
Table of Contents
- Introduction: The Grind for Perfection
- Defining the 100% Ultra-Nightmare Challenge
- Core Strategies and Route Optimizations
- Level-by-Level Breakdown
- Conquering the Slayer Gates
- Patch Notes and Their Impact
- Tales from the Brink: Near Misses and Resets
- Additional Insights and Technicalities
- Frequently Asked Questions
Introduction: The Grind for Perfection
It’s been a whirlwind couple of months since the last major push, but the siren call of a refined route in Doom Eternal's 100% Ultra-Nightmare category was too strong to ignore. This latest run, clocking in at an astonishing 2:22:11, isn't just about shaving off a few minutes; it's a testament to relentless optimization and deep game knowledge. While it’s only a 15-minute improvement over the previous benchmark, the journey involved tweaking strategies that I believe bring us closer to the theoretical sub-2:20, and even flirt with the legendary sub-2:17:11 Doom 2016 record held by ByteMe. The irony of Eternal potentially out-pacing its predecessor is a delicious thought!
I’ve temporarily shelved other challenge runs for now, as the mental and physical toll was becoming too much. The focus shifted back to this beast of a category, aiming to surpass my own 2:25 any% UNM time from three months prior. This is where the true dedication to the grind, the kind that defines #speedrunning, really shines through.
Defining the 100% Ultra-Nightmare Challenge
For the uninitiated, achieving 100% in Doom Eternal Ultra-Nightmare is no small feat. It encompasses:
- Acquiring all weapons and fully upgrading them.
- Collecting every Sentinel Crystal and Weapon Point.
- Gathering all Tokens and various collectibles scattered across the meticulously designed levels.
- Unlocking everything within the Fortress of Doom.
- Completing all Codex entries.
Successfully navigating these requirements leaves the player with specific resources: 8 Weapon Points, 15 Tokens, 4 Batteries, and a clean Codex with no remaining ??? entries, as confirmed post-Icon of Sin. My personal restrictions, honed over countless hours, are crucial to maintaining the integrity of this #speedrun:
- No intentional major glitches: This primarily excludes out-of-bounds exploits that bypass intended level progression.
- No external aids: Scripts, macros, or any form of cheating are strictly forbidden.
- Vanilla gameplay: Utilizing the console for rebinding keys (like mousewheel jump) is disallowed.
- Crash tolerance: While I don't seek them out, a run isn't invalidated by a crash unless it occurs at critical low health in a dangerous position or provides a clear, unintended advantage. For the record, a crash did occur during loading on Cultist Base this time.
The in-game time for this phenomenal run stands at approximately 2:22:11, with a real-time of roughly 2:25:02.
Core Strategies and Route Optimizations
This run is built upon a foundation of aggressive routing and precise execution. Key optimizations include:
- Fast Travel on ARC Complex: This crucial trick bypasses the lengthy turret elevator sections, saving invaluable seconds.
- Fast Travel on Urdak: By utilizing fast travel here, we can skip a 30-second cutscene for the first ring and also bypass some smaller sections leading up to the second secret encounter.
- BFG Usage: The BFG is strategically employed to clear out the initial fight in Urdak, making the first secret encounter more manageable and faster.
- Destroyer Blade Proficiency: This weapon mod has proven incredibly effective and is now a core part of the damage rotation.
- Heat Blast Priority: I’ve reverted to upgrading Heat Blast first, as the meticulous headshotting required for other strategies became too tedious for the consistency needed in a 100% run.
These aren't just minor tweaks; they represent a fundamental shift in how certain encounters and sections are approached, pushing the boundaries of what's considered optimal for this #worldrecord attempt.
The pursuit of perfection in Doom Eternal's 100% Ultra-Nightmare category is an exercise in pushing personal limits and mastering every pixel of the game's intricate design.
Level-by-Level Breakdown
Here’s a look at the split times for each major section of the run, showcasing the incredible pace maintained:
- Hell on Earth: 0:00:31
- Exultia: 0:08:49
- Cultist Base: 0:23:40
- DOOM Hunter Base: 0:41:04
- Super Gore Nest: 0:51:42
- ARC Complex: 1:05:37
- Mars Core: 1:22:40
- Sentinel Prime: 1:33:31
- Taras Nabad: 1:37:28
- Nekravol: 1:52:50
- Nekravol – Part II: 2:00:16
- Urdak: 2:07:08
- Final Sin: 2:17:50
Conquering the Slayer Gates
The Slayer Gates are brutal gauntlets that demand peak performance. Here are the start times for each:
- Slayer Gate 1: 0:17:43
- Slayer Gate 2: 0:37:38
- Slayer Gate 3: 1:00:57
- Slayer Gate 4: 1:09:26
- Slayer Gate 5: 1:30:57
- Slayer Gate 6: 1:47:24
While not all gates were perfect – Slayer Gate 1 was rough, and Gate 3 abysmal – Gate 5 was a standout performance. The sheer consistency required across all these challenges is what makes a #PB like this so impressive.
Patch Notes and Their Impact
This record was set on version 1.0 of Doom Eternal. The current patch is 1.2, and the game is still receiving updates, making version choices a significant factor in the #speedrun community. While running on older patches can be advantageous, the long-term goal is to transition to the latest stable version once major updates cease. This ensures the record remains relevant for the game's final state.
With version 1.2, significant time loss is introduced primarily due to the Marauder ice bomb glitch being fixed, likely adding a couple of minutes back onto runs.
A small hope remains that id Software might one day allow skipping the battery insertion animation in the Fortress of Doom, offering a further speed boost.
Tales from the Brink: Near Misses and Resets
The path to a successful run is paved with failed attempts, each teaching valuable lessons. My last three attempts before this record were fraught with peril:
- The "Forgot Something" Run: As the Icon of Sin death cutscene played, the horrifying realization struck: I had forgotten an Elena log entry. A critical mistake at the worst possible moment.
- The "Close, But No Cigar" Run: With a significantly slower time, I decided to push through and finish the Icon of Sin. I destroyed 7 out of 8 body parts in the second phase, only to be taken out by a stray Lost Soul mere meters from a health pickup.
- This Record-Breaking Run: Even this successful attempt had its hairy moments. Initial attempts involved several resets on Hell on Earth, a forgotten item on DOOM Hunter Base, and a death on ARC Complex. However, my overall consistency has been solid.
There were other close calls, like a near-death experience at the start of ARC Complex and a dangerous moment in Slayer Gate 3 on Super Gore Nest. The two failed attempts preceding this one were around 2:28-2:29 RTA, making this run over 3 minutes faster, even with the game crash!
Additional Insights and Technicalities
A wealth of additional details, including insights into routing, weapon choices, and answers to frequently asked questions, can be found in a comprehensive pastebin document. These nuances are critical for understanding the depth of strategy involved.
Visually, the game is set to maximum/ultra-nightmare graphics, with a Field of View (FOV) set to 115. This provides the clearest possible view for split-second decisions.
Notable minor glitches or visual oddities encountered during attempts include:
- A visual glitch on Taras Nabad when going too far above the map near the second Pain Elemental.
- A momentary confusion regarding the correct glory kill side on Nekravol after a failed first attempt.
- A planned skip after the Tyrant arena on Final Sin, which failed twice.
On a positive note, most Marauder encounters were dispatched quickly. The cutscene after the first Baron on Urdak was also peculiar, with no clear explanation for its behavior.
The pursuit of the perfect run is never truly over. Every attempt, successful or not, provides data for the next optimization.
A disappointing moment was failing the meathook skip at Mars Core for the first time in ages. Such is the nature of high-level #speedrunning on #pc; consistency is king, but even the best can falter.
Frequently Asked Questions
Q1: Why are you running on version 1.0 and not the latest patch (1.2)?
A: Version 1.0 offers faster times due to certain glitches and mechanics that are either fixed or altered in later patches, like the Marauder ice bomb exploit. While running the latest patch is ideal for future archival, current records often prioritize the fastest available version.
Q2: What are your graphics settings and FOV?
A: Graphics are maxed out at Ultra-Nightmare, and the Field of View (FOV) is set to 115 for maximum situational awareness.
Q3: What's the biggest time save you implemented in this route?
A: The fast travel optimizations on ARC Complex and Urdak are significant time savers, bypassing lengthy traversal sequences.
Q4: Is it possible to go even faster than 2:22:11 in 100% UNM?
A: Absolutely. Sub-2:20 is considered achievable with further optimization, and the ultimate dream remains to push towards the sub-2:17 mark, mirroring Doom 2016's WR.
Thanks for watching, and may your runs be swift and glitch-free! The Slayer’s path is demanding, but the rewards of pushing the limits are immense. If you enjoyed this breakdown or have insights of your own, drop a comment below and join our community on Discord to discuss all things #speedrun and #gaming!
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