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Ultimate Doom: The Gateway (DAVE1.WAD) UV max in 6:24

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Published on Oct 30, 2012

WAD Title: The Gateway
Filename: DAVE1.WAD (in dmd123.zip)
Level(s): E2M1
Author: "Dave"
Year: 1994
URL: http://www.doomworld.com/idgames/?id=...

Demo Category: UV max (100% Kills and Secrets; "Ultra-Violence" skill)
Time: 6:24
Player: Eric "The Green Herring" Baker
Recorded With: Ultimate Doom.exe v1.9
Recorded On: October 10, 2012
Video Recorded With: DOSBox 0.74

Demo Download: NOT YET AVAILABLE

This is the first of three levels made in October 1994 by someone known only as "Dave," who has naturally named the files after himself. Yes, "files," plural; all three levels are in a separate WAD rather than bundled together in one. At least he was nice enough to provide a batch file to run them.

None of them are very challenging thanks to a universal overabundance of ammo, or even any good, but at least unlike CROSS.WAD, they're not mono-textured mazes. They're also more fun to speedrun, as (again) unlike CROSS.WAD, there aren't any bugs that can block 100% Kills.

We'll start with DAVE1.WAD, which is on E2M1 and is named "The Gateway." I assume that this is the author's first level, with not much of a theme to be found and the usual bad texture alignment. What are the gameplay problems, you ask? Let's see: far too much ammo for the opposition you face; the level has 27 secrets only because far more sectors have been flagged as such than necessary (one even resembles the infamous 22-secret staircase that would later appear in E4M3: Sever the Wicked); and the first key can only be found behind an unmarked secret door. The alignment errors are forgivable; hiding a vital key in an unmarked secret is not.

Still, after the drudgery that was CROSS.WAD, it felt good to blast through a level that wasn't a maze, whether it was good or not. I originally figured that my target time was 8:00 or less, only to reestablish it as 7:30... and then getting it close to 7:00 before I broke it again. I was eventually able to chisel it down to 6:24, breaking the 6:30 barrier. Previous exits were 6:38, 6:46, and 7:09, and the recording session as a whole took a little over an hour and a half. Techniques used in this demo include waking up the imps in the southeast before using the stockpile elevator so they would be bunched together for my rocket launcher, and leading two demons in the northeast with rockets in one of the few places where you can reliably do so.

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