                  Sliw
          Map 01: Fun in the Sun
           WAD Author: Kraflab
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             sliw01p226.lmp

Pacifist in in 2:26

    Kills   - 0%
    Items   - 80%
    Secrets - 100%

Recorded with: DSDA-Doom 0.28.2 -complevel 21
Skill level: Ultra-Violence
Author: 4shockblast
WAD: sliw.wad
Category: Pacifist
Time: 0:23.40
YouTube video: https://www.youtube.com/watch?v=vkEcPVJNADs

Comments: This is sort of the king of the original Sliw to me; every room here with a specific challenge in mind, most of them extremely hard or easy to fail. According to what I recall of the intended approach:
  - Room 1 is an imp RJ followed by a straightforward off-the-wall RJ.
  - Room 2 is fairly easy platform lowering, and I think it may have intended use of a lost soul thingrun to make the jump to the final teleporter.
  - Room 3 is just tiny triangular platforms, most of which are sort of red herrings; the medikits lead the path.
  - Room 4 is AVJs.
  - Room 5 is difficult switch timing challenges.
  - Room 6 is patient walking around the edges of kill floors to avoid triggering them.

In all of the rooms, the floor is lava, so any mistake is game over. Right off the bat, room 1 is semi-cheesed with using an imp thingrun jump instead of RJ, although I think the RJ is actually more consistent, but, obviously, this intended approach would be the only obstacle to pacifist, so I have to go with the thingrun anyway to yield both UV-Speed and Pacifist (plus it's faster). You can actually skip RJ 2 with a diagonal wallrun, but that is much too precise to yolo, and a setup is extremely slow, so I don't go for that here.

The second room, you can easily make the jump without any assistance, so it's sort of a freebie (though it's still easy to fall off at times). But from that point onward, the run is extremely challenging IMO. Every other room requires good execution, and, in the case of the vile, decent luck so that the vile does not target you when you are not ready too early, as the only safe spots away from the vile in between jumps are pretty difficult to get into quickly due to them being narrow. The vile room is especially easy to fail because you only have 100 health for all of the AVJs, so, other than the last one, you don't have good visibility post-AVJ, so it's really easy to tell where you've landed on a platform and which direction to correct in. The last jump is also tricky due to the unusual shape of the teleporter and killed a few runs. The jump before that is quite precise, but I managed to find this very consistent setup from within the platform, which helps a lot, as my previous thought was to jump from the edge of the outside platform, which opens you up to the vile, so no setup was all that consistent, as you had no time to do a proper setup.

With any mistake being almost certainly RIP, the run is extremely nerve-wracking, and ending a run that challenging on a long patient traversal of narrow floors is rough. :^) I had two runs that got that far and died, mostly because of nerves. Thankfully, this run was at least faster than either of those, so there's some redemption in that. I also failed the last switch press in room 5 once, which is ironically the easiest one, but I never failed the rest of that room; although that RJ/switch press is pretty tricky to perform, it's fine if you're good at timing it.

1K attempts total. Max should be doable with one, or, even easier, both RJ skips, will try to do some sort of table fill for it with less concern for time.