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26 Mar 2023 14:12:33 UTC
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doom_valiant_tests4x3
Is this going to be yet another project that I start and don't finish? If I don't finish it, here it is, and someone else can work on it.
This is Valiant map 17: Precipice. Tyson-style is only using weapons from slot 1 or 2: fists, chainsaw, and pistol.
Some players struggle to do the Kamikaze secret arena with big weapons, so this arena is a dealbreaker. If this arena can't be done Tyson, then the map can't be done Tyson. First I drew two cacodemons into the arena on IDDQD and accomplished nothing, and then I decided that I needed an invulnerability.
How to get an invuln into the Kamikaze arena? I found two options, and this video shows them (done in slow motion: game speed 50). I made little mistakes in movement and still got there in time to not take any damage. The first invuln is better because I get more time in the arena.
Am I taking the invuln away from an arena that needs it? A few tests show that I can run away from the rocket launcher arena quickly without it, and I can also get other enemies to kill the chaingunners for me. So I can use one invuln for the Kamikazi secret.
Pyro Knights and Super Mancubi (or Daedabuses or DDBs) are the tankiest, most dangerous enemies on this map, and they don't infight. Fortunately, my initial ammo tests are looking good for pistol ammo. I can draw as many flying enemies as possible into the diamond arena, and then pistol some DDBs. The Pyro knights are punchable (see decino's playthrough of this map where he goes around to the side to punch one), but I'll have to redo my ammo tests to see if I can pistol them.
My initial ammo test used an archvile to attack a BFG DDB. It takes the archie over 5 minutes to kill him. That's fine, since I can do other things, but getting the archvile hit in the first place might not be practical in a non-IDDQD run. I also tried to get two arachnotrons hit by the BFG DDBs, which wasn't practical at all. They did get hit, but they couldn't shoot back properly. Those arachnos will need to be pistoled. One Pyro knight in the ledge area will probably need to be pistoled, because he's in too tight a space to punch. The Pyros in the final arena may be punchable, or may need to be pistoled.
Routing:
1. Kill the first few enemies with infighting & pistol
2. Get green armour & berserk
3. Get a rad suit, wake up chaingunners (maybe the rad suit by the rocket launcher), get yellow key
4. Go up the elevator, kill chaingunner, blow up barrel & get backpack
5. Go down & get the revs to kill some chaingunners
6. Kill revs and imps (they just get in the way otherwise)
7. Pistol remaining chaingunners from the grass path
8. Get health packs & secret soulsphere
9. Run by rocket launcher, run past enemies, run up elevator and down path to diamond arena
-The elevator path (not the shortcut) is to go further away to pull enemies away from the inside of that room, so they don't get stuck. Fliers need to be drawn to the next arena.
10. not past this point yet
Update [2022/08/06]: Enemies often forget who they're fighting very quickly, so an archvile attacking a BFG DDB is too unreliable. He can be used to resurrect a Mancubus, because they can help in the final fight, but the AV will need to be killed quickly after that.
The two-archvile pedestal needs to be done with peeking and hiding, because I need to conserve ammo.
The yellow door fight will have to be done by opening/closing the door quickly, because the hitscanners are too dangerous to deal with otherwise.
I have to go through the ledge section - the first time - without the invuln, to wake up as many flying enemies as possible. By the time I get to the Pyro, they'll all be awake. They will get stuck for a while unless I maneuver them by hanging around the east side of the Pyro/DDB arena (nukage), or possibly the south of the ledge arena.
As soon as I start the arachnotron/pain elemental fight, I have to run away and hide in a corner north of the crates for 40 seconds. This will path the pain elementals out of the crusher section. There is a small corner where I can wait - if I wait just a little north or south of it, the pain elementals will get caught in the crushers on the way in. They'll still make it in time, but I want them damaging the Pyros and DDBs, not themselves.
I have to manage rad suits very carefully. There are three sections where I draw flying enemies to the Pyro/DDB arena and they can be deadly. I may not be able to hang around on one side of the non-nukage part of the arena without getting hit by flying enemies, so I need a rad suit to draw enemies to one side so that I can use the nukage to take the pressure off, or to escape the arena.
I need bullets for the two Pyros in the final fight. It's too difficult to punch them. Using the invuln to punch out a DDB will help conserve ammo. I can straferun in the ledge section and pick up 14 bullets from the chaingunner and zombieman. I can make jumps by the yellow key section to pick up bullets from 3 chaingunners.
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