The Green Herring
My general comments for this pack:
My comments for my E3M2 UV speed, built from the textfiles of my two demos:
I thought I would have a lot of fun with this project, as this is an Ultimate
Doom WAD; after all, I'm in the middle of a campaign to play every level in
idgames/levels/doom/. The results, however, could not be any more unfortunate.
It's not a bad WAD, by any stretch of the imagination, with clever and
atmospheric design using nothing but the resources of the Doom IWAD. There's
nothing wrong with that. The problem with this WAD is that /it is not good for
speedrunning./ There's a lot of stuff to get in your way when going for UV
speed, and the thing placement is just awkward enough for max runners to have
trouble with it. For the first community demo project in a few years, vdgg
picked one of the worst possible WADs for it.
Naturally, I wound up contributing only one demo, unlike nearly everyone else in
the project. I would've gone for at least one max demo, but by the end of the
project, I had completely lost interest. Any further activity of mine on this
WAD may have to wait till I get to this WAD in my campaign... if I ever do.
Enjoy my one demo, I guess.
This is a really bad level for UV speed, in no small part because there's an
awful lot of stuff to get stuck on, mostly decorative pillars around doors that
serve no apparent purpose other than to hinder your movement, as well as the
placement of a platform at one point ensuring that should you cross it, you will
fly out of control into the side of a doorway. I would've done a wallrun all
the way up the hallway with the lost soul, but unlike every other WAD ever made
in the history of Doom, what opens the pillar is a light in the /middle/ of the
hall instead of a line stretching across its width. My original demo was 1:20,
with previous times including 1:27, 1:23, and 1:21.
Prompted by dew getting 1:18, I improved my time by incorporating two extra
tricks: xepop's closing and opening the door to the red key room so that you can
run through it without stopping on your way out, along with a bit of waiting so
you can swipe the key before the barons wake up and step on it; and dew's
strafe50 jump in the pillar bridge room, which is rather hard to pull off in a
hurry. I'm not going to beat around the bush; I /really/ didn't appreciate
having to play this level on UV speed again. Ultimately, though, I produced a
more optimized demo than before, which I'm glad I pulled off. Previous exits
for /this/ demo included 1:19 and my own 1:18.
- The Green Herring