I'm sure everyone expected this. Okuplok Slaughter Map: UV-Fast: All kills and all secrets with -fast parameter () No hit aka Almost Reality: Only damage taken is from unavoidable damaging floors. TAS: Tool-Assisted Speedrun Something a little bit out of the ordinary from me, but not quite brutal doom levels of weird. Creating a demo like this was basically impossible with the previous tools available, because frequent use of segmenting is necessary, and for long levels with a lot of monsters the load times get extremely tedious. However, recent improvements to segmenting has made stupid things like this possible. I took damage at 2 points from damaging floors, first at 46:27, maybe I could have avoided it with some perfect timing, doesn't matter as there's another point at 1:42:25 where there's absolutely no way to avoid the damage. Obviously no IDDQD cheat is used, whenever I got hit I would simply re do it until I didn't get hit. Nightmare is probably impossible with TAS, I don't think there's a possibility to get past the hell knights at 1:50:00 because of respawn. This map uses -complevel 9 or boom, which has a different respawn mechanic, in vanilla a monster will not respawn if it's starting place is blocked by another monster. In boom however the monster can spawn on top of another monster causing them both to get stuck. So you have a massive wall of health you need to get through both ways with no way to move around it. (edit: actually I have an idea that might work, but I have no plans of actually trying it.) Thanks to Kraflab for the DSDA-Doom sourceport. Music: Knightrider of Doom - Fight to the End The midi in got copyrighted, so I tried to replace it with the same midi that azu used in his UV-Max TAS. Of course youtube's copyright detection is complete trash so that one got falsely copyright claimed by AdRev Publishing, nice scam. Thankfully KoD has several other great midis, so hopefully this will do. Thanks for watching. FAQ: You got hit!: What happens when you get hit? That's right, you take damage, which only happened twice on damaging floor. This alone proves that I didn't get hit, but what if I modified the game to take 0 damage when hit or edited the video? Well in that case you can take the demo file where all my inputs are stored and play it back for yourself! It would be completely impossible for me to cheat like that as it can be easily checked by anyone. As for IDDQD it's impossible to include it in a demo and it would have been extremely obvious if I actually did get hit. It's also possible to see every projectile from a free camera view when playing the demo, obviously that isn't necessary as the game tells you if you got hit or not. You cheated, this isn't real: No shit, I have TAS in the video title, I have “This is a Tool-Assisted Speedrun“ in the video description, what could that possibly mean? At no point have I ever claimed to dodge 10000's of projectiles in real time for 3 hours straight in a single segment, it's literally impossible to reach the mastermind at the start doing that. So what does TAS mean? In this case the main feature that is used to achieve this is something called rewind or segmenting, and as I explained, whenever I take a hit I simply go back until I didn't take a hit and try again. This is incredibly easy to do. Take damage - rewind back a second - try something else - make progress or repeat until progress is made. Why didn't the hit register??: Sprite size does not equal hitbox. Mancubus projectiles are much larger than their hitbox, so even if it looks like I should have gotten hit then that doesn't make it so. Claiming someone is cheating in a TAS is incredibly dumb, a TAS would be a cheated run if there is no mention of TAS being used. So TAS is using features that would otherwise be considered cheating, so essentially it's like saying: “You're cheating in this run which you are saying is intentionally cheated“. However it's is and has always been clearly labelled as a TAS, it would actually take a lot more effort to cheat by video editing or modifying the game etc.
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