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Final Doom: The Plutonia Experiment - Nightmare! Speedrun in 34:28
Runner: Zero-Master Date: 2020-10-29 IWAD: Plutonia.wad Category: NM-Speed Map: D2All (Map 1-30) Source Port: Crispy Doom v5.9.2 Time: 34:28 Map Time 01 - 00:51 02 - 01:18 03 - 01:41 04 - 00:21 05 - 00:55 06 - 01:32 07 - 00:46 08 - 00:29 09 - 01:12 10 - 00:42 11 - 00:59 12 - 00:34 13 - 01:33 14 - 00:45 15 - 00:43 16 - 01:30 17 - 00:15 18 - 00:36 19 - 00:37 20 - 01:39 21 - 00:53 22 - 02:42 23 - 02:46 24 - 01:57 25 - 00:49 26 - 01:14 27 - 01:00 28 - 01:44 29 - 01:26 30 - 00:59 Description: I didn't expect this to happen so easily and so soon after my episode 3 run, but I won't complain about my luck here :) I also didn't expect anyone else to ever bother with this run, but I was wrong. This is a 3 minute and 32 second improvement over the previous record by S6kana, and nearly 10 minutes faster than my previous run. It's been 5 years since I last recorded a full nightmare demo of plutonia, though 1-2 years ago I put a lot of effort into some nightmare all secret demos for it and significantly improved the route in the process, combined with just playing a lot better than I did back then resulted in a fairly effortless exit. JCD and S6kana might attemp to complete a coop playthrough of this on nightmare some day, you can see the previous nightmare record and uv coop record on s6kana's channel found here: https://www.youtube.com/channel/UCRhnet-gJa4yKrd0lQkJH6w/ No idea how low the time can go. Music: https://ift.tt/rRPtosB Some map comments: Map 01: I saw s6kana just kill a single mancubus here and instead use the chaingun to painstate the second one, which is very nice and makes the start much easier. Map 04: This map is a pretty massive difference. I move backwards off of the starting platform as to not wake up the cacodemon in one of the acid pits, as it needs to be killed if it teleports out. Then I can usually press the switch in peace unless I get unlucky with a shotgunner hitting me or an imp respawning. Map 07: Never really had a plan for those arachnotrons as I have no idea where they'll be once I clear the gap. Map 10: Dangerous level as I need the armor for map12, so I clear out some of the chaingunners and try to get the linedef skip on the revenant closet quickly and just hope I don't get hit by cacodemons. Map 16: Made a real mess of the start of this level, didn't know how many shotgunners there are and were they were. Barely managed to react to the first hit I took when going for the linedef skip, if I had failed that I'd be in big trouble. Map 18: Not the best start, I think getting a shotgunner to teleport in first is better since he'll infight with the imp. Kept getting hit by an imp while trying to take cover from the hitscanner, so I could have easily died here had a chaingunner survive while I was in the open. This was probably the closest I was to dying, failing to get the megasphere is also possible and would have certainly been the end. Exit arch-vile jump is easy though. Map 20: That second baron took way too long to get out of that corridor, they also both had some rather unfortunate positioning, but thankfully I had enough health to survive to the end of the level. Could have easily gotten killed by something. Map 22: A different setup for the linedef skip on the red key trap by JCD I think, a bit easier to do. Need to be careful at yellow key, it's possible to get blocked by spectres while crossing the lowering bridge which would be a disaster and very likely lead to death. Map 23: When I routed this for nm100s I still struggled a lot on this level, it always felt like a 50/50. However some recent changes by I believe s6kana made this much easier. First is the start, making sure you have the health from map 22 allows you to just go grab the blue key first which is very very nice here. The second part was running up the platform by the switch that opens up the path to yellow key and dropping down with BFG, seemed to be a bit easier to conserve some health that way. Clearing out all the monsters by the 32 unit gap before red key and doing the glide was another thing. Map 24: Just need to get that vile jump and this level is easy. The worst thing that can happen is that you expect the vile to hit you but he instead gets hit by something so you fail the jump. A backup would be to activate the bridge, but it allows the vile access to the next area which can be a problem. Map 25: Lots of damage at the start, but the plan was always to get the megasphere and clear the entire room quickly. The rocket jump is easy. Map 26: Thought I was going to die to the pain elementals, figured I had enough health that it would never have been a problem, but it was close. Map 30: I think JCD or s6kana leave the cyberdemon weak before going up and killing it, because killing him from below will leave it some 2 second window where it can respawn in time before the rockets get past its location, but that would be unlucky. Thanks for watching.
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