Doom Speed Demo Archive
https://dsdarchive.com/

Iwad:      DOOM2.WAD
Pwad:      capybara.wad
Map:       MAP11
Skill:     4
Category:  Pacifist
Exe:       dsda-doom 0.29.0 -complevel 9
Attempts:  381

Time:      0:38.89

Author:    kmc

Comments:

Fun to route, but not to run.  The start is a bit tedious to play, especially when you miss grabbing the armor which I would immediately restart on.  First AVJ isn't hard, but I had a low success rate when I started running this a few days ago.  Definitely could have reduced my attempt count if I practiced it before starting.  Second AVJ is free, while the third is RNG since enemies are likely to hit the vile at that point.  I fell after getting the 3 jumps more times than I care to admit.  Despite there being 3 cybers, it isn't guaranteed that one will even get a rocket up to where you stand for the exit trick.  Its also possible to just SR50 against the torch, but its more random since you need enemies to not block from below.

Three almost tricks that I couldn't get working: 

1)  zombieman shooting the switch at the front.  This would remove the RNG from the AVJs as nothing would teleport in.  Unfortunately this line action doesn't let zombies shoot it.  

2)  Thing run from the starting area directly to the top of the wall (no AVJs needed).  I got close, and I think with damage boost it should be possible

 3) When the starting gates lower at around 7.5 seconds, quickly go on top of one and use it to step up where the hell knight is and then easily jump to the wall.  Also think this is possible, maybe TAS only though