Player: kuckkuck
IWAD: doom2.wad
Map: Map01
Category: UV-Max
Skill: 4
Sourceport: dsda-doom-0.29.4 (-complevel 2)
Youtube link: https://youtu.be/l0SqBR8XSv8

Time: 0:35.49

Comment:
Originally I went for this expecting a rng chainsaw grind. Instead I was greeted by a nasty movement max, which is 
not really my strong suite. Ironically, the parts I expected to be most rng (i.e. the start) were not and instead 
I introduced a lot of nonsense in latter parts and they were probably not for the best.

Why is the start not the problem? Well, I found that there is a way to execute the first few seconds of the run in 
such a way to chainsaw the first 5 zombiemen somewhat quickly. Is it the fastest? I don't think so, however it 
certainly felt more consistent as I was able to get 8.5 lift times very reliably, sometimes more, sometimes less 
(best times were 8.2 lifts). It's hard to describe what I'm doing in a text file form, but I developed a "feel" 
that I know what to do to get this kind of outcome. It could be called rng manipulation, but that really stretches 
the definition of rng manipulation.

The 3 imps above are also very weird. For one I can chainsaw the second imp through the first one consistently and 
then I can press the switch through the third imp, although it was sort of 50/50 whether it happens or not.

In the blue room I fire the rocket instantly without any aiming and I also take straight path going out of the room 
(previous runs went through the middle). From this point onwards I am completely screwed. Beside the omega dogshit 
rocket missing most of the time, a lot of runs get killed here because of funny pistol spread and because of the path 
I take I can't really finish them off, if they take more then 5 shots. Imp can also survive and he can be annoying too. 
For a long time that surviving imp caused me to get stuck on the wall, while running backwards and firing at him, 
although I somehow managed to clutch it when it in two runs I posted, but be sure, this was not common for me. Also 
because of the path I take the 2 imps tend to block the hallway more often than if you go around the middle.

Towards the end I fit in extra long-distance shotgun shot, that has success rate at like 1/10, but I don't really mind it. 
There is an alternative route, which involves not taking the shotgun and just chainsawing the remaining 4 imps. I haven't 
really paid much attention to it, from experimenting with it for like 30 minutes, it seems like above-average chainsaw 
rolls are needed to get exit comparable to the sg strat and getting good rolls still doesn't guarantee exit, as the rocket 
can fail, the imp in the cage can go back etc. Chainsaw is a rancid weapon anyway, and while shotgun, as bad as it can be, 
is still just "either it hits or it doesn't" as opposed to the shit chainsaw can do, with dumb damage spread, throwing 
you around unpredictably and being sensitive to blockmaps.

34 seconds is possible, as evidenced by the extra demo in the zip (lv01m-failed34.lmp). This demo was particularly sad, 
because everything went as planned, but small movement blunder at the end caused me to not tag the last secret. 35 seconds 
run is still ok I think.

36558 attempts

