Ultimate Doom: Episode 2 - UV-Max Speedrun in 23:30

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Published 2024-01-15
Runner: Zero-Master
Date: 2024-01-15
IWAD: Doom.wad
Category: UV-Max
Map: Episode 2
Sourceport: DSDA-Doom v0.27.5
Time: 23:30
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Level - Level Name | Time | Dif | :)
E2M1 - Deimos Anomaly | 1:28.57 | -00:03 | :) @ 0:00
E2M2 - Containment Area | 3:26.14 | -00:01 | :) @ 1:29
E2M3 - Refinery | 2:07.86 | +00:04 | :| @ 4:55
E2M4 - Deimos Lab | 3:28.80 | -00:12 | :) @ 7:04
E2M5 - Command Center | 4:00.63 | -00:06 | :) @ 10:34
E2M9 - Fortress of Mystery | 1:03.89 | +00:13 | :( @ 14:37
E2M6 - Halls of the Damned | 4:01.77 | -00:07 | :| @ 15:42
E2M7 - Spawning Vats | 3:31.46 | -00:19 | :) @ 19:47
E2M8 - Tower of Babel | 0:26.97 | -00:01 | :) @ 23:20
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Description:
32 seconds faster than the previous record.

I guess I am doing all these episode maxes afterall. Not too many improvements to the route here, you get berserk immediately at the start of several levels so there isn't much to think about.

In general punching is best against high health enemies, especially if they are infighting, but you don't want to waste rockets or cells on lower tier enemies either.

I can't really recall what good times on each map are, so the :) :| :( above aren't that accurate. Overall the time could have been better, but there's so much luck with infighting and damage taken while punching that this is not fun to do.

E2M1: Just need to be careful to pick up enough shells for the exit. A decent second half of the map, start could have been better.

E2M2: Lots of punching. Sometimes monsters go wandering off here, the imp after the chaingun secret could have gone around the corner and gotten stuck, but luckily I checked. Did have one monster that wasn't accounted for, but he showed up at the plasma rifle, no issues otherwise.

E2M3: Slower to go into the mega armor room first to clear out the monsters, but I don't want them wandering off. If I have the health for it I'll go into the corner by the barrels/baron to get some better damage at the cost of some health, if I'm lucky the baron can take a lot of damage from it.

E2M4: I use a rocket boost to grab 5 rockets through the wall, it's not necessary, but because you punch things it would actually be inconsistent otherwise. I then immediately do a linedef skip to skip the 5 lost soul closet where the rockets are located. This run can be very annoying because of nonsense like the cacodemon afterwards, often they do nothing, but sometimes they just land 60 damage bites and there's never a good time to take those. That was followed up with a 4 damage pinky demon bite, so not that unlucky afterall... especially nothing close to unlucky after what happens next, the most ridiculous infighting luck I've ever seen with the barons/cacos/imps, never in practice did it go that perfectly, unreal.

E2M5: There's no way I'd follow up the luck I just had with the second pair of cacos and barons I need to punch right? Well the exact same thing happened again, unreal luck and the best infighting I've ever seen and I'm done with this fight 5+ seconds faster than what I consider a good time. I also had a bit of armor left which is nice. I changed up the route a little bit just before this attempt by going to the zombieguy closet on the way back instead, it makes things a lot easier at the cost of a little bit of time, would have been less if I was better prepared for it.

E2M9: A really bad time, I should have started firing at the barons when I went back into the starting room as they were gathered up nicely, but the plan was to conserve as much ammo as possible so I wanted them mixed in with the cacodemons too. While I lose a lot of time to the previous record it's partially because of less cell use, which pays off on the next levels, but with this strategy it's possible to go under 55 seconds.

E2M6: More awful luck with the incoming damage while punching, cost me quite a bit of time because I had to slow down, should have died to the baron in the closet too, didn't expect the pinky to survive and block me. Could probably do a lot better with the ammo management on this level. The ending can be a bit random, but usually it's not too difficult to get some decent rocket splash, also fortunate to not have any demons wander into the starting room which can happen sometimes if they wake up which they didn't this time.

E2M7: I'll use any cells I have left on the pinkies at the start, I try to leave 40 cells before the invulnerability so that I'll have 200 for the cyberdemon. However I ended up a bit short this time.

E2M8: Have to get up close to make sure those cells hit as running out will cost me several seconds, which I did, but he was low enough that it didn't matter much.

All Comments (21)
  • @Samulisami
    My god that imp punching was satisfying lol.
  • @elmaminsk5411
    Okay, I planned doing it sometimes, and this video inspired me to finish this. Here's a propability for each demon to be killed with n berserked punches assuming he doesn't get damage from any other source and we have independent uniform distribution of each strike (which actually isn't the case in Doom, but... sort of) Zombieman 1 punch: 100% Expected value to die: 1 punch Shotgunner: 1 punch: 90% 2 punches: 10% Expected value to die: 1.1 punches Imp: 1 punch: 80% 2 punches: 19% 3 punches: 1% Expected value to die: 1.21 punches Lost Soul: 1 punch: 60% 2 punches: 34% 3 punches: 5.6% 4 punches: 0.39% 5 punches: 0.01% Expected value to die: 1.4641 punches Pinky: 1 punch: 30% 2 punches: 49% 3 punches: 17.5% 4 punches: 3.15% 5 punches: 0.329% 6 punches: 0.0203% 7 punches: 0.00069% 8 punches: 0.00001% Expected value to die: ~1.949 punches Cacodemon: 2 punches: 1% 3 punches: 27.3% 4 punches: 37.98% 5 punches: 22.722% 6 punches: 8.3352% 7 punches: 2.16144% 8 punches: 0.42585% 9 punches: 0.0662731% 10 punches: 0.00831312% 11-20 punches: less than 0.001% Expected value to die: ~4.187 punches Baron: 5 punches: 0.001% 6 punches: 0.7992% 7 punches: 6.71895% 8 punches: 17.74467% 9 punches: 24.73618% 10 punches: ~22.49366% 11 punches: ~14.91666% 12 punches: ~7.71486% 13 punches: ~3.25191% 14 punches: ~1.15179% 15 punches: ~0.35046% 16 punches: ~0.09313% 17 punches: ~0.02189% 18-50 punches: less than 0.01% Expected value to die: ~9.636 punches Thanks for your attention, Doom is a very cool game!
  • @DoomDodgers
    I was smiling through the entire second level.
  • @silentone3852
    Zero Master making life a living Hell for the demons as usual 😎
  • @danielja1832
    01:32 for the punching section. One of the finest pieces of work I've seen in a long time.
  • * Puts away rocket launcher * proceeds to beat them to death with hands
  • @kinetic03
    I had no idea about that rocket grab on e2m4, insane you used it in the run
  • @thedungeondelver
    You are the only thing they fear . Rip and tear until it is done .
  • @theYTfox
    My man putting that berserk to WORK
  • That extended HUD must help a lot with ensuring you caught every straggler.
  • @BladeTrain3r
    That disdain for the chainsaw on M2 😂 The way you do it all so smoothly makes it look like something anyone can do, and then you actually attempt it and realise no... this took EFFORT. Always a pleasure to watch though.
  • @marounasmar9012
    I loved playing doom when i was 12, and still… but i have never seen this berserk mode ever, congrats on your effort and consistency, it really needs patience and practice… so satisfying 👍🏻