It's been eons since the last one (30no1356) so here it is. Doom 2 No Monsters full game TAS. This project has been a colossal
pain not due to it's execution but due to it's planning. There have been several route changes and revisions since the first
builds I made, each time I'd need to fix RNG usually on maps 12, 13 and 23 (I eventually just decided to grab the plasma gun in
m07 to make this process more bearable) and I'd need to fix up new issues that would arise related to health/armor/resource
management. Read individual levels/tricks commentary down below if you wish to get an idea of the route used for each level and
also the movement tricks utilized nearly everywhere throughout the run.
Individual Maps - Time Rating
MAP01: 4.37 :|
MAP02: 11.46 :)
MAP03: 15.66 :)
MAP04: 16.11 :(
MAP05: 18.03 :
MAP06: 33.91 :)
MAP07: 2.57 :|
MAP08: 8.86 :)
MAP09: 21.89 :)
MAP10: 19.63 :)
MAP11: 23.71 :)
MAP12: 30.97 :))
MAP13: 47.49 :)
MAP14: 6.51 :)
MAP15: 34.83 :|
MAP16: 8.91 :))
MAP17: 39.80 :)
MAP18: 17.83 :)
MAP19: 25.63 :)
MAP20: 29.97 :))
MAP21: 3.43 :))
MAP22: 10.77 :|
MAP23: 17.69 nice
MAP24: 23.80 :|
MAP25: 35.97 :)
MAP26: 22.91 :)
MAP27: 26.43 :|
MAP28: 6.66 hellspawn?
MAP29: 1:00.91 :))
MAP30: 20.83 :)
Individual Maps - Comparison with 22no0804 by Looper
22d2ox0658
22no0804
Savings
MAP01: 4.37
MAP01: 4.37
-0:00 (-0.00)
MAP02: 11.46
MAP02: 11.89
-0:00 (-0.43)
MAP03: 15.66
MAP03: 15.74
-0:00 (-0.09)
MAP04: 16.11
MAP04: 16.89
-0:00 (-0.77)
MAP05: 18.03
MAP05: 18.97
-0:00 (-0.94)
MAP06: 33.91
MAP06: 35.17
-0:02 (-1.26)
MAP07: 2.57
MAP07: 5.91
-0:03 (-3.34)
MAP08: 8.86
MAP08: 11.94
-0:03 (-1.09)
MAP09: 21.89
MAP09: 30.97
-0:09 (-9.09)
MAP10: 19.63
MAP10: 19.74
-0:00 (-0.11)
MAP11: 23.71
MAP11: 23.89
-0:00 (-0.17)
MAP12: 30.97
MAP12: 31.83
-0:01 (-0.86)
MAP13: 47.49
MAP13: 48.71
-0:01 (-1.23)
MAP14: 6.51
MAP14: 6.63
-0:00 (-0.11)
MAP15: 34.83
MAP15: 47.34
-0:13 (-12.51)
MAP16: 8.91
MAP16: 8.97
-0:00 (-0.06)
MAP17: 39.80
MAP17: 1:09.74
-0:30 (-29.94)
MAP18: 17.83
MAP18: 18.49
-0:01 (-0.66)
MAP19: 25.63
MAP19: 27.86
-0:02 (-2.23)
MAP20: 29.97
MAP20: 30.97
-0:01 (-1.00)
MAP21: 3.43
MAP21: 3.80
-0:00 (-0.37)
MAP22: 10.77
MAP22: 10.09
-0:00 (+0.69)
Total: 06:58
Total: 08:04
-1:06
Individual Maps - Comparison with 30no1356 by ClumsyDoomer
d2allox1027
30no1356
Savings
MAP01: 4.37
MAP01: 4.94
-0:00 (-0.57)
MAP02: 11.46
MAP02: 13.66
-0:02 (-2.20)
MAP03: 15.66
MAP03: 21.97
-0:06 (-6.31)
MAP04: 16.11
MAP04: 18.86
-0:02 (-2.74)
MAP05: 18.03
MAP05: 19.57
-0:01 (-1.54)
MAP06: 33.91
MAP06: 42.97
-0:09 (-9.06)
MAP07: 2.57
MAP07: 6.86
-0:04 (-4.29)
MAP08: 8.86
MAP08: 16.97
-0:08 (-8.11)
MAP09: 21.89
MAP09: 33.49
-0:12 (-11.06)
MAP10: 19.63
MAP10: 21.89
-0:02 (-2.26)
MAP11: 23.71
MAP11: 25.63
-0:02 (-1.91)
MAP12: 30.97
MAP12: 35.89
-0:05 (-4.91)
MAP13: 47.49
MAP13: 53.69
-0:06 (-6.20)
MAP14: 6.51
MAP14: 7.86
-0:01 (-1.34)
MAP15: 34.83
MAP15s: 26.20
+0.08 (+8.63)
MAP16: 8.91
MAP16: 10.46
-0:02 (-1.54)
MAP17: 39.80
MAP17: 1:16.94
-0:37 (-37.14)
MAP18: 17.83
MAP18: 19.74
-0:02 (-1.91)
MAP19: 25.63
MAP19: 30.94
-0:05 (-5.31)
MAP20: 29.97
MAP20: 32.29
-0:03 (-2.31)
MAP21: 3.43
MAP21: 12.91
-0:09 (-9.49)
MAP22: 10.77
MAP22: 12.57
-0:02 (-1.80)
MAP23: 17.69
MAP23: 30.69
-0:13 (-13.00)
MAP24: 23.80
MAP24: 25.83
-0:02 (-2.03)
MAP25: 35.97
MAP25: 38.57
-0:03 (-2.60)
MAP26: 22.91
MAP26: 25.97
-0:03 (-3.06)
MAP27: 26.43
MAP27: 31.46
-0:05 (-5.03)
MAP28: 6.66
MAP28: 32.94
-0:26 (-26.29)
MAP29: 1:00.91
MAP29: 1:08.29
-0:08 (-7.37)
MAP30: 20.83
MAP30: 29.91
-0:09 (-9.09)
MAP31: 0.00
MAP31: 28.94
-0:28 (-28.94)
Total: 10:27
Total: 13:56
-3:29 (lmao)
Widely Used TAS Tricks
Wallbumping
By approaching a wall with decimals as close as 0.03xxxx-0.000000 we are able to maintain nearly all of our momentum in one
direction while zeroing out the other. This is primarily used for redirecting the player without killing off speed.
This almost never occurs in non-TAS runs.
Wallrunning
Wallrunning is a widely known trick. Basically, by running forwards diagonally while hugging a wall, our moved distance is
doubled. (this doesn't give us any extra speed, contrary to most tales on the internet) In TAS runs, we are able to perform a
wallbump, set our angle to 32/96/160/224 (byte angles 0-256) and do an instantaneous wallrun. Instant wallruns are usually TAS
only but they can rarely occur in non-TAS runs, and even when they do they'll burn out or be slower than usual due to the angle
not being one of 32/96/160/224
Wallrunning requires a speed of 13.598xxx to perform (15.000xxx distance)
.000000 Trick
By performing TAS only micro-optimized movement, we are able to obtain the exact position of a side of the wall. (.000000
decimal) (pixel-perfect hugging in layman's terms)
This caps our momentum towards both X and Y directions to 14.5 but this is usually unimportant unless you're doing a turbo run.
If the wall is aligned perfectly on the blockmap grid (you can see these grids in map editors) then your momentum can exceed
14.5 (however, getting the position becomes 5 times harder for reasons still beyond me)
Doing this, we get a "wobble" effect which allows us to both, keep moving forward and build extra momentum against the wall.
(even wallrun on it like mentioned up above)
Once the wall's length has ended, we launch diagonally (how diagonal it is, depends on what we've accumulated, and this can be
manipulated) towards the wall.
This doesn't work on all walls. It's TAS only and scarcely performed in non-TAS runs by experienced players (e.g. Doom 2 map14
lift wallrun)
Corner Momentum Preservation
By approaching from the left/right side (depending on the directions) of a door/lift/etc. while in a position to perform a
wallbump, we can keep "moving" towards the door and
thus, retain our momentum. This is almost always faster than backing up from the door and your speed is uncapped (soft-capped
to 21.360001 without turbo)
In TAS runs, it's possible to do this easily and instantly.
Momentum Preservation
This is basically a "delayed" .000000 trick performed to preserve momentum on specific doors/lifts/etc. where the corner
version isn't as efficient or there's no corner.
TAS only trick.
32-Unit Glide/Bar Glide/Squeeze Glide
The community really can't decide on a name for this so here are three of them. The player is 32 units wide, if there's a gap
that's exactly 32 units wide (there's many of them in Doom 2) then you can obtain the "shared" .000000 position of both
left/right walls and squeeze right through.
In TAS runs, it's possible to do this instantly.
Momentum Wipeout
If you, e.g. grabbed a key and need to head backwards, you can bump the wall with a very specific approach to zero out
all of your momentum.
In most cases, this is faster than slowing down.
Completely zeroing out momentum is TAS only.
These tricks are used nearly everywhere throughout the run so I won't be mentioning them in level commentary unless e.g.
I've had a specific issue related to the performance of one of these tricks.
Smooth Turning
Turning in a smooth manner instead of sharp allows us to optimize corners a lot better.
Both TAS and non-TAS viable but most non-TAS players won't go for it.
Diagonal Wallrunning
This involves abusing the "distance+speed boosts" you get from colliding with diagonal walls and chains
them together into a wallrun, it is extremely difficult and obnoxious to optimize (at least for me) and
it's scarcely used in this run. (map19/20 are the best examples maybe)
Zero-Press
This involves getting into a precise position and obtaining a specific view angle to press switches
from unintended areas/through walls/etc.
It's doable in non-TAS runs but instantly doing it is only possible in TAS.
Bump Grab
By wallbumping with enough speed, you can grab stuff on higher platforms.
Void Glide
By abusing movement and speed, we can get into the outer void from the end at which two diagonal walls meet.
Usually TAS only and is only performed in non-TAS where viable setups have been found.
"Bunnyhopping"
By constantly hopping on and off a platform, you can get speed boosts up to rocket boost levels. This is mostly TAS only
but you might see some very rare, yet still crude examples of it in non-TAS runs. The community still hasn't decided on
a name for this yet. Since I'm a Half-Life player I decided to call it bunnyhopping.
Individual Maps - Commentary/Route Description
MAP01 - Entryway
Short and simple map, this was very close to being 4.34 but I missed it by a tiny bit less player speed
which caused a late wallrun. 4.37 will have to do.
MAP02 - Underhalls
At the first switch, I got a bump before reaching the wall which killed my speed earlier (thus allowing me
to go back earlier) and I still don't really understand how that works but it does. Optimizing the smooth
turn before the glide took a while (as it needs to be perfect for the next trick) but eventually
I wrapped up with that too. There is a weird sort of wallbump+momentum preservation(.000000) thing that
is doable in the dropdown to blue key, it requires a rather shallow angle to work properly so it took
a while to get. The rest of the map is just TAS movement up to the exit.
MAP03 - The Gantlet
There's a difficult wallrun chain which involves a "half-diagonal wallrun" and a wallrun that starts mid-air
by utilizing a .000000 position. If your momentum in one direction is above 14.5 then the trick will fail, if
your forward momentum isn't enough then you won't get a wallrun which also makes the trick fail. Getting all
these things right on the first frame turned out to be pretty annoying but eventually I got it.
This trick allows me to maintain speed towards the teleporter in the alcove while dropping down via the "wobble"
effect from .000000 position. Upon getting into the teleporter, I change guns. The reason for this is that, when you
change guns before picking up a new weapon, the weapon lowering animation is skipped which will allow me to handle
the rocket launcher a good bit earlier. A TAS-only (due to it's precision) rocket jump is executed, normally one would
do this rocket jump off of a chaingunner who teleports to the pillar but we can skip the chaingunner this way.
The rest is just TAS movement up to the exit.
Wallrun and rocket jump tricks were found by Looper and first used in 22no0804
MAP04 - The Focus
There are no special tricks in this map aside from abusing TAS movement, I tried really hard to get this down
to 15 seconds but I ended up 5 frames late, was never able to improve upon it.
I couldn't rocket boost my way to 15 seconds either due to an upcoming trick in MAP05 which saves several seconds
needing a rocket. (I only have 1 left at this point)
MAP05 - The Waste Tunnels
You can rocket jump from a semi-raised secret lift to the blue key section, this is a very old trick and it
was done here on the first possible frame. For MAP06 I need a few rockets (I have none at the moment) but
thankfully, a secret alcove behind the exit has rockets I can grab. The previous strategy to get back to exit
on time here was using a rocket shot towards the yellow key section before getting into the teleporter down
below to go back. When you get damaged after teleporting, the "stuck" effect you get from teleporting is
bypassed which allows you to start moving much earlier. This was combined with a final rocket boost to reach
the exit on time. I first found out that you could skip the final rocket boost using a wallrun, then I found out
you could skip all of this crap by just jumping to the still-raising bridge to the exit from the alcove, pretty
easily too in fact. This also allowed me to reach the exit on the earliest possible frame whereas with the previous
strategy, you would end up around 0.8s late.
I tried a lot of things to get this down to 17 seconds since I ended up just 2 frames late but I wasn't able
to improve upon it.
MAP06 - The Crusher
Normally, one would trigger the lift by stepping on it. But turns out, pressing use from the linedef (as you would do
from down below) lowers the lift a good bit faster than stepping on it. So I abused my position to skip walking over
the linedef that makes the lift go down, performed an instant squeeze glide into one of the bars near the lift and
pressed the use key (linedefs have "infinite" height in Doom so you can press them from any height) which made
the lift go down faster. This was combined with a second squeeze glide and a rocket boost to reach the platform that
houses a switch for making the blue key lift go down. A final squeeze glide was done to catch the lift on time.
Another significant trick was using a rocket boost after grabbing the red key to catch the lift button before the door
closed on it. A ".000000 bump grab" was performed to grab the yellow key before the platform had lowered enough.
One more rocket boost was needed at the end to reach the exit quick enough for 33 seconds.
MAP07 - Dead Simple
I grab the backpack in the beginning for munitions, and I also perform a "bump-grab" to get a plasma gun (which
will come in handy for later RNG manipulation on MAP12) before performing a zero-press on the exit switch to complete
this map in just 2 measly seconds.
MAP08 - Tricks and Traps
I grab some resources in the beginning before grabbing the invulnerability sphere and rocket boosting
my way to the next room, where Zero-Master found a void glide (first utilized in 30uvx942) which is
performed instantly. Then I press the exit switch from out of bounds. This trick saves 3 seconds over
the previous route used in 22no0804
This void glide is considered difficult but I got it in under 2 hours so I guess that's good.
MAP09 - The Pit
Zero-Master later went on to find another void glide and it was on this map. However, it needed a double rocket boost
using autoaim at an enemy. I tried for more than a total of 50 hours to find a setup viable for no monsters category
and ended up with nothing so I asked Zero-Master. It didn't take very long before he sent back the demo I gave him
with the void glide successfully performed. I utilized the setup from there to perform it like in MAP08.
I cannot praise Zero-Master enough, dude is really the master of glides.
Near the exit switch (while out of bounds) I ran into a slight problem, I had to glide through nearly 45 units to
get to the area where I could press the exit switch from out of bounds. This was a very slow glide at first but then
I found a rocket boosted glide that happened almost instantly, ending up with a 21.69 instead of 22 seconds. However, it
turns out that while everything was all christmas here, I didn't have the 6 armor points I needed to successfully rocket
jump at the beginning of MAP12. So I found a 0.2 second slower version of the 45 unit glide which left me with 44 armor points
(health doesn't matter as I get a refill on MAP11 anyway) while ending up with a 21.89, the rest of this goes on in MAP10.
MAP10 - Refueling Base
The blue key was grabbed through the wall before the door of it's housing had fully opened.
By grabbing 2 stimpacks, every armor bonus in the secret alcove after the blue key and two more armor bonuses
in the next secret alcove, I ended up with literally just enough armor points to complete the rocket jump on MAP12
without dying. A trick was used at the end where you can push yourself against a corner where a diagonal wall and
fence meets, you can get enough speed to "warp" to the other side where the exit door is, along with pressing the exit
door from the other side, this ends up a tad-bit faster than U-turning from the fence.
MAP11 - 'O' of Destruction/Circle of Death
A rocket jump found by Looper and first used in 22no0804 was performed in the beginning, this saves about 0.5s from
an older rocket jump and several seconds from doing the non-TAS route. (it's TAS only due to it's precision)
A trick near the end involves walking off the lift we're on a bit late so that it starts going back down without us
stepping on it again, this saves nearly 1.5 seconds. I grabbed all 4 health packs for a rocket jump in the next level.
MAP12 - The Factory
This was a very annoying map. A rocket jump in the beginning allows us to jump from a lift to the roof of the factory which
is faster than going around to the stairs you'd normally use. Inside the factory, you can perform a bump grab to grab the
yellow key without opening the door of it's housing which saves some time. The final room is where this level gets really
interesting. I first built a 31.37, lowered it to a 31.34 by saving a frame after the blue key. Then the final room came up.
It turns out that the lifts in the final room operate based on RNG (random number generator) which can change based on
your actions (primarily weapon usage) so when I modified prior maps to become faster than they were, I ended up having
different lift behavior in the final room here. My 31.34 had the best possible lift behavior in existence. To get this same
behavior after doing modifications to prior maps, I utilized weapons like the super-shotgun or plasma gun to skip certain
RNG values and get to the one I actually wanted. I then found a 0.2s improvement to the final room and executed it, ending
up on a 31.14, very close to 30 seconds. So I pondered for a little bit, and realized that if I performed a trick in MAP13
without using a rocket boost, I could perform that rocket boost here. After doing exactly that, I ended up with a time
just shy of 31 seconds, 30.97 which meant that the final time would be just 30 seconds according to Doom.
MAP13 - Downtown
Some long wallruns are performed to get to the first teleporter way quicker. Then the trick I mentioned earlier comes into
play. I utilized some momentum preservation from a corner to launch myself to the blue key wall, having enough speed to
perform a bump grab on it without wasting seconds to open the door. Another place that was affected by RNG is the red key
door lift in this map, it can either get stuck for a few seconds before going down or start going down instantly.
It turns out that randomly fisting the air made it very easy to get instant lift :D
Normally, the lift would stop when you exit this room but with around 17 speed, you can skip over the linedef that makes it
stop and explore the map a bit while it's lowering. I grabbed a mega-armor and an invulnerability sphere before going back
over to the lift. I then performed two rockets boost to get boxes of rockets from a platform and get back onto the lift
in time before performing a rocket boost to bump grab the yellow key without waiting for the lift to raise enough. Saves
a second. Afterwards, it's rocket boosting galore up to the exit.
MAP14 - The Inmost Dens
Very old window rocket jump was used to get to the exit very quickly. Nothing really special to talk about here.
MAP15 - Industrial Zone
Zero-press trick was used to press the switch which allows us to access the blue key from outside. This beats both the
regular completion approach and the MAP15s+MAP31 approach by a margin. The rest is just movement which wasn't done all that
well on this particular map in my opinion. The last thing to note is that I grabbed the secret megasphere for the next level.
MAP16 - Suburbs
Looper's way of cheating for 8 seconds was used: Rocket boosting galore. 1 HP exit for style points.
This was first 8.97, then it became 8.94, then it became 8.91
MAP17 - Tenements
I lost 1-2 frames getting the green armor since I need it for an upcoming trick. Zero-press trick was used on the orange key
bars skipping half of the entire map, with a rocket jump right after which saves about 3.5 seconds. I actually forgot about and
missed a jump trick that would have allowed me to get two more rockets so have a torch squeeze glide instead. The ending
involves VERY TAS movement :D
Originally this was 39.91 and after noticing quite an embarassing mistake in the beginning, I rebuilt the entire map from
scratch (which ended up taking 11 hours of work :/ ) and saved 0.11
MAP18 - The Courtyard
Rocket boosting galore thanks to a ".000000 bump grab" of the secret invulnerability sphere. This first turned out an 18.11
before I did some adjusting, squeezed in two more rocket boosts and brought it down to 17.83
MAP19 - The Citadel
The switch to lower the door blockade was pressed from outside using a zero-press. During the rising platform section
I pressed the elevator switch from above thanks to it being an infinitely tall linedef, this allowed me to accumulate
a good amount of momentum before going into the door. At the ending, a squeeze glide was performed to exit with only
the red key. I didn't expect 25 seconds but I ended up getting a mid-decimal 25 which is amazing.
MAP20 - The Factory
Where do I even begin? First of all, the start is possible to do 1 frame faster (lol) which later ended up becoming
a much bigger problem for me than it should've. I abandoned Looper's route where he grabs boxes of rockets for later levels
(and ends up losing 0.5s while doing so) and went the UV-Speed route instead. Unfortunately, I was missing a teleporter
unstuck trick from UV-Speed due to there being no cacodemon to perform it off of. This cost me around 0.4 seconds that
I realized I could save by performing a rocket boost at the end. This however, turned out to be a sort of bad move because
I lost health and armor that I ended up needing later on. (because MAP24 exists) I decided to perform a slower rocket boost
at the ending but fast enough that I'd have just enough resources to get through MAP24. Guess what the time was... 30.06
which made this level become the bane of this run for a while. I initially chipped away at it to save some time and ended up
saving 2 frames by better movement near the teleporter to the final section. 30.00, that was even more depressing because
now I knew that I could definitely do 29. I grinded the diagonal wallruns in the beginning to save that frame I talked about
earlier but I suck at them sooo nothing came to fruition. I continued on with the run while beating myself up about leaving
this level the way it was, until I took one final look at it, and realized I was missing an extremely obvious timesave that
somehow didn't catch my eye during this entire period. I finally got 29 seconds and my gripe with this level was over.
MAP21 - Nirvana
Odd glide trick I still don't understand was used. First discovered by Looper? xepop? One of Looper's other friends?
I'm not really sure but the first public example was 22no0804 so I'm leaning towards Looper. I tried to optimize this down
to a frame perfect level but I'm somewhat leaning towards another frame being saveable. (as can always be the case with this
game)
MAP22 - The Catacombs
There is a squeeze glide on this map which I thought would be cheese like all the others, except it turned out to be the
most painful thing ever. I initially optimized this level heavily and took it down to 10.06, then realized I was
down to 1 HP and needed resources for MAP23/24, I completed it normally aaand realized I still didn't have enough health..
Afterwards I realized I could settle for a slower decimal but still get 10 seconds while grabbing the secret soulsphere
in the beginning. This allowed me to mostly breeze through 23 and 24.
The squeeze glide can be done faster by 1-2 frames but since it was holding back later maps I built the slower but easy
setup of it.
MAP23 - Barrels O' Fun
Void glide trick to reach orange key. I ended up being 3 frames late when getting back in bounds but that didn't prevent me
from getting 17 seconds so it's fine.
MAP24 - The Chasm
Old rocket jump in the beginning saves about 5 seconds and outside of the wallrun straight to exit platform at the end
(instead of traversing through the ledges) this map is movement.
MAP25 - Bloodfalls
Some "bunnyhopping" is used in the two instances we're in the starting room. This allows us to reach the dropdown quicker.
(This is the most obvious example of the trick in all of Doom 2) Apart from a rocket boost near the end, it's all movement.
I initially built a 36.03, failed to improve on it and decided to "cheat" the last two frames for 35 seconds using a rocket
boost. :troll:
MAP26 - The Abandoned Mines
Wallrunning heaven. A rocket jump was used to reach the blue key, this trick is easily doable non-TAS as well and saves about
4 seconds. I used a lot of smooth turning on the stairs to get movement curves right and ended up getting 22 seconds while
grabbing extra rockets. I'm pleased with how this map turned out.
MAP27 - Monster Condo
The sheer amount of rocket boosts in this level is easily the most in the entire movie thanks to the invulnerability sphere.
Barney skip trick isn't possible in NoMo so we need to go through the entire map. One notable trick that saves about 0.5
seconds is opening the UAC door which leads to the final area before heading for the red key. (since it's on the way)
I grabbed the green armor and two soulspheres to prepare for the next two maps.
MAP28 - The Spirit World
Instant void glide right at the beginning, this is supposed to be pretty difficult but within about two hours of starting
the map, I got it. The place where you rocket boost yourself back in bounds is really weird, I had to slow down not to get
blocked there. Also, 6.66 time. Hellspawn infiltrated the run???
MAP29 - The Living End
This map ended up being just like MAP20. I got stuck bothering myself with a diagonal wallrun in the beginning for ages and
in the end, only managed to shave two frames off of it. Then as I was about to give up, I redid the ending stairs section
and managed to save enough time to get exactly 1 minute time. (1:00.91)
This map deserves some special commentary because it's the most elaborate one in the entire movie.
There is a TAS only sequence skip in this map that I don't think anyone's thought of (or pulled off even if they did think of
it) because it's extremely difficult.
In the first rocket jump (TAS only) I turned out not to have enough HP/Armor remaining to do it, then I realized that if I
took a very slight detour before going up the staircase to grab health and armor bonuses, I could pull off the RJ with 1 HP
remaining and hit my goal time of pressing the switch. Afterwards, I went on a little expedition through the map to grab
health packs and a soulsphere, a mega-armor right before the sequence skip meant that I had max health, armor and armor
defense multiplier before going into this very elaborate skip. (That I think barely saves 4 seconds)
Here's how it's done:
Rocket jump to skip the raising of the first bridge.
Hit the switch for the second bridge.
Immediately rocket boost to the third bridge switch.
Do a small rocket boost that provides just enough speed to catch the second bridge while it's still raising.
Wallrun to get to the switch without waiting for the third bridge to have risen enough. (jump over the gap basically)
Head back and execute a final rocket jump to pass the first bridge gap again.
Afterwards, I collected a medkit on the way so I can perform the old switch rocket jump with 19-20 HP remaining once it's
performed. I then collect a few more kits on the way to the teleporter leading to the 4-way puzzle section. This section
is entirely skippable using a rocket jump but I ran into a slight issue. My HP (70) was seemingly too low to perform the rocket
jump. Fortunately it took me only 15 minutes to find an angle that allowed me to survive the rocket jump with 1 HP left while
getting to the other side successfully.
You can see just how tight the health management was on this map, I've reworked a few sections multiple times just to have
enough health to perform all those boosts. Truth be told I was expecting my skip to save more than just 3-4 seconds but I guess
not. I'll take that improvement over the regular route though.
Some RNG manipulation was done at the final section using the plasma gun in preparation for MAP30. (......)
MAP30 - Icon of Sin (:doompain:)
I manipulated RNG to get pain elemental using the chainsaw while playing with dsda-doom segmenting feature (this part wasn't
built) as I figured it'd be easier to just reroll instead of doing frame by frame building. Lost soul autoaim trick was utilized
to hit the Romero head without going up on the pillar.
The first rocket shot was a breeze and barely took any time at all. What followed next was a 10 hour course of pure RNG
torture as I discovered a strategy that would allow for 20 seconds on UV difficulty (lost souls are faster on NM) and
attempted to execute it. No matter what I tried, I was stuck at 113-120 damage points for the second shot (I needed 124)
and it seemed that nothing would work. Coupled with a 38.1C fever and two blankets on me, I spent the next 9-10 hours or so
trying a bunch of different curves, angles, and upon aconfusedhuman's suggestion, lost soul positioning until.. it finally
happened. I got 124 damage points and John was no more. What's more, I actually obtained the 20 that I was gunning for.
This movie got delayed multiple times due to college work. Heck, the only reason I was able to finish it is because I'm
home sick (even at the time of writing this) and have a doctor's sick report. I'm very happy that I found the time to conclude
it like this.
Will I make more D2ALLs in the future? Perhaps. If I find the time, at least. For now though, I'm signing off for some time.
The Story
While speaking about no monsters TAS for Doom 2 map02 with aconfusedhuman, I decided to finish an old WIP I had lying around
and it ended up in an 11.46
From there I combined it with a 15.66 map03 I'd done before aaand suddenly I found myself doing all of Doom 2.
Special Thanks
aconfusedhuman :: sparking this project to life. (I had quit TASing Doom before we talked about technical stuff lol)
Zero-Master :: no monsters setup for map09 void glide, setup for the map08 glide
almostmatt1 :: technical explanations, help with map29
RockyGaming4725 :: technical explanations, help with map29 and some extra feedback
Everyone in #dsda-doom and #general in Hell on Earth Discord :: bearing with my stupid questions
Special Thanks - Music
FalKKonE & Rena :: very good symphonic metal covers of touhou songs, listened a lot during building
ZUN :: this dude deserves a mountain of awards for his music
Brothers of Metal :: good viking metal
Battle Beast :: good beast metal
Beast In Black :: good beast metal
Nightwish :: particularly 2013 wacken show was great, was floored
Powerwolf :: been listening since i was a kid, good stuff
Caleb Hyles :: his voice reaches the stratosphere
Jonathan Young :: his voice goes down to the earth's core
RichaadEB :: good covers and collabs
Trivium :: i enjoyed Ascendancy album but not much the rest
FamilyJules (+Adriana Figueroa) :: good covers
Akatsuki Records :: decent touhou songs
Eternal Melody :: i had Lunatic Red on loop for 4 hours
SOUND HOLIC :: i don't particularly enjoy eurobeat but PRESERVED VAMPIRE is a decent track
IOSYS :: crazy remixes go brrrr, been listening since age 5 lol
Release Hallucination :: emotional tracks go brrrr
Dimash Qudaibergen :: simply amazing and powerful voice that no one else on earth seems to have
UNDEAD CORPORATION DOUJIN WORKS :: i had Kasha No Sakebu Yoru Ni on loop for an hour while building, good stuff
Takamachi Walk :: decent psychological tracks
Cepheid :: planet series was great
Ado :: amazing alto voice
Yousei Teikoku :: i had Kuusou Mesorogiwi on loop for 2 hours while building, itsuki has amazing voice
Raon Lee :: good covers
PelleK :: some good covers but on some it felt sloppy
Jeff Williams & Casey Lee Williams :: good stuff over the years
Guns N' Roses :: chinese democracy was a good album
Kevin Sherwood & Elena Siegman :: og call of duty tracks are good stuff
A positively unhinged execution of Doom II movement in it's purest form. Without monsters, all that remains is how you can exploit every trick, glitch, rocket boosts, void glides, and other mechanisms to maximize your speed towards the end of each level. It can be argued that, in some ways, this is harder to optimize than the monsters variant because some skips (e.g., in Arch-vile door open in m27 / Monster Condo) cannot be used.
Accepting to Standard "No Monsters" goal
fsvgm777: Processing (after Professor Layton and the Curious Village).
feos: Yeah sorry I forgot to preclaim it. I discussed modern Doom encoding with the author and I'd like to update our standards a bit too to be more inline with how the pros do it.
feos: Reuploaded the original file now that we support footer.
Great quality of movement, a great bunch of tricks and a really fun run to watch. I especially really love all the rocket boosting, you get to really push that stuff to its limit in No Monsters!