1.19345614 × 10^-66 m^4 kg^2 / s^2
I don't particularly want to clog up a demos thread with discussion posts, but I'll just quote myself from an earlier discussion of deliberately-allowed short-cuts (specifically the rather crass ones in dv2):
tldr version: They're a great idea as long as they leave scope for creativity and skill in how and whether they are used. More generally, that goes for any category of demo on any map; the more interesting ways there are to record on a map, the more successful that map is from a speedrunning viewpoint. Of course, that does require players to be somewhat flexible in terms of which categories they consider.
On the subject of what makes a speedrun interesting, it should need to involve some creativity. An exit switch that can be pressed from the player start position clearly doesn't qualify from that viewpoint. A route that, e.g., features a keygrab that enables a player to reach a point where a cyberdemon will open a door for him (from the 'wrong' side), so that he can then reach a position where an archie blast together with a rocket boost will enable the player to make a death slide along a raised linedef under a locked door to reach the exit line, will be somewhat more interesting.
By deliberately leaving rather simple methods to exit the maps, I feel Huy showed bad judgement. It basically killed the Speed category in these maps, since it leaves them as very uninteresting routes. It's just a case of looking for a relevant sector in an editor, and then finding how to reach it most quickly. It's hardly even worth spending time trying to optimize the running, since the resulting demo won't be good to watch in any case. I recorded a few essentially as bug demos, and expected that they would be treated as such.
This error was probably a result of Huy wanting to make the maps Speed-friendly, but not being a speedrunner himself. An excellent example of a Speed-friendly megawad is Kama Sutra, which was created by two highly experienced Compet-n players. They left all sorts of shortcut possibilities (mostly intentional, some perhaps not), and left it to the players to work out which were useful, and how they should be used together for best effect. Some were just a bit too simple though, and the best maps in this respect were the ones where there was some monster resistance to overcome, thus complicating the task of assessing the best route. Leeds Castle was a nice example.
Another very Speed-friendly megawad is Icarus, where the shortcut themes were mostly unintended. In a few cases the suicide exit possibilities do render the route trivial, but in many they open up some extremely interesting route ideas. See maps 19, 22 and 28, for instance (or just watch the ic30 TAS run). TVR! also falls into a similar category.