Doom2 - Hell On Earth
UV Speed Movie (Built)

          Level Time <Budko 30uv1437
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          01    0:05 -0:00
          02    0:24 -0:02
          03    0:17 -0:01
          04    0:18 -0:02
          05    0:19 -0:01
          06    0:43 -0:02
          07    0:05 -0:00
          08    0:17 -0:01
          09    0:32 -0:02
          10    0:22 -0:01
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Total Episode 1 3:22 -0:12
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		  11    0:25 -0:01
		  12	0:35 -0:01
		  13    0:52 -0:01
		  14    0:07 -0:01
		  15    0:25 -0:03

		  31    0:30 -0:01
		  32	0:11 -0:00
		  
		  16	0:10 -0:00
		  17	1:19 -0:05
		  18	0:20 -0:00
		  19	0:30 -0:01
		  20	0:32 -0:01
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Total Epsidoe 2 5:56 -0:15
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		  21	0:13 -0:01
		  22	0:12 -0:01
		  23	0:30 -0:02
		  24	0:25 -0:01
		  25	0:37 -0:00
		  26	0:28 -0:01
		  27	0:11 -0:00
		  28	0:31 -0:01
		  29	1:08 -0:01
		  30	0:29 -0:00
---------------------------------------------
Total Epsidoe 3 4:44 -0:08
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		TOTAL  14:02 -0:35	
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Demo completely built using custom tools
Strafe 50: Always on
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Plays back with Doom2 v1.9 and any compatible
ports.
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Author: Adrian Danis (RamboBones)
E-Mail/MSN: rambo_bones@hotmail.com

---------------------------------------------

Map 01 (0:05; -0:00): If this can be done in 
4 seconds then I'm not the one whos going to
do it. Edit: This has now been done in four
seconds. I feel sad :(

Map 02 (0:24; - 0:02): I managed to have some
good luck in manouvering the imps around the 
blue key area this time and combined with 
tight corners allows for two seconds to come 
off.

Map 03 (0:17; -0:01): There are just two
reasons why I got a second off here. Firstly
at the start of the level when jumping to the
armour I don't hit the wall when going through
the gap and secondly after going up the lift
and strafe running to the secret teleporter
I take the most direct route instead of trying
to pick up the machine gunners dropped gun.

Map 04 (0:18; -0:02): Just pure hard work
manouvering those imps around from the blue
key is why I got this time so low.

Map 05 (0:19; -0:01): Due to this being a
built demo I could really optimize the yellow
key collection which is where I gained
most of my time, that and getting the
corners tighter.

Map 06 (0:43; -0:02): Again two reasons for
this nice time. Firstly I navigate the columns 
at the start area much better and after 
getting the red key I don't have any annoying 
imps blocking my way in the corridor (or at
least none that slow me down).

Map 07 (0:05; -0:00): I guess I have to state
here that I believe four seconds to be
possible if you skip the megasphere or 
something so maybe someone should try a
single level run for this? (Someone not
me that is)

Map 08 (0:17; -0:01): I really don't like
the baron room on this level. However I
do manage to get out with a nice time and full
health so I'm not really complaining.

Map 09 (0:32; -0:02): Having 200/200 at
the start of this level is realy nice just
a shame I can avoid the rocket jump to the
yellow key and now have all this health left
over that I don't use, maybe I need to put
in a rocket boost somewhere......

Map 10 (0:22; -0:01): Nothing special, 
I almost got two seconds off but just
couldn't find anywhere I could take another
six tics off.

Map 11 (0:26; -0:01): By taking out the 
arachnatron before the last switch you don't
get slowed down whilst waiting for it's death
animation to finnish (hence you can just use a 
rocket to get some more speed)

Map 12 (0:35; -0:01): Waiting for that last 
platform to come down to get the last switch
was a real pain, if the platforms worked
better you could probably take another second
off, as it was I needed a rocket boost just
to take one second off

Map 13 (0:35; -0:01): Nothing special here
just the usual built improvement

Map 14 (0:07; -0:01): The only major difference
between my run and andreys run is I don't hit
the wall after doing the rocket jump but rather
manage to dodge around the wall and the 
zombieman, so I don't lose speed

Map 15 (0:25; -0:03): This is a beautiful run.
Dodging the bfg on the first pass to the 
yellow key allows for a rocket jump to get 
moving again saving a fair ammount of time 
getting moving again. The other two rocket
jumps shaved enough off to just crap in a 25
second run.

Map 31 (0:30; -0:01): Nothing beats doing a
level full of hit-scan enemies with no health.
Usual built improvement on this level

Map 32 (0:11; -0:00): Interesting thing about
this keens on this level is three must be
completely on the ground and the third starting
to fall for the exit to open. Using a different
style for this level it is possible to have
all keens dieing earlier but you then have
to wait for ages for three to hit the ground.
In short, no improvement possible

Map 16 (0:10; -0:00): I *hate* the bar glide
at the end of this level. Doing it isn't that
hard if you have an hour to line everything up
but otherwise I have no idea how to do this
quickly. I got an exit, might not have been
faster than andreys (in fact it's .31 seconds
slower) but I honestly don't care. Thanks
to Kristian Ronge who helped me with this
level

Map 17 (1:19; -0:05): A long map but all
those corners allows for five seconds to be
taken off so I'm not complaining :).

Map 18 (0:20; -0:00): I didn't really have
a hope of taking any time of here.

Map 19 (0:30; -0:01): If anyone feels the
burning desire to tweak the randomizer to
make the caco open that door, then I wish
you the better part of an afternoon spent
in frustration.

Map 20 (0:32; -0:01): Amazingly I was able
to take 21 tics off on the way to the first
teleporter whilst running the lava.

Map 21 (0:13; -0:01): Simple map

Map 22 (0:12; -0:01): The bar glide on this
map was brute forced by a computer program

Map 23 (0:30; -0:02): Do not get the
megasphere. It is actually faster to get the
armor. Without armor time was 30.3 with armor
time was 30.6. With megasphere time is 32.
It's pretty clear what you should do.

Map 24 (0:25; -0:01): I never liked running
across those thing beams, it always looks
really shaky in my demos, but I'm faster so
I'm not really complaining

Map 25 (0:37; -0:00): In the words of Andrey
'Most  boring  and uninteresting level'

Map 26 (0:28; -0:01): Better keygrap and
turns

Map 27 (0:11; -0:00): I hate this level

Map 28 (0:31; -0:01): I was on track to get
two seconds off but had some really lousy
monsters at the end. No ammount of rebuilding
could encompass both the same good time and
killing or moving the monsters though, so I'll
have to be happy with what I've got, especially
since I can grab the armor whilst waiting for
the shotgun which I need on the next level

Map 29 (1:08; -0:01): I didn't really try
that hard on this level, just wanted this
bitch finnished.

Map 30 (0:29; -0:00): I doubt it is possible
to do it in 28

---------------------------------------------

What to say here? First of all do not try this
at home, making this whilst was sometimes
enjoyable was also an incredible slog, and
the quality of andrey's TAS demo is such that
only marginal improvements are made even from
building. Could also be because I suck at
building demos but.....

I should probably take the time to thank all
the people who have helped me throughout the
making of this. Firstly to the people who 
made prboom as my entire replay editor, and
hence this replay, would not have been
possible without your port to build off.
Secondly Kristian Ronge for giving me some
help and keeping me motivied. Thirdly my
friend Steve for taking the time to watch
each new level as I made it and giving me
feedback, and also for listening to me
complain and whinge non-stop about lack of
health and other speed run related issues.
And lastly I should thank the guys at the
doomworld forums for their general help
in the past.

That's all folks

02/10/2006