Filename : bsal1m2239.lmp, bsal1m2239.txt
Date     : 21.12.2024
Iwad     : doom2.wad
Pwad     : bsal2023.wad
Game     : Doom2
Exe      : DSDA Doom 0.26.2 -complevel 2
Category : UV-Max
Map(s)   : MAP04
Skill    : 4 (UV)
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Nickname : alexsa2015sa
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Map 04 - 25:04
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Description:

The lmp is recorded against an incorrectly named .wad file because the demo author is a dummy who renames the new files all the time instead of replacing old versions with correct ones. It should sync anyways.

Attempts: ~500 + 93 to improve result

The lmp is recorded against an incorrectly named .wad file because the author is a dummy who renames new files all the time instead of replacing old versions.

First of all: fuck this author and their love for archviles. Surprisingly enough, it isn't even the final buttload of skinny menaces (which I survived only on third attempt that I made to finale at all, and two months laterimproved the result on fourth), but the blue key pillar of bloody lava fight that was the sticking point. Despite effective +400 health, it is a technically demanding segment: the space isn't large, the pentagram is obviously slippery, and too many imps and demons bodyblocking so I kept getting zapped and hurled into 20-damage abyss in the north half of the pillar.

Somewhere midway through the demo has both a SPECHIT and slightly later an INTERCEPT overflows happen; I think the emulation was correctly enabled and I recorded in strict mode, but just pointing that out to be safe if anyone has questions on this demo desyncing somehow.

I did manage to imptove the attempt by 6 minutes two months later. Various dirty things in 25:04 playthrough:
	- Backtracking for no good reason, but still much, much better than the original 31:07 one
	- Lost a few seconds by forgetting about bullets and failing to pick up shells. Can't go with rockets alone, after all.
	- Lost more than a few seconds by dithering about the blue armor secret. I didn't have to pick up these shotguns this early, and it's a deeply annoying jump to make. Also, forgot to switch to RL on lift afterwards.
	- Also forgot to open the plasma secret at proper point, and spent forever killing the chaingunner closet.
	- Blue key cleanup went faster, but I also took more risks there. It can be done even faster by actually attacking the room, but the elevation difference makes it quite frankly difficult to manage fliers.
	- Red bars segment went completely balls up because I did something wrong out of order and the ambush actually ambushed me (it can definitely fail to). Thankfully, I had two more months of experience this time around and managed to not die.
	- I managed to let archviles repeatedly spawn ghost monsters, thankfully this didn't happen during finale, but the chaingunner around red bars was the worst handling of that.
	- Hypotetically, in big room leading to yellow key teleport you can either linedef skip outright, or use the pair of archviles to arch-jump the button early if you aim for better run speed. Max run would need to trigger all switches anyways, since there are monsters there.
	- Invulnerability run has some gratitious waste of rockets because I can't run actually backwards and shoot. Also, I was too slow to run away before it times out (it's possible and 31.07 attempt did that)
	- I wasted several seconds by forgetting how the blue side lift into big room works.
	- Imp cleanup was also time-consuming; if I didn't need the soulsphere I could've left that for later, really.
	- This time around I did NOT facerocket on the mancubus. Big progress, here ;)
	- I handled the finale a lot better than the 31.07 attempt which had five archviles split into three clumps who naturally revived every single corpse on the way, so I spent all ammo there. The successful handling let me get away with genuinely forgetting the yellow bars ammo stash exists.
	- The yellow key balcony imps could've died in two, maximum three rockets without spending ten seconds plasming them.
