DOOM 2 | tricks | MAP05 | monsters glide/jump to blue key

01.01.2015 12:19 - fx

Discovered by: ???
Demo: lv05-023.zip by Drew 'stx-Vile' DeVore
Skills needed: extreme glide skills
Difficulty: very tough

Description:
Jump to pick the blue key was discovered by Jonathan Rimmer but was improved by Drew with this amazing monsters glide.

Video:
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DOOM | tricks | E4M9 | crate jump shortcut

31.12.2014 12:51 - fx

Discovered by: Yonatan Donner
Demo: u4m9-016.zip (26/06/1996)
Skills needed: very precise straferunning
Difficulty: hard

Description:
This ingenious (and hard) jump really makes the chaotic E4M9 a walkthrough. A little crate is just enough to get you over the edge of the starting area, from where the yellow key is just some steps away. The route is very short, yet, it requires some skill to make it. The jump has been done in UV and NM speedruns.
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DOOM | tricks | E4M8 | exit jump

31.12.2014 12:50 - fx

Discovered by: Steffen "Rini" Udluft
Demo: p4m8-230.zip (??/??/??)
Skills needed: some timing
Difficulty: easy

Description:
This little jump at the end of E4M8 saves around 2-3 seconds. It's easy and useful in all kinds of styles. It's a bit similar to the E1M8 jump, there, you wait for the stairs, here, you wait for the walls. A really cool way to finish off the map.
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DOOM | tricks | E4M8 | rocket jump

31.12.2014 12:49 - fx

Discovered by: Andy Kempling
Demo: u4m8-049.zip (22/06/1999)
Skills needed: lots of precision and control
Difficulty: hard

Description:
This is a very similar rocket jump to the E2M7 one, but it's much harder in a speedrun and saves much less time. There is no invul here and all the shotgunners will make your health tick away. It's very hard to have a fast run and have enough health to perform the jump. The gap, as in E2M7, is 192 units, and the jump is made off a wall (a column here, rather).
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DOOM | tricks | E4M7 | exit jump

31.12.2014 12:49 - fx

Discovered by: Daniel "Demonlord" Lindgren
Demo: u4m7-013.zip (12/11/1996)
Skills needed: straferunning precisely
Difficulty: hard, especially without strafe50

Description:
If it wouldn't be hard and risky, this jump would make E4M7 very easy. Interesting that Daniel discovered this jump despite he isn't a die-hard Ultimate DOOM fan. The hardness of the jump comes from that the platform you'll land is on higher ground, so it's only possible to make the jump from the sides where the gap is smaller.
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DOOM | tricks | E4M6 | red key grab

31.12.2014 12:48 - fx

Discovered by: Esko Koskimaa
Demo: f4m6-615.zip (17/04/1998)
Skills needed: straferunning precisely
Difficulty: low medium

Description:
This keygrab is useful in all styles of play on this map. It made E4M6 possible on NightMare! skill (the last DOOM map to be done this way, by Steffen "Rini" Udluft). It's not particularly hard (easier than the similar E2M9) but with monsters around you won't have too many tries with it. It doesn't make the route much shorter but getting the BFG earlier makes a lot of difference.
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DOOM | tricks | E4M5 | jump shortcuts

31.12.2014 12:47 - fx

Discovered by: Adam Hegyi
Demo: u4m5-028.zip (24/06/1999)
Skills needed: precise straferunning
Difficulty: medium

Description:
This is a more or less self-explanatory jump across the platforms of the level. It saves little time because the plasma gun, which was on the old route, is now left. We expect that the jump could save much more time in an episode run, but that's still to be done.
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DOOM | tricks | E4M4 | twin jumps

31.12.2014 12:46 - fx

Discovered by: Adam Hegyi
Demo: u4m4-036.zip (25/06/1999)
Skills needed: good strafing skill
Difficulty: medium

Description:
As the title implies, there are two identical jumps here. Both of them save around 0.5 second each. With monsters, only one of them seem to be possible in one run (as the other jump will be completely blocked), but the ZIP file linked shows a 0:35 -nomonsters demo with both jumps implemented.
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DOOM | tricks | E4M3 | jump shortcut

31.12.2014 12:46 - fx

Discovered by: Ralf Schreivogel
Demo: u4m3-012.zip (07/06/1999)
Skills needed: precise strafe50 running
Difficulty: medium, but it's strafe50 only

Description:
This jump (and its twin brother, the E1M4 one) pushes the DOOM engine to its limits. It shows off a 192 unit jump which is about the biggest possible.
As we know, this jump involves a DOOM bug and wouldn't be possible without it. The bug is that the calculation of the player's speed is incorrect when a transition from ground movement to air movement is made. In other words, the player moves faster in midair than on the ground without any reason. Of course this applies to all jumps, and also when running down stairs.
So far, the E4M3 jump has been done in UV and NM speedruns.
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DOOM | tricks | E4M2 | BFG grab

31.12.2014 12:45 - fx

Discovered by: George Bell
Demo: e4m2-y.zip (10/09/1997)
Skills needed: knowing the exact spot
Difficulty: medium

Description:
Another nice trick of E4M2... can be extremely useful in NM and in Episode 4 runs. It's very interesting how you have to grab the BFG, because straferunning into the wall (as in other grab tricks) doesn't work at all, you have to run forward to succeed.
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DOOM | tricks | E4M2 | jump shortcut

31.12.2014 12:44 - fx

Discovered by: Steffen Winterfeldt
Demo: ep4-0848.zip (30/10/1995)
Skills needed: straferunning, knowing the right direction and handling the narrow ledge
Difficulty: medium

Description:
Interestingly the only trick which really inherited the name of its creator... the "Steffen Winterfeldt jump". With this jump, leaving the blue key became possible, and the map itself got much easier. Nowadays, all LMPs on this map are done with this jump, so knowing it is a must when running this level or Episode 4.
COMPET-N's first contest resurrected the old route by not allowing the jump. The demos proved how hard it is without it.
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DOOM | tricks | E4M1 | elevator trick

31.12.2014 12:43 - fx

Discovered by: Vincent Catalaa
Demo: u4m1-025.zip (18/12/1999)
Skills needed: good movement skills
Difficulty: hard

Description:
This trick was discovered in the production of DOOM Done Quicker, independently by Vincent Catalaa and myself. While I couldn't get better than 0:27 with this trick, Vincent managed to cut off more time and get 0:25. It's a pretty hard trick to perform, and even if you succeed, you'll find yourself in a pretty awkward position of having a rocket launcher in your hand with some spectres nearby. So, it doesn't make the map any easier :-)
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DOOM | tricks | E4M1 | red key grab

31.12.2014 12:38 - fx

Discovered by: Istvan Pataki
Demo: u4m1-055.zip (27/09/1996)
Skills needed: Having a long hand :) also you gotta experiment and understand it
Difficulty: easy

Description:
One of the best and most important key grabs in DOOM... this one made this level possible on NightMare! skill and made the speedrun much easier. Without this trick, E4M1 would be the bitchiest level of the whole game. (it still is...)
The working of this key grab is different from the others... running against the bars won't help... you gotta press yourself to the bars hard to get the key... It really feels as if you would reach through the bars with your hand, trying for the key (as in some old jail movies ;)
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DOOM | tricks | E3M7 | exit jump

31.12.2014 12:37 - fx

Discovered by: Andy Kempling
Demo [dspeed]e3m7-100.zip[dspeed] (22/06/1999)
Skills needed: straferunning
Difficulty: medium

Description:
This jump extends the series of jumps in E3M7, but as it was discovered much later than the others and by a different person, it gets a new page. This one saves around 4-5 seconds... As you watch it, it's ridiculously obvious but still, more than 5 years was needed to discover it. In my opinion that's quite remarkable.
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DOOM | tricks | E3M7 | jumps

31.12.2014 12:37 - fx

Discovered by: Uwe Girlich
Demo: ep3-0446.zip (10/09/1995)
Skills needed: straferunning, lots
Difficulty: medium, but you've got to be consistently good

Description:
Basically this route consists of two jumps over two gaps, but if you do the backwards jumps, then it's four. No strafe50 is needed for the jumps. Just like as E1M9, I have to mention that the original demo to contain these jumps is likely to be cheated. Anyway, this route is very nice, and made this level a fairly nice speedrun. Once you get a grip of these jumps, they'll be hard to miss, and you can still leave the backwards ones.
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DOOM | tricks | E3M6 | secret exit switch

31.12.2014 12:36 - fx

Discovered by: Jonathan "Hunter" Hoof
Demo: d1l-jrh.zip (04/05/1996)
Skills needed: tapping your use button till you find the switch :)
Difficulty: easiest

Description:
This switch trick is so old, that nowadays there are people who know it when they're born :) It's really really lame that id spoiled that cool rocket jump into the secret exit by allowing this trick to be done... no skill required whatsoever. OK, maybe if your time is important...
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DOOM | tricks | E3M5 | blue key grab

31.12.2014 12:35 - fx

Discovered by: Michael Kren
Demo: e3m5-028.zip (01/03/1996)
Skills needed: precise straferunning
Difficulty: medium, tends to be easier without strafe50

Description:
A really "obvious" key grab which saves around 2 seconds on this map. Very similar to the E2M7 one, a little easier. Also done in NightMare! (0:26) and Pacifist (0:24).
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DOOM | tricks | E3M4 | yellow key grab

31.12.2014 12:34 - fx

Discovered by: Adam Hegyi
Demo: e3m4-047.zip (15/08/1998)
Skills needed: precise strafing, knowing the exact location
Difficulty: medium with strafe50, otherwise hard

Description:
As this trick is by humble myself, you'd probably want to listen to the story how I discovered this one. The answer is very lame... I was searching the DOOM maps with a DOOM editor, searching for places where you could grab keys, switch through walls etc. And I found this one, loaded up DOOM, and it worked...
Note: this trick helped me to get my time 5 seconds faster than the time of DOOM Done Quick.
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DOOM | tricks | E3M3 | elevator trick

31.12.2014 12:33 - fx

Discovered by: Adam Williamson
Demo: e3m3-024.zip (26/10/1999)
Skills needed: quite precise running skills
Difficulty: hard

Description:
This is a pretty hard trick to do, and it roughly saves 2 seconds. As Adam Williamson writes, it consists of three parts which all have to be at least close to perfection otherwise the trick fails. A flying jump off the elevator, a good drop down the stairs, and a fast run back to the elevator. No wonder it's only been done in an UV speedrun as of now. It also helped the DOOM Done Quicker team to beat the original DOOM Done Quick time and even get a BFG on this map.
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DOOM | tricks | E3M1 | shotgun trick

31.12.2014 12:33 - fx

Discovered by: Patrick "Baum" von Massow
Demo: e3m1-034.zip (06/05/1998)
Skills needed: fast movement and turning, "luck"
Difficulty: medium, however luck is the main factor

Description:
As we all know, a shotgun really helps when running this (and E3M9 also, mind you) level. Baum implemented a very interesting way to get the weapon as fast as possible (sparing 3 seconds roughly). The trick itself involves a DOOM bug (and it's not possible without it). Sometimes when you cross lines which trigger actions, the lines don't work properly and the trigger refuses to work (best examples are teleporters). Baum used this bug intentionally to be able to get the shotgun and go back the way he came.
This trick has been implemented in both E3M1 and E3M9, UV and NM speed.
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DOOM | tricks | E2M9 | yellow key grab

31.12.2014 12:32 - fx

Discovered by: Thomas "GoDfAtHeR" Zajic
Demo: e2m9-007.zip (30/03/1996)
Skills needed: straferunning precisely
Difficulty: hard, sometimes you just *can't* get it

Description:
Let me borrow some of Thomas's words:
"Wanna know what's REALLY HOT STUFF?!! Okay, I'll tell ya: getting the yellow key through a solid metal door locked with the red key. 'Big deal, so what?', I hear you say ... well, the point here is: I DO NOT HAVE THE RED KEY!!!"
Yeah... a very nice key grab makes this level all too easy. Also done in 0:07 on NightMare! by Thomas "Panter" Pilger. Still no UV Max demo with this trick though... in addition, many think 0:06 is possible and would be the really unbeatable time.
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DOOM | tricks | E2M8 | cyber shootout

31.12.2014 12:31 - fx

Discovered by: Thomas "GoDfAtHeR" Zajic
Demo: e2m8-nmb.zip (17/12/1995)
Skills needed: remembering what to do ;)
Difficulty: easiest

Description:
A trick quite obsolete by today's standards, but still the *safest* way to finish off that cyberdemon. I wonder why you hold your rocket launcher higher than the cyber?
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DOOM | tricks | E2M7 | rocket jump

31.12.2014 12:29 - fx

Discovered by: Andy Kempling
Demo: e2m7-025.zip (22/06/1999)
Skills needed: lots of precision and control
Difficulty: hard

Description:
Yeah there are rocket jumps in DOOM, here's a very spectacular one. The map fortunately has a rocket/invul combination, which is enough to make the 192 unit leap possible. It makes it possible, yes, but you have only one try. There are no mistakes allowed here. Despite this fact, the trick became very popular in no time and now it exists in UV/NM Speed, UV Pacifist and even in the Episode 2 UV Run!
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DOOM | tricks | E2M7 | yellow key grab

31.12.2014 12:28 - fx

Discovered by: Ilya Britvich
Demo: e2m7-046.zip (10/08/1997)
Skills needed: strafing and "luck"
Difficulty: medium, however it's very annoying, sometimes you get it on your first try, sometimes after 20 tries

Description:
A trick from the Ilya Britvich collection... a really cool and hard one. Normally you can't grab objects from much higher (compare: on MAP16 you cannot grab the red key like this), but on this map it's possible for some reason. The real difficulty here is that you don't have too much place to move, and meanwhile you're trying, imps and spectres are going to be in your way...
In DOOM Done Quick, Yonatan Donner showed a variation of this trick with a cool invul'd rocket jump.
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DOOM | tricks | E2M2 | switch from slime

31.12.2014 12:27 - fx

Discovered by: Steffen Winterfeldt
ep2-0615.zip (09/09/1995)
Skills needed: tapping your use button till you find the switch :)
Difficulty: easy, just watch your health as it goes down...

Description:
This is really an ancient trick... and a really cool one, although nowadays everybody got so much used to it that we don't even notice it. It's based on the DOOM engine's inability to give switches a z-coordinate. When this bug/feature of the engine was discovered, a lot of tricks like this were discovered. It seems like the designers didn't know about it...
This trick really helped E2M2 be the easiest level in Episode 2 speedruns.
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DOOM | tricks | E2M2 | exit jump

31.12.2014 12:26 - fx

Discovered by: Daniel "Demonlord" Lindgren
Demo: n2m2-020.zip (14/10/1996)
Skills needed: a mediocre straferunning skill is enough
Difficulty: easy

Description:
This jump is mentioned only to give a full listing of tricks. Actually Daniel's LMP is the only one to feature this trick, as the slime route is faster and easier. It's still worth mentioning since it's rare to see Daniel in Ultimate DOOM action.
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DOOM | tricks | E1M9 | exit jump

31.12.2014 12:25 - fx

Discovered by: Uwe Girlich
Demo: e1m9-042.zip (14/08/1995)
Skills needed: straferunning
Difficulty: medium, just find the place to cross the slime

Description:
A jump which gave itself... a rather easy crossing above the slime and just hitting the exit switch. Possibly the worst place to have a trick, at the end of the level (compare: MAP06). Still, a fairly nice speedrun was made through a rather ugly level. Even though Uwe's demo is probably cheated, credit still goes to him for discovering the jump. Later, the jump was used in NightMare! recordings too.
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DOOM | tricks | E1M8 | exit jump

31.12.2014 12:24 - fx

Discovered by: Matthias Belz
Demo: e1m8-112.zip (10/04/1998)
Skills needed: straferunning and timing
Difficulty: hard, can go wrong very easily

Description:
This is a relatively new trick, by a relatively unknown DOOM player, Matthias Belz. Those who are familiar with the magnificient Quake Done Quick speedruns could remember his name from there. The trick spares you the time you have to wait till the final stairs of Episode I slowly build (roughly 10-12 seconds). Recently this trick has been used in other categories on this level, not just speedruns.
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DOOM | tricks | E1M4 | exit jump

31.12.2014 12:23 - fx

Discovered by: Adam Hegyi
Demo: e1m4-014.zip (08/06/1999)
Skills needed: precise strafe50 running
Difficulty: medium, but it's strafe50 only

Description:
This jump (and its twin brother, the E4M3 one) pushes the DOOM engine to its limits. It shows off a 192 unit jump which is about the biggest possible. Earlier this jump needed a rocket launcher (see details).
As we know, this jump involves a DOOM bug and wouldn't be possible without it. The bug is that the calculation of the player's speed is incorrect when a transition from ground movement to air movement is made. In other words, the player moves faster in midair than on the ground without any reason. Of course this applies to all jumps, and also when running down stairs.
So far, the E1M4 jump has been done in UV and NM speedruns.
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DOOM | tricks | E1M4 | ledge run

31.12.2014 12:22 - fx

Discovered by: various (read description)
Demo: Rudy Jurjako e1m4-017 (18/08/1998)
Skills needed: straferunning and some coordination
Difficulty: medium, not too many tries needed

Description:
This trick has a story. As you probably know, Yonatan Donner had the speed record of this map with his e1m4-022 (one of the best speedruns ever, I must add.) What I know is based on what he told me...
The first player to discover the trick was Steffen Winterfeldt, who sent his demo to Yonatan, but for some reason this wasn't introduced to COMPET-N. Later, Jonas Feragen (Chrozoron) has discovered the trick. As he was never a COMPET-N player, he sent his demo to Yonatan, who, of course didn't upload it to COMPET-N, as the record time was his own :). Later, Rudy Jurjako discovered the same trick. He somehow sensed the truth in his text file: "I have a hard time believing that I was the first to discover that jump...". Just *one* day later, Ralf Schreivogel also discovered the jump, not knowing of Rudy and the other people. It's not a surprise that Yonatan doesn't really like this trick ;)
It's an interesting question if id Software know of this use of the ledge or not. UPDATE: Adam Williamson was kind enough to ask this from John Romero, and with his help we got the undeniable truth from Tom Hall himself:
Here's the answer, straight from The Man who mainly designed E1M4, Tom Hall: "Heeeeeeeeeee. Yeah, I'm pretty sure. :) But not sure if you can get to it.... it stops before it gets to the stairs now...so I think you'd have to get propelled backward somehow... so long ago though...

I totally forgot that this was in episode 1...man, I should play it again...yeah, like I have time..."

So... i think he *did* design it for a shortcut.

John Romero
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DOOM | tricks | E1M4 | rocket jump

31.12.2014 12:20 - fx

Discovered by: Steffen Winterfeldt
Demo: d1s-sw (07/11/1995)
Skills needed: good timing is essential
Difficulty: easy, however you cannot try twice :)

Description:
This trick originally appeared as a free interpretation demo in Steffen Winterfeldt's DOOM Schwarzenegger DHT exam. It shows a really cool use of the rocket launcher, as it can make leaps like this easily possible. The level seems to be designed for the trick: the soul sphere and the rocket launcher together, and the walls on the stairs set up the trick nicely.
This trick was mainly used in NightMare speedruns but is rarely used today since it was replaced by other ones.
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DOOM 2 | tricks | MAP30 | jump to elevator

31.12.2014 12:11 - fx

Discovered by: Kai-Uwe Humpert
Demo: lv30-049.zip (??/??/??)
Skills needed: good flick-of-wrist turn is essential
Difficulty: medium

Description:
A really great jump to catch the rising elevator. You need a fast and precise turn to have a chance of getting the elevator, and also a sharp stop to stay on it. Actually, with practice this jump isn't too much of a problem, compared to the rockets later. It takes some practice to get all three rockets in with one trip up the elevator. The revenant could be annoying too, especially in NightMare! mode.
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DOOM 2 | tricks | MAP29 | rocket jump #2

31.12.2014 12:10 - fx

Discovered by: Selim "Bastard" Benabdelkhalek
Demo: l29rocks (05/02/2000)
Skills needed: standard :) RJ skills
Difficulty: insane

Description:
Another RJ in MAP29, even more spectacular. This one makes the FJS jump easy in comparison. The demo above shows the current fastest route in this map, both RJ's included. If you want to have a look at Selim's original demo (and his comments), click here (and have TASDOOM first).
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DOOM 2 | tricks | MAP29 | rocket jump #1

31.12.2014 12:09 - fx

Discovered by: Adam Hegyi
Demo: lv29rock (28/01/2000)
Skills needed: standard :) RJ skills
Difficulty: very tough

Description:
Even more time saved in MAP29 with this rocket jump. I was looking around for more possible shortcuts and found this one. Unfortunately, MAP29 doesn't have a rocket launcher, so I needed to start from MAP28 to have one. Therefore, only multilevel runs could have this jump. Very unlikely.
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DOOM 2 | tricks | MAP29 | end room jump #2

31.12.2014 12:07 - fx

Discovered by: Selim "Bastard" Benabdelkhalek
Demo: 29trick (28/11/1999)
Skills needed: very precise straferunning
Difficulty: hard

Description:
This jump saves a little time coming off the hell knight's platform. Instead of jumping to the usual place with revenants and troopers, you can jump directly to the right, onto the ledge leading to the FJS jump. The combination of this jump and the FJS jump is one of the hardest tricks in DOOM2, it'd be a miracle if someone could include that in a speedrun demo. Look here for Selim's original jump (watchable with TASDOOM).
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DOOM 2 | tricks | MAP29 | jumps at arch-vile

31.12.2014 12:06 - fx

Discovered by: Esko Koskimaa
Skills needed: very precise straferunning
Difficulty: hard

Description:
These jumps were discovered by Esko Koskimaa during the making of DOOM2 Done Quick. There was a little debate to try and include them in the final run, but eventually we left them out because the time gained is very little (about 1 second). That's probably the worst in this trick; although quite entertaining, the small amount of time saved keeps the players away from trying.
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DOOM 2 | tricks | MAP29 | end room jump #1

31.12.2014 12:05 - fx

Discovered by: Frank "Jesus" Siebers
29s2-517 (25/12/1997)
Skills needed: very precise straferunning
Difficulty: hard

Description:
This jump was originally done in a Reality demo (that is, making a level without getting hurt) to avoid falling in the slime. Later, during the production of DOOM2 Done Quick, we discovered that it's much easier than it seems from Frank's original demo. It was put into the D2DQ run but it still needed a year to have the jump in COMPET-N. The jump itself is quite hard to do, plus it's near the end of the map (which itself isn't too easy) and 2 barons are there to push you off. It's really not for the faint-hearted.
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DOOM 2 | tricks | MAP28 | arch-vile jumps

31.12.2014 12:03 - fx

Discovered by: Henning Skogsto
Demo: pa28-051.zip (05/05/1999)
Extended demo: pa28-048.zip (30/01/2000) by Jaromir "Jacih" Cihak
Skills needed: timing is very important
Difficulty: hard

Description:
These nice archie jumps make it possible to do the Pacifist route of this map quite fast. Henning was the first to use the first jump, however Jaromir found a second one and managed to put both of them into one incredible demo. The second jump could speed up the speedrun route, we've yet to see a demo to prove that...
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DOOM 2 | tricks | MAP28 | switch from below

31.12.2014 12:02 - fx

Discovered by: Daniel "Demonlord" Lindgren
Demo: lv28-049 (13/06/1996)
Skills needed: nothing, really
Difficulty: easy

Description:
A little trick which saves around 2-3 seconds in this map. After all the switch tricks, this isn't really a surprising trick. There are absolutely no monsters around so you can take your time trying. Of course it's better if you learn how to do it fast, before you try serious speedrunning of this map.
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DOOM 2 | tricks | MAP27 | arch-vile trick

31.12.2014 12:00 - fx

Discovered by: Laszlo Magori
Demo: lv27-016.zip (20/09/1996)
Skills needed: hard to say, good reflexes can help
Difficulty: hard

Description:
One of the weirdest tricks ever. The other side of the red door is a normal door, which allows the arch-vile to access it and open it for the keyless player. It's not very reliable though so it's only used in scratch runs of the level (UV, NM and Pacifist). In NightMare! the arch-vile immediately attacks the player so the teleporter has to be used.

Video:
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DOOM 2 | tricks | MAP26 | yellow key jump

31.12.2014 11:59 - fx

Discovered by: Daniel "Demonlord" Lindgren
Demo: lv26-053.zip (20-11-1996)
Skills needed: precise straferunning
Difficulty: hard even with strafe50

Description:
A really tough and long jump which saves around 4-5 seconds in this map. It *is* possible with strafe40, terribly hard though. It seems so that the lost soul around in the slime helps getting over to the other side. Monsters aren't much of a problem here, but it'd be quite hard to implement this jump into NightMare! too.

Video:
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DOOM 2 | tricks | MAP24 | jump to exit

31.12.2014 11:58 - fx

Discovered by: Adam Williamson
Demo: lv24trik.zip (20/12/2000)
Skills needed: Knowing the right straferun angle
Difficulty: hard

Description:
This jump is very strange indeed, it covers a distance of 256 units between two equal height platforms (they are the same sectors), which should be an impossible distance even with rocket launcher help. However, upon further investigation the map will reveal a secret: behind the wall there is a small ledge leading all the way between the two platforms (and it belongs to the same sector as those two). However the ledge is unreachable because the line in front of it is impassable. Somehow this ledge still has some effect when trying to wallrun in the air to the other side - very strange indeed. It's quite certain this was an unintended editing mistake on Sandy Petersen's part, still he opened up the possibility of a cool trick.

Video:
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DOOM 2 | tricks | MAP24 | rocket jump to exit

31.12.2014 11:56 - fx

Created by: Marijo "Sedlo" Sedlic
Demo: lv24rj02.zip (01/06/2000)
Skills needed: Aim is important
Difficulty: hard

Description:
This is a tricky and big rocket jump on MAP24, almost certainly it will never be used. Since then it was discovered that the same jump is possible without a rocket launcher, and that variant became much more successful with a real UV speedrun around.

Video:
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DOOM 2 | tricks | MAP24 | rocket jump to blue door

31.12.2014 11:55 - fx

Discovered by: Jonathan Rimmer
Demo: lv24rock.zip (06/02/2000)
Skills needed: Skills? What skills?
Difficulty: hardest

Description:
"Just another" rocketjump from Jonathan Rimmer. As he says in the text file, this one barely helps the regular speedrunner if he is running this map with monsters, the unfortunate placing of the RL and especially the mega make this route very slow from scratch. Nice jump though, the place is quite obvious, but the gap of 224 units (more than the "regular" RJ's) makes this one very tricky indeed.

Video:
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DOOM 2 | tricks | MAP23 | barrel row jump

31.12.2014 11:54 - fx

Discovered by: Ilya Britvich
Demo: lv23-045.zip by Adam Hegyi
Skills needed: barrelrunning skills :)
Difficulty: medium

Description:
If you haven't seen this one before, be sure to check the original demo out before reading on the detailed description... This trick is really shocking, and it had a really big impact on me in person. This jump here is really one of *the* jumps (If it's not *the jump* itself.) As it seems this trick is a little hard to understand, I'll have its specifics here (sorry guys who know everything :)
First thing is to have the barrels standing before trying :) Don't let the mancubus shoot them.
If you take a look at the barrels more closely, you'll notice that there is one row across which has the barrels very close to each other. Remember where it stands.
If you're up at the jumping position, just remember the position of the barrels, and imagine there's a wall there instead of barrels. If you practiced wallrunning enough, try to do it here. The barrels speed you up just as a wall does, but here, instead of going fast on the ground, you'll go fast midair... which actually means you're flying. The barrels act like a wall, it's that simple.
Oddly enough, the barrels are west-east in direction, not south-north as wallrunning requires. There is an explanation on this which is rather complicated, but if you're interested, send a mail and I'll try to explain.

Video:
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DOOM 2 | tricks | MAP22 | rocket jump to red key

31.12.2014 11:53 - fx

Discovered by: Selim "Bastard" Benabdelkhalek
Demo: lv22rock.zip (24/01/2000)
Skills needed: precise alignment before the jump
Difficulty: very hard

Description:
A jump that will certainly never make it into actual speedruns, but quite spectacular to watch. This could save around 4 seconds at the baron area. The rocket jump makes it possible to jump directly to the platform where the red key is located, without having to lower it. Unfortunately imps are blocking the way; and the alignment before the jumps takes too much time to try this one seriously.

Video:
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DOOM 2 | tricks | MAP22 | platform jumps

31.12.2014 11:52 - fx

Discovered by: Vincent Catalaa
Demo: lv22-037.zip (09/01/2000)
Skills needed: strafe50 skills
Difficulty: hard

Description:
There are two identical jumps involved here, each save 3-4 seconds of time because you don't have to wait for the platforms to rise. Quite hard to do because there are lots of chaingunners around, strafe50 helps a little, but you have to do it twice to make it quick. Combined with the glide described before, this could lead to a real fast time here!

Video:
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DOOM 2 | tricks | MAP22 | bars glide

31.12.2014 11:51 - fx

Discovered by: John Keniry
Demo: nm22-047.zip by JC Dorne
Skills needed: only luck??
Difficulty: hard

Description:
Similar to the MAP16 glide in some ways, but also different somewhat. This also saves a lot of time and health if executed fast, however the execution seems to be much harder than in MAP16. This trick could bring down the time close to 0:30, or maybe even better. We'll see...

Video:
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DOOM 2 | tricks | MAP21 | bars glide

31.12.2014 11:50 - fx

Discovered by: Jonathan Rimmer
Demo: lv21-017.zip by Vincent Catalaa
Skills needed: even with great precision it needs great deal of luck
Difficulty: one of the hardest

Description:
This is one of the glides discovered in 2000, the main difference here is that there is no wall which the player could squeeze himself to, which makes the trick insanely hard to perform. As I practiced it quite a lot myself, I can tell that it comes better with lots of trying, it's possible to learn the perfect positioning eventually; but it's still a really frustrating trick. Especially if someone wants to stay on the ledge, which is yet to be done, but would almost certainly mean a speedrun under 0:20.

Video:
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DOOM 2 | tricks | MAP21 | rocket jump to red key

31.12.2014 11:49 - fx

Discovered by: Jonathan Rimmer
Demo: lv21rock.zip (05/11/1999)
Skills needed: the standard :) rocket jump skills
Difficulty: hard

Description:
Another hard RJ by Jonathan. This one could shave a few seconds off the time of the map, but again, the question comes if it's worth the trouble or not. Anyway, a very spectacular jump, really worth to check out!

Video:
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DOOM 2 | tricks | MAP20 | slime route

31.12.2014 11:48 - fx

Discovered by: Istvan Pataki
Demo: lv20-049.zip (03/10/1996)
Skills needed: some good wallrunning skill
Difficulty: easy

Description:
Istvan was the first who recorded a demo using that teleporter in a speed route. He got it with radiation suit though, it was Daniel Lindgren who first showed it with his 100% health slowly ticking away. Later the megasphere was also left (again it was Daniel) and one of the most frustrating speedruns was born. There is also a small jump right after teleporting, and despite all my research, I still don't know who discovered that one.

Video:

Demo from video: lv20-034.zip by Ian Sabourin (Sslasher)
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DOOM 2 | tricks | MAP19 | blue key jump

31.12.2014 11:46 - fx

Discovered by: Ilya Britvich
Demo: lv19-036.zip (18/07/2002) by Marijo Sedlić
Skills needed: extreme straferunning skills
Difficulty: Don't ask! The hardest jump ever which has been done

Description:
Unfortunately I don't have Ilya's original -nomonsters recording anymore, but we have Esko's and Adam's demo as the only COMPET-N demos featuring this jump. It's hard to say anything here... This jump is really extremely hard, so don't try it at home... Just kidding :) But even Esko himself (who is a master of this jump compared to all of us) said: "making the jump with monsters around is the hardest thing for sure I've ever done in this game..." And I'm sure we can believe him!

Video:
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DOOM 2 | tricks | MAP19 | pole trick #2

31.12.2014 11:45 - fx

Discovered by: Ilya Britvich
Demo: nm19-050.zip (03/02/2003)
Skills needed: nothing, really
Difficulty: easy

Description:
.......discover two of those tricks! This one is just like the other one described before, although there are certain small differences. It seems a little bit harder, especially when you want yourself through really fast. But the route is much faster and even easier than the other one (there are no spectres bothering). This is the route which got itself into NightMare! runs too.

Video:
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DOOM 2 | tricks | MAP19 | pole trick #1

31.12.2014 11:44 - fx

Discovered by: Ilya Britvich
Demo: nm19-128.zip (22/07/1997)
Skills needed: nothing, really
Difficulty: easy

Description:
MAP19, The Citadel... but I'd just call it Ilya Britvich Land ;) The first trick in his bag was this one. He pointed out a little flaw in the map which made it possible to get to the sealed area much faster and easier. It seems easy doesn't it? But you really have to have some different way of thinking to actually discover things like this...
And you really *must* have a different brain to..........

Video:

Demo from video: nm19-106.zip by Daniel 'Demonlord' Lindgren
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DOOM 2 | tricks | MAP17 | yellow key jump

31.12.2014 11:43 - fx

Discovered by: Andreas "Anthe" Kren
Demo: lv17-159.zip (05/03/2003) by Adam Williamson
Skills needed: some precise strafing
Difficulty: medium

Description:
Anthe was the first to discover this jump, but as far as I know, he didn't do an actual COMPET-N LMP with it, only a slowmotion recording. Panter later discovered the jump on his own; which is now used in UV and NM recordings of this map. The jump itself seems really simple as you watch it, and it's really interesting that it's the map design which makes this possible rather than some brilliant playing.

Video:
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DOOM 2 | tricks | MAP17 | walkway tricks

31.12.2014 11:42 - fx

Discovered by: Andreas "Anthe" Kren
Demo: nm17-628.zip (20/05/1996)
Fastest demo by:
Skills needed: some basic straferunning
Difficulty: easy

Description:
It was Anthe who first introduced all of the walkway tricks to us, although he says Steffen Winterfeldt was the first to discover the first jump. Actually there are three tricks here, so I'll deal with them one by one:
The little walkaround for not releasing the imps' cage at the start. This is not commonly used as it doesn't really make the level easier.
The walkway jump at the red key, which will keep the cacodemons away from you. This one is really important if you don't want any problems further in the map.
The workaround at the blue key place, which will keep the cacodemon/pain elemental cages closed. Another one which makes the run significantly easier.

Video:
[youtubes]https://www.youtube.com/watch?v=[/youtubes]
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DOOM 2 | tricks | MAP16 | red bars glide

31.12.2014 11:41 - fx

Discovered by: Jonathan Rimmer
Demo: lv16-023.zip (07/09/1999)
Skills needed: only luck?? ask the people who master this trick
Difficulty: medium

Description:
...Another map cut short by an amazing trick. Mind you, this trick shouldn't be possible at all, the gap is 32 units and although the player is 32 units "wide", normally it can only enter corridors of 33 units in width... but somehow this place appears as different for DOOM. Quite weird, but LMPs in both UV and NM skills show that players have a great instinct of discovering and using engine bugs like this (and others).

Video:


Demo from video: lv16-011.zip by Adam Hegyi
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DOOM 2 | tricks | MAP16 | super shotgun grab

31.12.2014 11:39 - fx

Discovered by: Kai-Uwe Humpert
Demo: lv16-042.zip (30/03/1996)
Skills needed: strafing/knowing the place, as in all grabs
Difficulty: medium, the revenant is a problem sometimes

Description:
As Kai-Uwe writes, this trick is not his own because he first saw it in deathmatching, but still it was he who introduced it to us so the credit is his. This trick is mostly used in UV running of this map (and NM100S also recently). Getting the super shotgun is really essential here, and this is the fastest way. It's really cool how the gun appears from nowhere in the player's hand - quite surprising!

Video:


Demo from video: lv16-031.zip by Marijo Sedlić
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DOOM 2 | tricks | MAP15 | switch from slime

31.12.2014 11:39 - fx

Discovered by: Yonatan Donner
Demo: lv15s041.zip (13/06/1996)
Skills needed: knowing the location and the direction
Difficulty: easy, but harder if you're in a hurry

Description:
Another one of those slime switches (see also MAP11, E2M2), discovered quite a while back. Used now in UV/NM scratch runs, UV long runs, NM runs... just about everywhere. It's quite tough without the radsuit (especially with 100/0 starting health), and well in NM scratch, it's one of the most annoying experiences DOOM can offer. Just try :)

Video:


Demo from video: lv15-029s.zip by Vincent Catalaa
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DOOM 2 | tricks | MAP14 | rocket jump

31.12.2014 11:38 - fx

Discovered by: Jonathan Rimmer
Demo: lv14rock.zip (06/02/2000)
Skills needed: Ability to morph into Jonathan Rimmer :)
Difficulty: extreme toughness

Description:
Another great and very hard rocketjump from the master himself. Could save a few seconds in an episode run, but it's too hard to try. From scratch, it needs a rocket launcher and a soulsphere, so it's not even faster. Great entertainment value, though.

Video:


Demo from video: lv14-020.zip by Marijo Sedlić
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DOOM 2 | tricks | MAP14 | arch-vile jump

31.12.2014 11:36 - fx

Discovered by: Anders Johnsen
Demo: lv14-035.zip (28/02/1999) by Adam Hegyi
Skills needed: some basic straferunning and major monster cooperation
Difficulty: hard, even if you succeed it's easy to die

Description:
A new kind of trick in COMPET-N (although it has been used much earlier outside DOOM2, e.g. Plutonia MAP18). A very spectacular jump, thanks to the infernal powers of the arch-vile. The flight is huge; and I can tell you doing this trick successfully is really like flying! Actually, there is another version of this trick, which was discovered by Ilya Britvich (who else? :) some weeks later than Anders. I managed to put together a demo with Ilya's route which, actually might be faster and easier. But still, a really hard jump to execute.


Video:


Demo from video: lv14-029.zip by Vincent Catalaa
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DOOM 2 | tricks | MAP14 | leaving the red key

31.12.2014 11:35 - fx

Discovered by: Istvan Pataki
Demo: lv14-043.zip (16/10/1996)
Skills needed: strafing, strafing, strafing
Difficulty: 3 hard jumps - you get the idea

Description:
This is a trick route rather than a single trick. There are 3 jumps in this route, and only the 3rd jump where you have the ability to retry. The scratch route itself, in addition, has little health which makes it even more difficult.
Anyway, this is a beautiful route to run, and really shows all the essence which speedrunning has.

Video:
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DOOM 2 | tricks | MAP13 | blue key grab

31.12.2014 11:31 - fx

Discovered by: Adam Hegyi
Demo: lv13-107.zip (02/05/2000)
Skills needed: very precise strafe50 skills
Difficulty: the hardest keygrab there is

Description:
A keygrab which save 4 seconds, roughly. Using this, it was possible to beat Daniel's lv13-109 recording, but unfortunately it's very very hard (and strafe50 only). It's unlikely this trick will ever be used widely (in episode runs, definitely not).

Video:


Demo from video: lv13-100.zip by Vincent Catalaa
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DOOM 2 | tricks | MAP12 | yellow key grab

31.12.2014 11:31 - fx

Discovered by: Thomas "Panter" Pilger
Demo: lv12-050.zip (24/02/1998)
Skills needed: knowing the location and good strafing, as with other keygrabs
Difficulty: medium, the mancubi tend to be annoying

Description:
A small trick which saves around 3 seconds on this map. The trick itself is one of the classical keygrabs: the player gets the key from the back side of the wall. Because MAP12 is quite a hard speedrunning map, this trick is not really used in episode runs and not at all in NightMare! skill.

Video:


Demo from video: lv12-042.zip by Looper
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DOOM 2 | tricks | MAP11 | jump to platform

31.12.2014 11:29 - fx

Discovered by: Kai-Uwe Humpert
Demo: lv11-043.zip (13/07/1996)
Skills needed: switching straferunning direction precisely
Difficulty: not very hard but monsters block the way really well

Description:
A nice little jump which made the red key obsolete in this level. This is used in connection with the switch trick described earlier. The difficulty in this jump is the large number of various monsters which block the runway of the jump most of the time. The jump is possible without strafe50 and tends to be easier because you can adjust your direction with smooth turning.

Video:


Demo from video: lv11-034.zip by Sslasher
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DOOM 2 | tricks | MAP11 | switch from slime

31.12.2014 11:28 - fx

Discovered by: Kai-Uwe Humpert
Demo: lv11-043.zip (13/07/1996)
Skills needed: no real skill for the switch, quite perfect running for the "extended" version
Difficulty: switching: easy, running: hard

Description:
This trick is one of the many "switch from slime" tricks (compare: E2M2, MAP15). As in the other maps, you can access switches from a much lower position, triggering their effect. This trick reached its full potential when Yonatan showed a variation that the rising platform can be reached after the switching. This way is much harder and often requires that you hit the switch on your first try.

Video:


Demo from video: lv11-034.zip by Sslasher
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DOOM 2 | tricks | MAP10 | bars glide

31.12.2014 11:27 - fx

Discovered by: Vaclav "Bolton" Kunes
Demo: lv10-3ck.zip (18/04/2000)
Skills needed: same as MAP19 pole-trick, see there...
Difficulty: quite easy actually

Description:
Whew how about this one folks? This one has to be SEEN to be believed! One of the weirdest bugs of DOOM discovered with this trick... the DOOM marine showing some David Copperfield skills here (= walking through walls). Talking and research has started after this trick was discovered whether there are more spots in the game like this. Who knows?

Video:
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DOOM 2 | tricks | MAP09 | rocket jump to blue key

31.12.2014 11:26 - fx

Discovered by: Jonathan Rimmer
Demo: lv09rock.zip (02/07/1999)
Skills needed: precise RJ skills
Difficulty: very hard

Description:
Another Jonathan jump, this is even harder than the previous MAP09 jump. There's a hell knight blocking the way, also the RL is quite out of the route, which means it's another rocket jump that won't make it into actual speedruns. Looks quite spectacular, though.

Video:
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DOOM 2 | tricks | MAP09 | rocket jump to yellow key

31.12.2014 11:25 - fx

Discovered by: Jonathan Rimmer
Demo: lv09rock.zip (02/07/1999)
Extended demo: lv09roc2.zip (28/01/2000) by Adam Hegyi
Skills needed: lots of precision, as for all RJ's
Difficulty: hard

Description:
One of Jonathan's first rocket jumps. Could save quite a lot of time in the yellow key room, but unfortunately there's a whole bunch of monsters blocking the way, so it's quite unlikely anyone can do this in an actual run. Especially in the extended version, that could be very fast but totally impossible with monsters included.

Video:
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DOOM 2 | tricks | MAP09 | switch trick

31.12.2014 11:24 - fx

Discovered by: Andreas "Anthe" Kren
Demo: lv09-121.zip (09/01/1997)
Skills needed: coordination between switch/running
Difficulty: easy

Description:
An easy and reliable trick which saves around 5 seconds. It involves switching and catching a rising platform (compare E1M4 and MAP11). Since Anthe's demo, it has been widely used in UV and NM speedruns, as well as longer UV and NM runs. One trick which is easy to learn and easy to execute.

Video:

Demo: lv09-101.zip
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DOOM 2 | tricks | MAP07 | rocket/super shotgun jump to exit

30.12.2014 22:27 - fx

Super shotgun version

Discovered by: Thomas "Panter" Pilger and Patrick "Baum" von Massow
Demo: lv07-009.zip (1997-10-19)
Fastest demo: cs07-005.zip by ocelot and N.C. (2002-12-10)
Skills needed: coordination between players... especially the player behind has to pay attention
Difficulty: hard, the mancubi are extremely annoying here

Description:
A very cool and really surprising trick, showing that MAP07 is indeed possible with 0% kills. The 2nd player boosts the other one with an SSG blast (megasphere is recommended here) and the speed is enough for the marine to climb the stairs to the exit. The SSG boost is the equivalent of roughly 150% turbo running.
Panter and Baum say the trick should be possible in single player as well, by straferunning and using a rocket boost into a mancubus.

Video:



Rocket jump version

Demo: lv07-006.zip by Marijo 'Sedlo' Sedlić
Skills needed: Super Marijo skills
Difficulty: Nightmare

Description:
Really hard trick that needs great reflexes and excellent monster rocket jump skills as mancubus are not always friendly, or better to say they are not friendly at all.

Video:
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DOOM 2 | tricks | MAP02 | glide

30.12.2014 19:14 - fx

Discovered by: ???
Demo: doom2-speed-map02-0003623.zip by Zero-Master (2014-10-28 11:04:13)
Skills needed: Gliding skills and luck
Difficulty: hard

Description: This glide was known for a long time but was hard to achive but Zero-Master found out how to do it the right way.

Video:
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DOOM 2 | tricks | MAP06 | exit jump

30.12.2014 19:12 - fx

Discovered by: Kai-Uwe Humpert
Demo: lv06-124.zip (16/02/1996) by Daniel "Demonlord" Lindgren
Fastest demo: lv06-054.zip (24/04/2000) by Henning Skogsto
Skills needed: "just another" precise strafejump
Difficulty: medium... it tends to be harder than the windows jump

Description:
Another of those great Kai-jumps... this one makes it possible to completely leave the chaotic MAP06 endroom and finish quite easily. The spectres in the slime can be some bother (only in NM really). Even though Kai discovered the jump, Daniel made its debut in COMPET-N, but his text clearly says that we should give credit to Kai for the jump.

Video:
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DOOM 2 | tricks | MAP06 | revenant workaround

30.12.2014 19:12 - fx

Discovered by: Michael Kren
Demo: nm06-221.zip (28/04/1999)
Skills needed: little, just don't trigger the revenants
Difficulty: easy

Description:
A very useful little jump for the NightMare! running of this map. You can easily avoid the revenants by using the platform in the slime (just don't fall into it). Later, as the times for this map on NM decreased, the jump was omitted again, because it's faster without.

Video:
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DOOM 2 | tricks | MAP06 | window/elevator jump to blue key

30.12.2014 19:11 - fx

Discovered by: Kai-Uwe Humpert
Demo: lv06-118.zip (17/02/1996)
Fastest demo: lv06-054.zip (24/04/2000) by Henning Skogsto
Skills needed: the *classic* strafing jump
Difficulty: hard to say... :) it really depends how much you can get the grip

Description:
This is the jump my non-Doom friends said it was the most spectacular of all... it really looks unbelievable at first sight. Actually it's a pretty standard part of MAP06 running these days. The good thing is that even if you fail, there not that much of a trouble since you can still continue the level. Another interesting tidbit is that the jump is possible even when the elevator is not there... try it for a good challenge!

Video:
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DOOM 2 | tricks | MAP05 | rocket jump

30.12.2014 19:10 - fx

Discovered by: Jonathan Rimmer
Demo: lv05rock.zip (25/08/1999)
Skills needed: extreme rocket jumping skills
Difficulty: very tough

Description:
This rocket jump (by Jonathan of course :) makes it possible to leave the red key. However, the rocket launcher is out of the route, so this jump could only save time in a multilevel recording. It's quite unlikely though, that someone would try this for gaining a few seconds only, so this trick will probably remain as good entertainment.

Video:
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DOOM 2 | tricks | MAP04 | jump to switch

30.12.2014 19:09 - fx

Discovered by: Vincent Catalaa
Demo: lv04-028.zip (30/10/1999)
Skills needed: very precise straferunning skill
Difficulty: hard, especially with strafe40

Description:
Vincent Catalaa was the one who discovered this brilliant and very hard jump. It shows the shortest possible route from the yellow key to the switch raising the bridge: "simply" jumping over. Vincent did a -nomonsters demo of the trick and sent it over. I took the challenge and managed to merge Vincent's and Kai's (detailed earlier) jumps into one continuous run. This jump combination is now referred as Catalaa-Humpert combination.

Video:
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DOOM 2 | tricks | MAP04 | pacifist combination

30.12.2014 19:09 - fx

Discovered by: Istvan Pataki
Demo: pa04-225.zip (28/02/1999) by Thomas "Panter" Pilger
Fastest demo by: pa04-037.zip by Adam Hegyi
Skills needed: some basic straferunning skills
Difficulty: easy, but no mistakes are allowed

Description:
Istvan Pataki came up with this idea when the original Pacifist collection was completed. Even though Istvan showed the route for the ending room, the level still was considered impossible in Pacifist due to the large number of chaingunners. Two years had to pass until Thomas "Panter" Pilger finally completed the MAP04 Pacifist challenge (discovering Istvan's combination separately). It's very likely that MAP04 Pacifist is possible with this great jump combination only.

Video:

Demo from video: pa04-037.zip
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DOOM 2 | tricks | MAP04 | exit jump

30.12.2014 19:08 - fx

Discovered by: Kai-Uwe Humpert
Demo: lv04-135.zip (05/04/1996)
Skills needed: very precise sfrafing skills
Difficulty: medium, but the chaingunners can be hell

Description:
Interesting that this jump was first done in a 100% kills demo. The probable reason is that the jump is reasonably easier without monsters around (because you can take a deep breath before the attempt). Later speculations began how to insert this jump into a speedrun. The first solution was the combination with the Pacifist route. Then when Vincent Catalaa came up with another jump, it needed little time to combine the two together.

Video:
Demo from video:
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DOOM 2 | tricks | MAP03 | rocket jump

30.12.2014 19:07 - fx

Discovered by: Jonathan Rimmer
Demo: lv03-023.zip (2000-01-14)
Skills needed: rocket jumping skills
Difficulty: hard/insane

Description:
This brilliant jump was sent in by Jonathan Rimmer. It involves rocket jumping into the teleporter of the big room, however, a chaingunner is needed to serve as "wall surface" (this is also called rocket jumping off a monster). In theory, with this jump the time of this map could be reduced under 20 seconds, but maybe it's just too hard to try?!

Video:
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DOOM 2 | tricks | MAP03 | jump to blue key

30.12.2014 19:07 - fx

Found by: Thomas "Panter" Pilger
Demo: pa03-029.zip (1999-05-29)
Skills needed: very precise sfrafing skills
Difficulty: hard, especially because of the monsters

Description:
This nice jump is useful in Pacifist skill. With it, you don't have to worry about the spectres/soldiers down in the dark. It's likely that it'll stay just in the Pacifist route, as the UV and NM routes have a faster jump already.

Video:
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DOOM 2 | tricks | MAP03 | window jump

30.12.2014 18:57 - fx

Discovered by: Daniel "Demonlord" Lindgren
Demo: lv03-028.zip
Skills needed: steady, precise straferunning
Difficulty: medium, becomes easier with practice

Description:
This spectacular jump, by the mighty Demonlord, showed the route to complete MAP03 without the blue key. It's not very hard by today's standards, and it has been executed in many UV and NM speedruns, as well as movies. It's also special because it's the first trick an innocent D2DQ watcher will encounter...

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