NOTE: This is a Tool-assisted demo

Final DooM: The Plutonia Experiment
Map 22 "Impossible Mission" UV Pacifist!

Recorded using Andrey Budko's modified PrBoom 2.2.4
-playdemo with Doom2.exe version 1.9 or PrBoom 2.x.y
(using -file plutonia.wad)

Kills:    18%
(Items:   34%)
Secrets:   0%

and Time: 0:56.29
          =======

Description:

When I did this the other day (pp22x120.lmp), I was 
just exploring uncharted territory. Using mostly the 
UV speed route, I had to invent strategies to survive 
this map pacifist style. My object was never to 
create an "optimized" demo and so the 1:20 I did 
wasn't very "TAS-esque". I was just trembling with 
excitement about being the first to finish this map 
pacifist style...

I got the urge to re-do this one again today, this 
time pushing much harder for speed. One of the most 
disappointing sections in the 1:20 was the slow 
yellow key part; it was very tempting to see if I 
could make it back onto the lift before it rose again.
This turned out to be extremely hard, not because I 
wasn't fast enough, but because there were chaingunners 
*everywhere* that were just waiting to be telefragged! 

In fact, I did this run in 0:57 just over an hour ago 
and I noticed when looking through it I accidentally 
had telefragged a chaingunner. I had to re-record 
everything after taking the yellow key (which was 
frustrating, but at least I did it quicker the second 
time, hehe).

I summarized what was bad about the 1:20 demo in a 
related thread at doomworld.com ->

* Could've waited for a try where the Hell Knight 
  shoots faster at the barrels.
* Could've charged through blue key room faster.
* Could've passed the last chaingunner before the 
  yellow bars room quicker.
* Could've skipped the medikits before the lift (turns 
  out I needed them here, but I could just have tried 
  more times to get through to the teleporter later 
  with less damage)
* Could've moved sooner after getting the yellow key
* Could've landed closer to the lift switch/revenant 
  teleport
* Could've tried and tried until I got up the lift 
  first time around and not second
* Could've ignored Arch-Vile blast after taking red key 
  and head straight for the door (and charge through the 
  end Reality style with 5-15% health), alternately tried 
  until the Arch-Vile didn't attack.
* Besides that, more accurate strafe running, optimal 
  turning, and optimal door/monster passing.

If you watch the two demos (the 1:20 and this one) you'll 
notice I improved all of these problems -- the lift 
especially, I didn't even have to push the switch next 
to the revenant at all -- except that I still suck at 
straferunning, turning and passing monsters/doors. :-/

This performance is much better than the last; when I had 
already done it once, I could concentrate on doing it TAS 
style this time! ;-)

Credits to Adrian "RamboBones" Danis whose comments forced 
me to do this one the way it should be done!

Other notes ->
Second only after the lift section in annoyance, passing 
the zombiemen at the end is frustrating indeed. They tend 
to cluster and make it time-consuming to pass. I lost a 
little time there, in spite of doing it about 25 times 
(this was the fastest pass!).

Kristian Ronge
Zuckuss@bigfoot.com