Doom's Oldest World Record Was Finally Beaten!

Karl Jobst
16 Apr 202423:45

Summary

TLDRIn a remarkable feat of gaming skill and perseverance, speedrunner 'Shock' achieved a record-breaking 4-second run on the first level of Doom 2, 'Entryway', on April 6, 2024. This accomplishment shattered the previous record of 5 seconds, which had stood for 26 years since Thomas Pilger set it in 1998. The video script narrates the history of speedrunning in Doom, highlighting the strategies, techniques, and the role of luck in achieving such extraordinary times. It details the evolution of speedrunning methods, from the early days of Demon Lord's 6-second run to the modern era, where precise movements and advanced techniques like 'thing running' and 'momentum preservation' were crucial. The summary celebrates the dedication of the speedrunning community and the awe-inspiring achievement of 'Shock', marking a significant milestone in the world of competitive gaming.

Takeaways

  • 🎮 In February 2019, a speedrunner named Shock achieved a monumental feat by completing the first level of the original Doom, 'Hanger', in 8 seconds, breaking the previous record of 9 seconds set in 1998.
  • 🏆 Thomas Pilger, who set the initial 9-second record, was a legendary Doom speedrunner in the late '90s and also held the world record for the first level of Doom 2, 'Entryway', with a time of 5 seconds.
  • 📉 The 'Entryway' level is considered simple and short, consisting of a few turns and a single door, leading to the belief that the 5-second record was unbeatable.
  • 🔍 Despite the simplicity, the level requires precise enemy movement and luck to achieve the fastest times, with the first documented completion being 6 seconds by Demon Lord in 1995.
  • 🚀 Adam W introduced a new strategy in 2000, which included alerting enemies with a pistol shot to manage their movement, achieving a time of 5.91 seconds.
  • 🤸‍♂️ Deathmatch players like oselot and slasher contributed to speedrunning techniques, with slasher achieving a time of 5.14 seconds in Entryway without using monsters.
  • 📉 The progression towards faster times was slow, with it taking 18 years to save three frames, highlighting the difficulty and precision required in speedrunning.
  • 🔧 Momentum preservation and wall running are advanced techniques used to save fractions of a second in speedruns, showcasing the depth of strategy involved.
  • 🧠 Depravity, a speedrunner, managed to achieve a 4-second run on Entryway without monsters in 2020, using momentum preservation and thing running techniques.
  • 👽 'Thing running', a technique where Doom Guy runs against an enemy to build speed, was a key strategy Shock used to potentially break the 4-second barrier with monsters.
  • 🏁 On April 6, 2024, Shock Blast achieved a 4-second run on Entryway with monsters, an incredible feat that required over 100,000 attempts and precise execution of advanced speedrunning techniques.

Q & A

  • What was the previous record for completing the first level of the original Doom before the speedrunner for shock blast achieved 8 seconds?

    -The previous record was 9 seconds, set back in 1998.

  • Who was the original record holder for the first level of Doom with a time of 9 seconds?

    -The original record holder was a speedrunner named Thomas Pilger.

  • In what year did Thomas Pilger set the world record for the first stage of Doom 2, 'Entryway'?

    -Thomas Pilger set the world record for Doom 2's 'Entryway' in 1998.

  • What was the time that Thomas Pilger achieved for completing Doom 2's 'Entryway' level?

    -Thomas Pilger completed 'Entryway' in just 5 seconds.

  • How many years did the record for Doom 2's 'Entryway' level stand before it was broken by shock blast?

    -The record stood for 26 years before it was broken by shock blast.

  • What was the time that shock blast achieved to beat the 26-year-old record for Doom 2's 'Entryway'?

    -Shock blast achieved a time of 4 seconds to beat the record.

  • What is the name of the new product by Displate that features premium print finishes, tactile textures, and 3D Contours?

    -The new product is called Textra.

  • What is the significance of the 'quick start' technique in Doom speedrunning?

    -The 'quick start' technique allows a player to begin the level already facing the correct angle, which is faster because turning in Doom results in a loss of speed.

  • What is 'thing running' in the context of Doom speedrunning?

    -'Thing running' is a technique where a player uses a solid object, such as an enemy or a barrel, to build speed, similar to wall running, but against a moving or stationary object.

  • How many attempts did it take for shock blast to achieve the 4-second run on Doom 2's 'Entryway' level?

    -It took over 100,000 attempts for shock blast to achieve the 4-second run.

  • What is the significance of achieving a 4-second run on 'Entryway' with monsters compared to without?

    -Achieving a 4-second run with monsters is significantly more difficult because it requires perfect movement, execution of the door trick, and relies on the unpredictable movement of enemies to clear a path.

  • What year did shock blast first achieve a sub-5-second run on Doom 2's 'Entryway' level?

    -Shock blast first achieved a sub-5-second run on 'Entryway' in October 2023.

Outlines

00:00

🎮 Speedrunning History and the 8-Second Hanger Record

The first paragraph introduces the topic of speedrunning in the game Doom, highlighting a significant achievement in 2019 when a speedrunner named Shock Blast completed the first level, Hanger, in just 8 seconds, breaking the previous record of 9 seconds set in 1998 by Thomas Pilger. It discusses the importance of such ancient records and how they are considered monumental in the speedrunning community. The paragraph also mentions Thomas Pilger's other record from 1998 for the first level of Doom 2, Entryway, which was unbeaten for 26 years until Shock achieved a 4-second run on April 6, 2024, making it one of the greatest Doom speedruns of all time.

05:00

🧐 Strategy and RNG in Doom Speedrunning

The second paragraph delves into the strategy behind speedrunning the Entryway level, emphasizing the role of enemy movement governed by RNG (Random Number Generator) and how it can impede progress. It recounts the initial strategies used by Demon Lord and Thomas Pilger, and how Adam W introduced a new strategy involving shooting to manipulate enemy movement. The paragraph also discusses the influence of Doom Deathmatch players on speedrunning techniques and the significance of their movement skills, as well as the Deathmatch player oselot's 2001 record of 5.26 seconds without monsters.

10:00

🚀 Modern Techniques and the Pursuit of Perfection

The third paragraph outlines the evolution of speedrunning techniques into the modern age, focusing on Shock Blast's efforts to improve upon Slasher's 2002 time of 5.14 seconds. It details the use of advanced techniques such as SR50 (a strafing technique), the quick start, and an optimized approach to the exit room door. The paragraph also introduces the concept of momentum preservation, a technique that allows Doom Guy to maintain speed upon hitting a wall at the correct angle, which could potentially save one or two frames in a run.

15:03

🕒 The Grind for a Sub-5 Second Run

The fourth paragraph describes the intense effort and precision required to achieve a sub-5 second run on Entryway without monsters. It follows Depreavity's journey in utilizing the momentum preservation technique to achieve a 5.03-second run, which was later improved to 4 seconds. The paragraph also discusses the theoretical possibility of achieving a 4-second run with monsters, which was considered impossible until Shock Blast's return to the level in 2023.

20:03

🏆 The 4-Second Barrier and the Thing Running Technique

The fifth and final paragraph narrates Shock Blast's realization of the potential for a 4-second run with monsters, made possible by the unique opportunity provided by the first monsters in Entryway, which are stationary. It explains the technique of 'thing running,' which involves using a solid object or enemy to build speed. The paragraph culminates in Shock Blast's historic achievement of completing Entryway in 4 seconds on April 6, 2024, showcasing the pinnacle of modern Doom speedrunning and the community's decades-long dedication to optimizing the run.

Mindmap

Keywords

💡Speedrunning

Speedrunning is the practice of completing a video game as quickly as possible. It is often a competitive activity where players aim to set records for the fastest completion times. In the context of the video, speedrunning is the central theme as it discusses the efforts and achievements of players in beating levels of Doom at increasingly faster times.

💡Doom

Doom is a seminal first-person shooter video game released in 1993. It is the main subject of the video as it discusses the speedrunning of its levels. The original Doom and its sequel, Doom 2, are specifically mentioned, with a focus on the first levels 'Hanger' and 'Entryway'.

💡Record

In the context of speedrunning, a record refers to the fastest time achieved by a player to complete a particular game or level. The video highlights the breaking of longstanding records, such as the 8-second run of 'Hanger' and the 4-second run of 'Entryway', emphasizing the significance of these achievements within the speedrunning community.

💡Thomas Pilger

Thomas Pilger is a renowned speedrunner and a legend in the Doom community. He set the initial world record for the 'Hanger' level in 1998 with a time of 9 seconds, which was later broken. His name is synonymous with the early days of Doom speedrunning and serves as a benchmark for the progress made in the field.

💡Ultraviolence

Ultraviolence is the second highest difficulty setting in Doom and Doom 2. The video mentions that the speedruns discussed are played on this difficulty level, indicating the challenge faced by the players and the skill required to achieve the record times.

💡Strafe

Strafe refers to the movement technique in first-person shooter games where a player moves sideways or diagonally while firing. The video discusses advanced strafing techniques like SR50, which are crucial for optimizing speed and setting new records in Doom speedrunning.

💡Momentum Preservation

Momentum Preservation is an advanced speedrunning technique where a player maintains their forward momentum by hitting a wall or object at a precise angle. The video describes how this technique was used to save crucial fractions of a second in the 'Entryway' level speedrun.

💡Thing Running

Thing Running is a technique where a player uses an in-game object or enemy to gain additional speed by running into it at the right angle. The video explains how this technique, typically not feasible, became a key strategy in the 4-second 'Entryway' speedrun due to the unique circumstances of the level's first monsters.

💡RNG (Random Number Generator)

RNG refers to the random number generation used in video games to determine elements of gameplay that are not scripted, such as enemy movement. In the context of the video, RNG plays a significant role in speedrunning as it introduces an element of luck and unpredictability, making consistent record-breaking attempts more challenging.

💡Deathmatch

Deathmatch is a game mode where players compete against each other, often in a free-for-all style, rather than progressing through levels against AI enemies. The video mentions Deathmatch players and their influence on speedrunning techniques, highlighting the crossover between competitive multiplayer and speedrunning.

💡Displate

Displate is a company mentioned in the video that offers metal posters featuring designs from popular games, movies, and TV franchises. The video's narrator discusses their personal use of Displate products to celebrate their love for games, indicating a partnership or sponsorship related to the content of the video.

Highlights

In February 2019, a speedrunner for Shock Blast achieved an incredible feat by beating the first level in the original Doom, Hanger, in 8 seconds.

The previous record of 9 seconds for Hanger was set back in 1998, making this achievement a monumental one.

Thomas Pilger, who set the 1998 record, was a legendary Doom speedrunner in the late '90s, known for submitting hundreds of demos.

In 1998, Thomas Pilger also set the world record for the first stage of Doom 2, Entryway, completing it in just 5 seconds.

The 5-second record for Entryway remained unbeaten for 26 years, highlighting the level's simplicity and the perceived limit of the record.

Shock achieved the seemingly impossible 8-second run on Hanger, proving that the once-thought impossible could be achieved.

After more than a year of practice and perfecting his movement, Shock Blast managed to beat Doom 2's Entryway in just 4 seconds on April 6, 2024.

The Entryway level consists of only a few turns and a single door, making it one of the shortest and simplest levels in Doom 2.

Speedruns on Entryway are typically played on the Ultraviolence difficulty, adding an extra layer of challenge.

Demon Lord was the first to beat Entryway in 6 seconds in 1995, expressing doubt that the record could ever be broken.

Thomas Pilger's 5-second run in 1998 was achieved with a precise strategy, including alerting zombies to clear a path.

Adam W improved upon Pilger's strategy in 2000 with a 5.91-second run, introducing new techniques like firing the pistol to alert an Imp.

Deathmatch players like oselot and slasher contributed to speedrunning strategies by removing monsters and focusing on player movement.

Depravity, a speedrunner, managed to replicate and optimize Shock's run in 2020, achieving a 5.06-second time with a perfect quick start.

Momentum preservation, a technique where Doom Guy maintains speed upon hitting a wall at the right angle, was a key strategy for Depavity's 5.03-second run.

In 2021, dasan achieved a 5.14-second run on Entryway, showcasing that with enemy cooperation, a very clean run was possible.

Shock Blast's realization that thing running, using a monster to gain speed, could be consistently done, opened the possibility of a 4-second run.

Shock's 4-second run on Entryway, achieved on April 6, 2024, exemplifies the pinnacle of precision and strategy in modern Doom speedrunning.

The community's decades-long optimization of a 5-second speedrun on a 30-year-old game demonstrates the dedication and passion of speedrunners.

Transcripts

00:00

hello you absolute Legends in February

00:03

of 2019 the speedrunner for shock blast

00:06

did something incredible he beat the

00:08

very first level in the original Doom

00:10

hanger in 8 seconds this was a

00:12

Monumental achievement as the previous

00:14

record of 9 seconds was set all the way

00:16

back in 1998 more than 20 years earlier

00:20

whenever these ancient records are

00:22

broken it's a very big deal truthfully

00:25

for a long time people weren't even sure

00:26

if eight was possible at all let alone

00:29

would actually be achieved the man who

00:31

originally set the record of 9 seconds

00:33

back in '98 was a speedrunner by the

00:35

name of Thomas Pilger a Bonafide Doom

00:38

legend in the late '90s Thomas was King

00:42

and between the years of 97 and 99 he

00:45

submitted hundreds of demos including

00:47

the infamous hang of n but there was

00:49

another record that Thomas also achieved

00:51

back in 1998 that is arguably just as

00:55

important Thomas didn't just set the

00:57

world record for the first stage of Doom

00:59

he also set the world record for the

01:01

first stage of Doom 2 entryway entryway

01:05

is a simple level it consists of only a

01:07

few turns in a single door that leads to

01:10

the exit switch entryway is shorter than

01:12

hanger and in 1998 Thomas beat entryway

01:16

in just 5 seconds in fact entryway is so

01:19

short and so simple that everyone was

01:21

certain that this record would never be

01:24

beaten 5 Seconds was the Max and as of

01:28

2024 everyone was right it hadn't been

01:31

beaten 26 years later a run of 5 Seconds

01:34

was still the best anyone had done and

01:37

it's entirely possible that this would

01:38

have remained the case for a very very

01:40

long time if not for the insanity of a

01:43

single speedrunner when shock achieved 8

01:46

seconds on hanger he had already proven

01:48

that the impossible was possible before

01:50

so I guess if there was anyone who was

01:52

crazy enough to even humor the

01:54

possibility of getting a run of 4

01:56

seconds it would be him if you were to

01:58

have asked any Doom speedrun even just a

02:00

year ago if 4 seconds was doable they

02:03

would have said no but when for shock

02:05

blast decided to try and do the

02:07

impossible once again everything changed

02:10

and after more than a year of trial and

02:12

error and practice and perfecting his

02:15

movement The Impossible is exactly what

02:18

for shock blast did on the 6th of April

02:21

2024 he beat Doom 2's first level

02:24

entryway in Just 4 seconds beating a

02:27

26-year-old record in what his

02:29

undoubtedly one of if not the greatest

02:32

Doom speedrun of all time which is very

02:35

funny to say given that it's also one of

02:37

the shest Doom speeduns ever in today's

02:39

video we will learn how he did it and

02:42

why it was Untouchable for so many years

02:45

I really hope you

02:47

enjoy hello Legends in this video I've

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personally adore a displate and I hang

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you put a displate on your wall it

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really makes your room feel so much

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brands in media including all of your

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favorite game film and TV franchises of

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course displays have always looked

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really good but they have just came out

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with a brand new product called Textra

03:17

these feature premium print finishes

03:19

tactile textures and 3D Contours I mean

03:22

with the 3D textures you can just see

03:24

that it really does look incredible

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texture finish brings so much life to

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your posters and it's available on a

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huge selection of dis plates featuring

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the most important franchises they are

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super easy to mount and because of the

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magnet mounting system you can keep

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swapping them to always keep things

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03:45

transform your walls today just click

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displat new texture posters they really

03:51

do look

03:53

great entryway is a basic level if I

03:56

remove the monsters and just head to the

03:57

exit you can see that it merely consists

03:59

of three 90° turns followed by a single

04:02

door to the exit switch of course there

04:04

are other parts to the level including

04:06

some Secrets but today we are only

04:08

talking about the speedruns that only

04:10

requires you to get to the end of the

04:11

level as fast as you can and unless

04:14

stated otherwise these speedruns are

04:15

always played on the Ultraviolence

04:18

difficulty on the 27th of November 1995

04:21

the runner known as Demon Lord was the

04:22

first documented person to beat the

04:24

stage in 6 seconds if you watched my

04:27

video on the Doom 2 level Chasm this is

04:29

is the very same Demon Lord that

04:31

famously expressed his love for those

04:33

annoying Ledges after achieving 6

04:35

seconds on entryway Demon Lord would

04:37

exclaim in his notes this task can

04:39

really drive you mad and five isn't

04:42

possible if you do it I'll eat a horse

04:44

demon Lord's run was as primitive as it

04:47

gets but we do already see some

04:49

semblance of strategy being implemented

04:51

a single shot from the pistol just as he

04:53

passes the first zombie you'd think this

04:56

was just to shoot the zombie but its

04:58

real purpose is to alert the three

05:00

zombies in the next hallway if you look

05:02

at the layout of these zombies you'll

05:03

immediately see that there's no clear

05:05

path through them if you want to

05:07

speedrun this level you'll need the

05:08

enemies to get out of your way if they

05:10

don't there is simply nothing you can do

05:13

the single pistol shot alerts those

05:15

zombies causing them to run in the

05:17

direction of Doom guy and hopefully out

05:19

of your way so you can run around

05:21

unfortunately enemy movement is

05:22

determined by RNG so most of the time

05:25

they will still not cooperate the first

05:27

two zombies in the level are easy they

05:30

don't even see you coming after the

05:32

first corner you need all three zombies

05:34

to run towards the wall on the right and

05:36

you need the Imp just behind them to not

05:38

walk forward quickly and block the next

05:40

Corner in the next hallway there is

05:42

another imp and zombie that will need to

05:44

move out of the way as well after this

05:46

initial Gauntlet of enemies there is one

05:48

final boss a single Imp in the exit room

05:51

if this imp decides he doesn't feel like

05:53

letting you reach the exit switch the

05:55

run is dead so despite the level being

05:58

so short there is a ton of luck required

06:00

if you want to get through smoothly I

06:02

assume it's the monsters being major

06:04

hurdles that made Demon Lord assume that

06:06

5 Seconds wouldn't be possible even

06:08

though theoretically it's clearly doable

06:11

and that's probably also why it took a

06:13

full 2 and 1 half years for a

06:14

speedrunner to actually do it on the

06:17

30th of March 1998 Thomas Pilger became

06:20

the first person to beat entryway in 5

06:23

seconds clearly some people were still

06:25

skeptical that five was even possible at

06:27

the time as in Thomas's notes simply

06:30

said yes it is possible pilger's run was

06:33

a 5.97 a single frame under 6 seconds

06:37

and when you watch the run there doesn't

06:39

appear to be any major mistakes no major

06:41

stocks no obvious time losses in

06:44

February of 2000 Adam W would get a

06:48

5.91 this run also looks pretty smooth

06:51

Adam did Implement a new strategy

06:53

however at the end as he opens the door

06:55

he fires his pistol this alerts the Imp

06:58

who will run towards the direction of

07:00

Doom guy in this case Adam fired while

07:02

on the left side of the door and then

07:05

used the leftwards movement of the Imp

07:07

to run around the right while there

07:09

aren't any major errors in Adam's run

07:11

it's still clear that some time can be

07:13

saved Adam went very wide in the brown

07:15

room and he made contact with walls

07:17

before the final door which slowed him

07:20

down dramatically but how much time

07:22

could realistically be saved well if you

07:24

were around in the early 2000s and you

07:26

wanted to know what was possible in Doom

07:28

generally the first group group of

07:29

people you'd look to would be the

07:31

Deathmatch players in Doom Deathmatch

07:33

movement is King the players who had the

07:36

best movement would win the most matches

07:38

this is obvious and you'd think it would

07:40

translate directly to speed running but

07:42

there is a big difference between death

07:44

match and speed running in speedrunning

07:46

you have enemies running around all over

07:48

the place and enemy behavior is governed

07:51

by luck a lot of people can't stand

07:53

grinding for luck and the Deathmatch

07:55

Pros weren't any exception if they

07:57

wanted to practice or show off their

07:59

movement skills and prove how fast they

08:01

were they didn't want to have to wait

08:03

for enemies to give them permission to

08:05

get through levels quickly so instead

08:07

they just removed monsters completely

08:09

this way there was no luck it was simply

08:11

the player's movement versus the level

08:13

terrain and this is how a lot of the

08:15

Deathmatch players speedran the game in

08:17

my video talking about Hangar I brought

08:19

up the fact that in 2001 Deathmatch

08:22

Legend oselot beat hanger in 8 seconds

08:25

without monsters showing that 8 seconds

08:27

was at least theoretically possible also

08:29

in 2001 ocelot would play entryway and

08:33

achieve a time of

08:34

5.26 this run is extremely precise but

08:38

the interesting thing about this run

08:39

that definitely needs to be pointed out

08:41

is that oselot didn't use sr50 at all

08:44

sr50 is a much harder version of

08:46

strafing that is slightly faster but

08:49

when you use it you can't turn I'm sure

08:51

oselot could have implemented a bit of

08:53

sr50 if he wanted to to get a faster

08:55

time but even if he did it wouldn't have

08:57

mattered much entryways so short it's

09:00

legitimately hard to find good

09:01

opportunities to use it you're not

09:03

strafing for any more than a second

09:05

before you have to turn oselot run of

09:08

5.26 does seem rather close to four

09:10

though maybe sr50 would make the

09:13

difference well in 2002 another

09:16

Deathmatch Legend known as slasher would

09:18

incorporate sr50 to achieve a 5.14

09:22

clearly sr50 had some impact but only

09:25

around 810th of a second or so slashers

09:27

run is honestly incred rible especially

09:30

for the time just looking at it visually

09:33

you can tell it's extremely optimized

09:35

however in saying that just because it

09:37

looks really good that doesn't mean that

09:39

it's perfect for example while slasher

09:41

did use sr50 throughout the Run he

09:43

didn't use it as much as he could there

09:45

were still several frames where he was

09:47

only using standard strafing including

09:50

the very beginning and very end of the

09:52

run this didn't have a massive impact

09:54

though at most he probably only lost a

09:56

single frame by not maximizing s 50 on

10:00

top of this slasher could have also

10:02

opened the door to the exit room one

10:04

frame earlier he was close enough to

10:06

open it but he pressed the use button a

10:09

bit slow but it does bear repeating that

10:11

for 2002 this run is incredible in fact

10:15

it was so good that it would take 15

10:17

years before anyone could do any

10:20

better the year is now 2017 and we're

10:24

really starting to enter the Modern Age

10:26

of Doom speed running and none other

10:28

than for shock blast decided to play

10:30

entryway just to try and beat slasher

10:32

run without monsters this time of course

10:35

he would maximize his use of sr50 as

10:37

much as possible including at the very

10:39

end and he would also change the

10:41

technique for approaching the exit room

10:43

door by using left strafe instead of

10:45

right strafe this doesn't seem to make

10:47

sense intuitively because you're facing

10:49

away from the final door so you have to

10:51

spin around further to open it but it's

10:53

actually a bit more optimal in practice

10:55

because of how momentum Works in Doom we

10:57

can directly test this by using tools by

11:00

taking slashers run and splicing on

11:02

shock's exit room door technique and it

11:04

works out to be a fullframe faster shock

11:07

would be able to use this optimized door

11:09

technique to get a 5.09 but still this

11:12

run wasn't perfect in fact there was a

11:14

glaring error right at the beginning

11:16

that you would never notice unless I

11:18

told you about it if we pause shock's

11:20

demo on the very first frame we can see

11:22

that he is facing directly forwards this

11:25

seems normal as this is how Doom Guy

11:27

starts any level but any Doom

11:29

speedrunner will tell you that this is a

11:32

big mistake in Doom speedr running there

11:34

is something called a quick start if we

11:36

look at the first frame of slashes run

11:38

we can see that he is already turned

11:40

even on frame one by timing your inputs

11:43

perfectly as the level loads you can

11:45

load into the level already facing the

11:48

correct angle this is considerably

11:50

faster because when you turn in Doom you

11:52

actually lose speed and also your speed

11:55

Vector is already perfect from frame one

11:57

so that's a benefit too because shock

11:59

was not able to execute the quick start

12:01

in this run he had to turn after he

12:03

loaded into the level which made him run

12:06

slightly slower at the very beginning

12:08

and when I say a quick start is

12:10

considerably faster I mean somewhere

12:12

between 1 to two frames which is 0.03 or

12:15

0.06 seconds in any other context this

12:18

wouldn't be a big deal but in entryway

12:21

where the run is already so optimized

12:23

this was a massive time loss despite

12:25

this imperfection shock decided not to

12:27

press the level any further this task

12:30

would be entrusted to the speedrunner

12:32

depravity in January of 2020 depravity

12:35

managed to replicate shock's run however

12:38

this time correctly implementing the

12:39

quick start this allowed him to achieve

12:41

a

12:42

5.06 at this time it now occurred to

12:45

depravity that he was awfully close to a

12:47

4sec run at least in theory since

12:50

Slash's run of 5.14 in 2002 it had taken

12:54

18 years to save three frames so the

12:57

timeline wasn't looking very promising

12:59

if you just looked at the progression

13:01

however depravity did have an ace up his

13:03

sleeve that gave him just enough hope to

13:06

dig a Little Deeper there was a

13:08

theoretical technique that could save

13:10

one or maybe even two frames on previous

13:12

runs the technique is called momentum

13:15

preservation and it's one of the most

13:17

precise tricks in Doom speed running

13:19

usually when Doom guy hits a wall his

13:21

momentum is destroyed however in certain

13:24

circumstances if you are running into a

13:26

corner at the perfect angle Doom guy can

13:29

can keep his momentum fully even though

13:31

he's not moving historically this trick

13:33

was only attempted on lifts for example

13:36

in this clip here lifts are good places

13:38

to try this because there is plenty of

13:40

time to line up Doom guy and also try

13:42

several times before the lift reaches

13:44

the top or bottom then because Doom guy

13:47

has full momentum the instant he can

13:48

exit the lift he will and at full speed

13:52

there are also very rare instances where

13:54

this was attempted on the corners

13:55

between a wall and a door but again this

13:58

example is is rather special because

14:00

there is so much time to line up the

14:02

angle before you reach the door and the

14:04

movement is so simple trying to do

14:06

something like this without a setup is

14:08

almost impossible it's certainly too

14:10

precise to do intentionally with any

14:13

consistency without a setup without a

14:15

way to give yourself time to line Doom

14:17

guy up in just the right way you would

14:19

literally be hitting your head into the

14:20

corner of a wall over and over and over

14:23

again and more or less hoping for the

14:24

best which is exactly what depravity was

14:27

insane enough to do entryway has a

14:30

single door and on that door momentum

14:33

preservation is possible if you run into

14:35

the corner of the door with the perfect

14:37

angle Doom guy can keep full speed and

14:40

get through the door the instant it will

14:42

allow him to do so on top of that

14:44

because of the direction Doom guys is

14:46

running through the door he can even get

14:48

one or two frames of wall run from the

14:50

wall wall running is where you can get

14:52

extra speed by running at the correct

14:53

angle against a wall but it's only

14:55

possible in certain directions in this

14:58

case this is going North which does make

15:00

it possible all in all a perfectly

15:02

executed momentum preservation with wall

15:05

run on the exit door can save up to two

15:07

frames or 0.06 seconds it would take

15:11

depravity almost a month to get a half

15:13

decent run with a successful door trick

15:16

which would net him a time of 5.03 but

15:18

both the movement and the end were ever

15:21

so slightly suboptimal depravity would

15:24

continue to press forward and after

15:26

three more months of grinding in May of

15:28

201 20 he would achieve this

15:48

run depravity run of 4 seconds on

15:51

entryway was undoubtedly one of if not

15:54

the most precise Doom speedruns ever

15:56

performed in history and it was a huge

15:59

Milestone but let's not forget for the

16:01

past 10 minutes I've been talking about

16:03

how perfect and how difficult it is to

16:05

get a run of 4 seconds without monsters

16:09

this took 26 years to do with no enemies

16:12

to worry about without monsters you can

16:14

take the perfect line you don't have to

16:16

worry about enemies blocking your path

16:18

or back boosting you if four is so hard

16:21

without monsters how on Earth is it

16:23

supposed to be possible with so many of

16:25

them standing in your way

16:29

if you asked any Doom speedrunner back

16:31

in 2020 when depravity got 4 seconds

16:34

with no monsters if a run of 4 seconds

16:36

with monsters was possible they would

16:38

have said No in fact the fastest

16:40

recorded run at that time was still a

16:43

5.49 achieved by sedo in 2012 after his

16:47

run of 4 seconds de previty did go back

16:49

and play entryway in the Ultraviolence

16:51

category and managed to get a time of

16:53

5.29 a couple of weeks later however he

16:56

figured that even if four was

16:57

theoretically possible in some way the

16:59

grind would be far far too long so he

17:02

left it there in September of 2021 a

17:05

speedrunner known as dasan would be able

17:07

to beat depravity Mark with a

17:09

5.14 this run is really good and it

17:13

shows that if the enemies cooperate you

17:15

can run a very similar line to the runs

17:17

without monsters in his notes dustan

17:20

proclaimed potentially one of the

17:21

cleanest runs I have ever done I think

17:24

that maybe 5.0x is doable with wall run

17:27

or door boost but I think that will

17:29

remain to be tested by someone else who

17:31

isn't afraid to lose what is left of

17:32

their sanity while you definitely can

17:35

get a similar line to the no monster

17:37

runs the fact remains that needing to

17:39

avoid the monsters does lose time you

17:41

will lose at least a couple of frames

17:44

because no matter how Cooperative the

17:45

monsters are it's impossible for them to

17:47

completely get out of the way so the

17:49

lines you can run in the no monster runs

17:51

are different and are more optimal than

17:54

those on Ultraviolence therefore even

17:56

though 5.14 seems really close to a

17:59

4-second run still at this point in time

18:02

even theoretically people didn't think

18:04

it was humanly possible in early 2023

18:07

for shock blast would return to the

18:09

level his goal was just to beat D 5.14

18:13

and to test how low the record could

18:15

reasonably go to be clear 4 seconds

18:18

wasn't on his mind at all or anyone's

18:20

mind for that matter but after playing

18:23

the level for a while something did

18:25

change shock realized that even though

18:28

the monster did force him to take wider

18:30

lines and thus lose time the monsters

18:32

also provided him an opportunity to use

18:34

a technique that isn't possible without

18:37

them and this technique is called thing

18:39

running thing running is essentially the

18:41

same as wall running but instead of

18:43

using a wall to run against to build

18:45

speed you can use a thing things are

18:48

solid objects that Doom guy can run up

18:50

against like barrels but things can also

18:52

be enemies usually thing running is done

18:55

on barrels because barrels don't move

18:57

and on the Doom two mat barrels of fun

19:00

players will brush up against the

19:01

barrels to build speed this extra speed

19:04

even lets them jump over a gap that

19:06

otherwise is too large to cross trying

19:08

to do it on a monster is a pretty crazy

19:11

idea you'd have to hit the monster at

19:12

the perfect angle and because monsters

19:15

are always moving around the odds of it

19:17

all coming together are extremely low

19:19

and even if you did brush up against a

19:21

monster in the right way as an object

19:23

they are so small that you'd only get

19:25

one or two frames of thing running which

19:27

is a tiny amount and generally not worth

19:29

the risk the beginning of the fan-made

19:31

map nuts does show how it works though

19:34

but entryway provides us a unique

19:36

situation because the very first

19:38

monsters in the level aren't moving they

19:41

don't see us coming we are running North

19:43

which is a direction that is compatible

19:45

with wall running and thing running and

19:47

thus if we were consistent with our

19:49

movement and were able to hit the

19:51

perfect angle we could reliably use one

19:53

of them to get some extra speed in

19:55

theory we may be able to save one or

19:57

even two from fres shock was about a

20:00

month into playing entryway when he

20:01

realized that thing running on the first

20:03

zombie is something he could

20:04

consistently do obviously this does

20:07

increase the difficulty because you

20:09

really have to be perfect with your

20:10

movement to hit the zombie at the

20:12

necessary angle and distance but shock

20:15

was good enough to do it with this extra

20:17

frame or two gained from thing running

20:19

on the first zombie this offsets some of

20:21

the time lost due to having to go around

20:23

other monsters later in the level it was

20:26

at this point that the unthinkable

20:27

started creeping into shock's mind maybe

20:30

just maybe 4 seconds is humanly viable I

20:34

can't overstate just how much more

20:35

difficult four would be with monsters

20:37

than without without monsters all we

20:40

needed was perfect movement and then a

20:42

good execution of the door trick with

20:44

monsters we need to also worry about

20:46

thing running off the first zombie and

20:48

we needed all of the zombies to move

20:50

perfectly out of the way in order to

20:52

help with enemy movement shock did three

20:54

specific shots one at the very beginning

20:57

the same one that had been around since

20:59

1995 he then did a second shot again

21:02

very soon after this is to alert the

21:04

zombie in the third hallway to make him

21:06

move closer to the wall on the right and

21:08

then at the end he did a shot while on

21:10

the right side of the exit door to lure

21:12

the Imp away so he could do the exit

21:14

room door trick on the left side similar

21:17

to what Adam W did back in 2000 Shar

21:20

would work on entryway throughout 2023

21:22

and by October he was close really

21:26

really close in fact on the 20th of

21:28

October 2023 shock achieved this

21:38

[Applause]

21:44

run this was a run of 5 Seconds flat

21:48

shock's first ever clearly 4 seconds was

21:51

on the horizon but despite being only

21:53

one frame away when we are talking about

21:55

requiring the most precise Doom speedrun

21:58

of all time that's a long long way it

22:01

was around this time that I personally

22:03

found out the shock was going for 4

22:05

seconds I was elated because ever since

22:08

2019 I have been making jokes in the

22:10

Doom speedrunning Discord asking when

22:12

someone was going to do it so that I

22:14

could make a video and it was never

22:16

supposed to actually happen but now

22:18

incredibly it seemed inevitable all

22:21

shock needed was a perfect run and after

22:24

6 more months and over 100,000 attempts

22:27

26 years is after Thomas Pilger first

22:30

achieved 5 seconds in the late '90s on

22:33

the 6th of April 2024 four shock blast

22:36

achieved this

22:54

run this run exemplifies modern Doom

22:57

speed running if you showed the ancient

22:59

Doom players this demo they would have

23:01

never believed this was a human actually

23:04

playing it's more or less a perfect run

23:07

implementing the hardest strategies for

23:09

the second time in history for shock

23:12

blast had beaten a classic Thomas Pilger

23:14

demo and both times for the very first

23:16

level of the game you couldn't ask for a

23:19

better storyline this ladies and

23:21

gentlemen is what speed running is all

23:23

about a community spending decades

23:25

optimizing a 5-second speedrun on a game

23:28

that is now 30 years old and personally

23:31

I'm all for it a huge congratulations to

23:34

shock for this achievement thank you so

23:36

much for watching you Legends I hope

23:38

you're having a fantastic day and I will

23:41

see you in the next video

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