Doom II: Okuplok Slaughter Map UV-Fast No Hit Run in 2:45:20 [TAS]

I'm sure everyone expected this. No hit aka Almost Reality: Only damage taken is from unavoidable damaging floors. TAS: Tool-Assisted Speedrun Something a little bit out of the ordinary from me, but not quite brutal doom levels of weird. Creating a demo like this was basically impossible with the previous tools available, because frequent use of segmenting is necessary, and for long levels with a lot of monsters the load times get extremely tedious. However, recent improvements to segmenting has made stupid things like this possible. I took damage at 2 points from damaging floors, first at 46:27, maybe I could have avoided it with some perfect timing, doesn't matter as there's another point at 1:42:25 where there's absolutely no way to avoid the damage. Obviously no IDDQD cheat is used, whenever I got hit I would simply re do it until I didn't get hit. Nightmare is probably impossible with TAS, I don't think there's a possibility to get past the hell knights at 1:50:00 because of respawn. This map uses -complevel 9 or boom, which has a different respawn mechanic, in vanilla a monster will not respawn if it's starting place is blocked by another monster. In boom however the monster can spawn on top of another monster causing them both to get stuck. So you have a massive wall of health you need to get through both ways with no way to move around it. (edit: actually I have an idea that might work, but I have no plans of actually trying it.) Thanks to Kraflab for the...

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