У нас вы можете посмотреть бесплатно Dubzzz's 5Minute Design Assembly #2 Map 55 UV-Max in или скачать в максимальном доступном качестве, видео которое было загружено на ютуб. Для загрузки выберите вариант из формы ниже:
Если кнопки скачивания не
загрузились
НАЖМИТЕ ЗДЕСЬ или обновите страницу
Если возникают проблемы со скачиванием видео, пожалуйста напишите в поддержку по адресу внизу
страницы.
Спасибо за использование сервиса ClipSaver.ru
Map name: What the fuck is this shit? Just rewind I guess Map author: Dubzzz IDK what prompted me to look into it exactly, but I think I mostly wanted see if I could kill the pure RNG reputation the map had and make the top of the Doomed Index seem at least a bit less stupid. I had no idea if there would be anything better than David's route, but a few months ago, I discovered this silly hide behind like 20 cybs strat you see in the run, and I then I semi-took a break from any major grinds and shelved it for a bit without really be certain if it was just stupid luck I got or it could work. That said, the discussions surrounding this map would never end, so, eventually, I couldn't help but look at it further, and TBH the fact the strat is so funny made me especially motivated to go for it. So, I started going for it a bit more regularly a few weeks ago, and of course, while the strat works, there's still a lot of RNG to it without any other major changes, so I was not too encouraged by what I was seeing (I was still going through the HKs at the time every time). That said, over time a few other small improvements helped the run a bit, mainly the following: Switching the megasphere pickup order helped a lot with maintaining health and keeping health in the places I actually wanted. The mega pickup at the cybs is relatively free; sometimes you get majorly blocked there, and you can actually see how that can happen in this run, but usually it's not this crowded, and the cybs just can't shoot you for the time it takes to go in and out of the closet, so it's fine. Staying near the cacos gives an alternative route that can work out sometimes, as you see in this run (and when it does, you usually have a much higher chance of reaching the cybs and much higher chance of reaching them with some amount of health). Basically, this suggestion was something kuckkuck discovered from his attempts, and my closest run before this got that to happen, so I was watching mainly for there to be a good infight at the hell nobles, hopefully some mancs for cover, and then I could either rocket the cacos or stay in the corner at least for a bit while they clear out. Getting more damage at the start is not a huge improvement, but I find that it helps a bit at least with space later on in the run. That said, it might just be a placebo, who knows. That said, there's still a ton of RNG in the end, like... The start is obviously far from a guarantee; it's not that bad to get past, but there's just nothing you can do to for sure be able to not get blocked by some nobles or something. What I do is not like David's or kuckkuck's approach, and IMO, usually better, but not always. Even if you get the cyb mega, the mancs often block you from their closet by that point, and you lose too much health getting into the corner. If you don't, you might not even do enough damage to the mancs, and be cornered until the cacos come out, and then you are stuck there. Usually, the nobles aren't infighting or blocked enough from entering the closet, so you have to come out of there. In this case, I could still revert to going around the HKs, but this highly depends on whether the HKs even let me pass, and where the cybs are/whether the cybs are infighting. Then, I still have to go through the cacos to even reach the backup mega (if I didn't already pick it up due to loss of health), so it's still pretty bad. Even if you get past the cacos, that spot is incredibly dangerous unless you happen to have decent space with the cacos far enough away, and they can chip away at your health really fast. Waiting behind the cybs is usually somewhat safe, but often you never get a chance to leave because too many cybs awaken early, or a cyb shoots you in there (this is possible if the cyb is far enough away and close to a wall on either side), or you get blocked leaving. The ending, while it is the most definitively skill-based part of the run is also far from a guaranteed survival IMO. The revs might shoot at an inopportune moment, or the cybs might move too close to the wall, preventing a clean horseshoe, or you could just take damage from the damaging floor because often it is far safer to risk that and circle strafe than try the horseshoe again. In this run, I had really low health at the end and managed to take a decently damaging rev rocket on my return from the horseshoe, then I had low enough health that there was a good chance I would die to the damaging floor, but I got very lucky with the cycles. Really a miracle I survived the ending here, but I'm glad to be done, lol. Credits to Bredd and kvo for making the run possible by not leaving VC before the attempt completed. :^) Captured using DSDA-Doom v0.28.2