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Archvile Hunter

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  1. Category: 1 Dead on: M2 Map entered at: 10:27 Time of Death: 19:08 (8:41) Kills: 99/102 Died to an inescapable pit while looking for secrets, one of the most infuriating ways to lose an ironman. It may have actually been a blessing in disguise though, as the titular "death tormention" seems to refer to IRL death from boredom by playing an Ultimate Doom wad in 2024. Yawn. avhunter-DTPACK.zip
  2. You can make the jump with SR50. I don't know if there's another way to get in there, but it's not mandatory for progression anyway.
  3. It does appear to be bugged in GZDoom, that is unfortunate.
  4. You can make it over those pillars with SR50. SR40 is also possible, but it is very precise, and I found SR50 to be much more consistent. If you don't know, to perform an SR50, you must press the Move Forward, Strafe Right/Left, Strafe On, and Turn Right/Left keys simultaneously (Strafe Right + Turn Right for a left-facing SR50, or vice-versa for a right-facing SR50). My setup is Strafe On on Spacebar, Turn Right on Q, and Turn Left on E (WASD for general movement). So for a left-facing SR50 I will press W+D+Q+Space.
  5. It's possible that the mechanism for the chaingunner malfunctioned because of GZDoom, since I know it handles scrolling floors differently from DSDA-Doom. I think it could theoretically also happen in DSDA-Doom, but regardless, it's a bug. The six monsters that don't count towards the kill count are flagged "friendly," meaning they act as your allies and will fight other monsters alongside you. I think it's likely that this is an error.
  6. Single-segment uv-max seems unfeasible because of wandering monsters. They tend to roam around and get stuck in odd places, so good luck finding them without saves & loads / IDDT. It is theoretically possible though.
  7. You know that music games universally have a very high skill ceiling, right? If you sat someone who's never played Doom before down in front of Alien Vendetta, it's going to seem impossible, even though Alien Vendetta isn't even near the peak of difficulty in Doom.
  8. From my experimenting, that's what I had to do to access it
  9. I had to look it up in Doom Builder and did some experimenting, and here's what I found: There are single-use walk-over triggers on the four lifts that lead up to the exit area. These triggers close the doors to the secret, and by the looks of it, were intended to reopen them after 30 seconds, but it doesn't work correctly, and the doors instead stay shut permanently. You can still access the secret if you trigger these walk-over lines before interacting with the three payphones.
  10. D2ICO.wad on Doomworld D2ICO.wad on idgames D2ICO.wad on DSDA Doom 2 In City Only is a 36 map megawad in MBF21 format featuring nothing but city maps. Some of these maps are very large, so it is recommended you play with OpenGL. The set was primarily tested in dsda-doom. There are 6 secret maps (one per episode) with the secret exit being in the middle map of each episode. Jumping and freelook are not intended for this set and will break some maps. MAP24 UV-Speed in 5:38 d2ico24-538.zip
  11. Doom 2 In City Only MAP24 UV-Max TAS in 16:22 d2ico24xm1622.zip If anyone can max this one non-TAS, I will be thoroughly impressed.
  12. It's been a while since I participated in an Ironman. Both Demos are category 1. Suspended in Dusk - Survived in 1:09:09 Bauhaus - Survived in 55:45 Total time 2:04:54 The progression here seemed more challenging than the combat. SiD was more traditionally labyrinthine, and I struggled a bit with navigation at times. Bauhaus was more obtuse in it's design, and I felt stumped about what to do on a few occasions. If you know the maps well, you could probably blaze through these.
  13. I would like to update my vote: Eviternity II - 10 Sunlust - 10 Abandon - 8 Eviternity - 6 Speed of Doom - 6 Overboard - 5 Going Down - 5 Valiant - 3 Resurgence - 1 TNT: Revilution - 1
  14. I know Doom running on anything is a meme, but I never expected anything like this.
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