. 3 attempts, my only other record before I started this.
  573. ------------------------------------------------------------------------------------------------------------------
  574. pl29:
  575. Description:
  576. Very easy level besides the completetly luck based cyberdemon.
  577.  
  578. Route:
  579. Would be faster to just move the moment you see the manc fires and hope it hits the cyberdemon.
  580. No idea how low it can go, didn't feel like trying to improve the route, it seems good enough.
  581. Maybe the 2nd run through of the soulsphere area could be skipped.
  582. Some places I could use plasma instead of rockets and the other way around.
  583. Never even tried to see what would happen if I just ignore everything that opens up after red key, maybe possible to get some good infighting going with the cyberdemon? who knows.
  584.  
  585. Demo:
  586. Got lucky with the ammo in the end, just enough plasma for the cyber and just enough rockets for the viles... but not enough for the imps in the windows.
  587. Overall a really bad time I'd say, but not a fun level, at least it's not that hard to miss monsters even though it's really large.
  588.  
  589. Misc:
  590. 19 attempts, a lot of resets to mancubi not firing or hitting the cyberdemon.
  591. ------------------------------------------------------------------------------------------------------------------
  592. pl30:
  593. Description:
  594. I failed to activate the elevator far too many in my initial attempts
  595. Was expecting this one to be more difficult, but there's no reason to use rockets on so many monsters, so a new route made it simple.
  596.  
  597. Route:
  598. Would be faster to activate the lowering wall before killing the arch-viles, more risky, but it's right at the start.
  599. You can kill both arachnotrons before the icon of sin finishes up, so I wasted a lot of time here, didn't feel like getting a decent time as I was having enough trouble with the IoS.
  600.  
  601. Demo:
  602. Missed the first attempt at activating the switch, but I got it on the second try.
  603.  
  604. Misc:
  605. 168 attempts, they went by rather quick.
  606. ------------------------------------------------------------------------------------------------------------------
  607.  
  608. Levelstats:
  609. MAP01 - 1:51.57 (1:51) K: 46/46 I: 0/0 S: 1/1
  610. MAP02 - 1:55.09 (1:55) K: 54/54 I: 0/28 S: 0/0
  611. MAP03 - 3:10.94 (3:10) K: 52/52 I: 2/11 S: 1/1
  612. MAP04 - 2:19.66 (2:19) K: 64/64 I: 9/30 S: 4/4
  613. MAP05 - 2:05.26 (2:05) K: 70/70 I: 19/23 S: 1/1
  614. MAP06 - 2:36.43 (2:36) K: 60/60 I: 3/4 S: 6/6
  615. MAP07 - 1:27.71 (1:27) K: 34/34 I: 1/1 S: 1/1
  616. MAP08 - 3:20.11 (3:20) K: 85/85 I: 30/48 S: 1/1
  617. MAP09 - 2:58.03 (2:58) K: 168/168 I: 4/4 S: 2/2
  618. MAP10 - 2:27.49 (2:27) K: 91/91 I: 2/2 S: 3/3
  619. MAP11 - 2:25.66 (2:25) K: 14/18 I: 13/16 S: 1/1
  620. MAP12 - 4:12.14 (4:12) K: 93/93 I: 10/25 S: 2/2
  621. MAP13 - 2:20.26 (2:20) K: 65/65 I: 2/2 S: 1/1
  622. MAP14 - 2:08.23 (2:08) K: 54/54 I: 2/2 S: 3/3
  623. MAP15 - 2:08.60 (2:08) K: 108/108 I: 28/51 S: 19/19
  624. MAP16 - 1:52.17 (1:52) K: 109/109 I: 11/11 S: 0/0
  625. MAP17 - 1:46.94 (1:46) K: 73/73 I: 11/70 S: 2/2
  626. MAP18 - 1:28.17 (1:28) K: 96/96 I: 5/17 S: 1/1
  627. MAP19 - 1:35.23 (1:35) K: 116/116 I: 2/2 S: 1/1
  628. MAP20 - 3:02.66 (3:02) K: 84/84 I: 15/16 S: 2/2
  629. MAP21 - 1:49.63 (1:49) K: 85/85 I: 3/3 S: 0/0
  630. MAP22 - 4:36.69 (4:36) K: 139/139 I: 22/64 S: 4/4
  631. MAP23 - 5:40.43 (5:40) K: 196/196 I: 58/96 S: 5/5
  632. MAP24 - 2:38.11 (2:38) K: 66/66 I: 13/15 S: 7/7
  633. MAP25 - 3:03.83 (3:03) K: 108/108 I: 32/60 S: 1/1
  634. MAP26 - 5:36.23 (5:36) K: 159/159 I: 1/1 S: 3/4
  635. MAP27 - 1:46.06 (1:46) K: 77/79 I: 6/16 S: 3/3
  636. MAP28 - 4:51.74 (4:51) K: 179/179 I: 4/34 S: 4/4
  637. MAP29 - 6:32.69 (6:32) K: 157/157 I: 3/3 S: 2/2
  638. MAP30 - 0:40.89 (0:40) K: 19/19 I: 2/8 S: 0/0
  639. MAP31 - 4:07.49 (4:07) K: 78/78 I: 11/11 S: 1/1
  640. MAP32 - 2:52.09 (2:52) K: 206/206 I: 9/9 S: 2/2
  641.  
  642.  
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