Hey guys, my name’s tomatoanus, also known
as needlepeen, and this is a segmented Any%
speedrun of DOOM 2016.
This run is actually performed by seeker,
the current Any% world record holder for DOOM.
He also worked with me on writing the commentary
for this run, to make sure that all the explanations
are as accurate as possible.
If you would like to watch either this segmented
run without commentary, or seeker’s current
Any% world record (which is also commentary
free), there are links in the description
below.
Also, with this being Any%, glitches are allowed.
If you would prefer a run without glitches,
I would recommend you watch a speedrun of
the 100% Ultra-Nightmare category, which is
a category that relies much less on glitches
than Any%.
There’s a link in the description to the
current world record run of it, performed
by byteme.
It’s also worth noting that the Any% run
is performed on a completely up-to-date version
of the game.
Everything you see in this run can still be
done on any version of the game.
The run starts just as any other playthrough
of the game would, with the Doom Slayer awakening
from his sarcophagus and escaping from his
binds to kill the nearby Possessed.
After all three Possessed are killed, we’re
going to fire our gun continually until we
activate a short scene.
The reasons for this is by continually shooting
our weapon, it will skip the slow animation
of inspecting your pistol after killing the
Possessed.
After the scene ends, the doors open and we
position ourself in a corner, before running
forward and performing what’s referred to
as a ‘paper clip.’
A lot of the walls in the game are paper thin,
and the player is able to clip through them
by just wiggling back and forth, hence the
paper clip.
Once out-of-bounds, we make a beeline to the
end of the level, skipping pretty much everything
with a series of well-timed jumps.
When speedrunning the game, binding jump to
scrolling the mouse wheel will actually cause
for you to jump slightly higher than a normal
jump.
This is because when you scroll, the game
reads it as multiple jump inputs, so as you’re
lifting off the ground from your first jump,
the game causes you to jump again since you’re
so close to the ground, giving you just a
tad extra height.
Once back in-bounds, we need to get into the
elevator and ride it to outside, but unfortunately
the doors are closed.
Luckily, walls are merely a suggestion and
we can position ourself in a precise spot
and interact with the button inside the elevator,
which will immediately begin the elevator
ride.
At this point, you may have noticed the FPS
counter in the top-right corner.
During cutscenes it’s limited to 60, but
during most moments throughout the game, the
game is running at 200 frames per second.
This is the frame rate that DOOM is naturally
capped at when playing on PC, and is attainable
by turning off v-sync and doing things like
lowering your graphics and changing the graphics
API to Vulkan.
Playing at 200 FPS is very important in DOOM
for one reason, railboosting.
In a moment, you’ll see what a railboost
is, as we launch ourselves to the end of the
first mission.
Railboosting is actually pretty simple to
perform.
All you have to do, is find an object like
a railing, or an object that can serve as
a proxy, and jump while near it, and begin
holding W while you’re in the air.
This will cause for you to launch through
the air incredible velocity.
This trick absolutely requires a high frame
rate, and if attempted at a lower one, you
either won’t be able to perform the trick,
or you won’t have a ton of speed when doing
it.
Once we arrive at the end of the level, we
interact with the touchpad and begin holding
‘Enter’ to automatically skip the end-of-level
stats screen.
While this level may have looked fairly easy,
I can assure you, it’s actually really hard.
seeker is what one might call a “god gamer”
and pretty much makes DOOM call him its daddy.
The second level begins with us meeting my
number one frick in all of gaming, VEGA.
He lets us know all about the Praetor suit,
which you may have noticed we’re wearing
now, despite having completed the first level
naked.
After baeGA finishes his speech, seeker is
going to immediately leave the room and jump
through the next room, which prevents him
from getting stuck on the ground since it
is a bit uneven in this area, and also look
left the whole time to avoid Imp spawns.
He’s then going to stand against a door
and damage a Possessed as it approaches him.
Once it gets close enough, he’s going to
hurt the Possessed just a little more, so
that he’s able to perform a glory kill on
it.
Then, with precise positioning and timing,
seeker will perform a specific glory kill
animation next to the door, which miraculously
will clip him through and put him out-of-bounds.
From there, seeker will be able to then progress
all the way through the rest of the level
to the finish.
Along the way, he’s going to grab a heavy
assault rifle.
You’ll notice that he’s able to grab the
rifle from a mile away despite the Doom Slayer
having pretty stubby arms.
This is a trick called ‘extendo grab.’
If you bind your weapon mod button to the
scroll wheel and look at an interactable object,
scrolling the wheel in that direction will
bring up the prompt for interacting with the
object.
This is used several times throughout the
run, like grabbing the rifle here, as well
as trying to use it to interact with the touchpads
at the end of each level early, as we do our
best Inspector Gadget impersonation.
The third level of the game is called ‘Foundry’
and begins with VEGA telling us more about
the Praetor suit.
As VEGA continues his dialogue, seeker is
sure to stand a decent distance away from
the door.
The reason for this, is that there’s an
invisible trigger closer to the door.
If seeker stands in the trigger when the level
begins, none of the demons will spawn in the
next room due to some checkpoint shenanigans.
Similarly, if seeker is standing too far away
from the door, then the door won’t open
because he has to be past a trigger that opens
the door.
When VEGA finishes his dialogue, the Bad Man
is going to give us a little speech, at the
end of which the door will open to the next
room.
As the door is opening, we load the game from
the checkpoint which skips the animation of
the door opening.
seeker then immediately runs into the next
room over and grabs the ‘Micro Missile’
weapon modification, before loading another
checkpoint to save some time.
The micro missiles are going to be used all
throughout the run as a method to damage boost
ourselves both forward for extra speed, and
up for extra jump height.
When we load back in, seeker then begins clearing
out enemies in the area, and setting up another
glory kill clip.
This one is a bit more complicated of a setup,
but seeker was sure to lather himself up with
some butter before this attempt and slides
right through the wall.
In the next room, we use a quick railboost
to launch ourselves over the forges and onto
a landing across the room.
From here, we‘re able to jump onto some
small ledges and pull ourselves up onto some
crossbeams, where we do another paper clip
via the patented wiggle method.
We’re then able to finish off the level
with another series of precise out-of-bounds
movement, followed by jumping back in-bounds
and accessing the touchpad.
One little speed-strat that’s employed throughout
this game is that when moving throughout the
level, we never want to strafe.
Whenever we’re moving, we only want to hold
one directional button at a time.
If you hold multiple buttons and begin to
strafe, you actually move at a lower velocity
than if you hold just one directional button.
This next level is the Argent Facility, and
is actually my favorite level in the speedrun.
The level begins by picking up the nearby
plasma rifle, followed by jumping from some
stairs into the ceiling of the level.
From here, seeker is able to bypass having
to wait for Samuel Hayden to give his full
speech and open the doors, and enter the main
area of the level immediately.
seeker will then jump across the canyon and
stand in a precise spot, before performing
a railboost that will send him to the final
room of the level.
At the beginning of the next level, Argent
Energy Tower, the first objective is to get
the thrust boots from a nearby room.
We’re going to perform a quick micro missile
boost to accelerate our retrieval of them,
after which we perform a railboost to launch
ourselves to the platform above us.
When we finally grab the thruster boots, we
wait for the animation to play out until we
turn the left boot towards us, at which point
we load from checkpoint to skip the remainder
of the animation and save some time.
Once we load back in, we perform the same
railboost again, and then perform a big boy
railboost to launch ourselves all the way
up the Argent Tower.
When seeker lands, he’s sure to hit a checkpoint
in the main room, after which he drops down
the elevator shaft to grab a secret gauss
cannon.
With the gauss cannon obtained, he’ll then
reload from checkpoint to be back in the room
he just boosted to.
When he loads in, seeker is going to turn
around and perform a gauss boost, which is
performed by facing away from the direction
you want to go, jumping, and shooting the
gauss cannon.
The recoil of the gun is so great that it
launches him with a high velocity.
Whenever performing a gauss boost though,
seeker is sure to not hold any directional
buttons, as that will actually cause him to
slow down.
Also, if seeker jumps the moment he lands
after a gauss boost, he will perform a bunny
hop and conserve most of his momentum, allowing
for him to continue travelling at a high speed.
After a brief back-and-forth with Olivia Pierce,
she proceeds to do lord knows what, which
knocks us back.
seeker then has to kill enough demons to trigger
the “Category 3 Dimensional Event,” which
has a countdown tied to it.
After the countdown says “six,” seeker
grabs the invulnerability power-up and jumps
down into the middle of the Argent Tower,
and drops all the way down to a platform near
the bottom.
When he lands, he’s going to gauss boost
to an Argent Energy Cell and level up his
ammo capacity, after which the level will
end and he will be brought to Hell.
As he’s grabbing the Argent Energy Cell,
the timer to finish the level begins, despite
him having not killed any additional enemies
from the ones he initially fought.
This is believed to be due to the fact that
when he jumped all the way down to this room,
he hit a trigger that caused a bunch of enemies
to spawn behind the first door he passes when
he’s falling, which spawns additional enemies,
causing for the game to hit a max cap on enemies
in the same map.
This then causes for the already spawned enemies
to be removed, which the game sees as a kill
in this instance, thus ending the initial
arena combat section.
If you haven’t been a fan of all the out-of-bounds
so far, but are still sticking around in hopes
that the integrity of the speedrun will soon
be saved with long combat sections, and playing
the game as intended, then you’re in luck,
because this level is actually played exactly
as id Software intended.
As normal, when the level begins, we perform
a couple gauss boosts to get going through
the level.
Then, we’re gonna stop and use an extendo
grab to teleport us up onto a platform above
us.
We then use a gauss boost and a micro missile
boost to launch ourselves high enough to pull
ourselves up onto an invisible ledge, after
which we proceed to gauss boost while we’re
several hundred meters in the air.
We’re able to do this all the way to the
end of the level, as intended, and just walk
through the walls of the final room to access
the touchpad and finish the level.
I gotta say, that level is a testament to
the brilliance of the developers over at id.
I mean flying through the air on invisible
platforms?
Who even comes up with this stuff!?
The next level, Argent Facility (Destroyed),
is another of my favorites in the speedrun.
I think that for this level, I’m just gonna
let you watch and enjoy the fact that we’re
able to finish the level by the time Samuel
Hayden is finishing his intro dialogue.
Like what the heck man, this game is insane
as a speedrun.
To start the next level, we begin by re-creating
the intro of Half-Life.
The goal of this level is to finally meet
the Bad Man face-to-face.
It’s a little known fact however, that the
Doom Slayer is super flakey, so we’re actually
just gonna leave Samuel on read and do some
wacky stuff instead.
Near the start of the level, we’re going
to load from checkpoint, which resets all
the enemies in the area.
This is done because there’s a Mancubus
around the corner who attacks the Possessed
in the area.
We’re going to perform a glory kill clip
on one of these Possessed, so ideally we want
to make sure the Mancubus doesn’t kill it.
With some precise positioning, shooting, and
a missed fireball from the Mancubus, seeker
is able to easily perform the glory kill clip
and put us out-of-bounds.
After a little bit of parkour, we drop down
onto the ledge of the ground beneath us, and
load the checkpoint to put ourselves back
inbounds.
When seeker loads back in, he’s gonna go
nuts with gauss boosting to get onto some
ledges, and immediately get out-of-bounds
again.
He’s actually out of gauss cannon ammo at
the moment, but luckily there’s some ammo
on the other side of an upcoming window.
After doing to the ammo what every fat kid
wishes they could do to a vending machine,
seeker boosts himself over a large gap, and
continues to boost himself up and into the
room that contains the BFG 9000.
Once he grabs the BFG, he’s then going to
reload the checkpoint again to respawn ourselves
back in the initial outside area we were in.
Whenever you load a checkpoint in DOOM, it
doesn’t remove any recently acquired weapons
or upgrades, which is how we’re able to
load from checkpoint all throughout the run
and maintain all the weapons that we’re
picking up.
When we load back in, seeker is going to perform
the same series of gauss boosts and jumps
to bring us to the ammo window again.
He’s going to grab some more ammo, as well
as running around to the other side of the
room and somehow grabbing a chainsaw through
the glass as well?
I don’t know, don’t ask me.
With his newly found ammo, seeker is then
able to finish off the level by gauss boosting
out-of-bounds and dropping down to the bottom
of the elevator at the end of the level.
The gauss boosting in this section is actually
real spooky because there are some death triggers
that you can hit if you mistime your double
jumps, or aren’t moving fast enough, but
seeker is a legend and makes short work of
the boosts.
Similar to the first level, the doors to the
elevator are closed, but by standing in the
right spot and angling his view just right,
he can interact with the touchpad and move
on in the game.
The next level is the Lazarus Labs, and is
split into two sections, sometimes referred
to by runners as Lazarus 1 and Lazarus 2.
The dividing segment between the two is a
short cutscene that is one of heaviest on
lore development in the game, and really adds
a lot to the story.
After the elevator ride to begin the level,
seeker uses his chainsaw to kill an enemy
through glass, because as we saw moments ago,
glass seemingly has no physical effect on
chainsaws in the DOOM universe.
This chainsaw kill was done to quickly refill
on ammo.
After a quick gauss boost and drop, seeker
prepares for another glory kill clip by clearing
out some impeding enemies that can mess up
the trick, followed by standing in a precise
location.
After positioning himself correctly, he then
damages the nearby Possessed, and waits a
moment before shooting it one more time and
performing the glory kill clip.
As soon as he’s out of bounds, he’s then
going to perform a couple gauss boosts followed
by a railboost and some more gauss boosts
to quickly progress through the level.
Lazarus 1 officially ends when he accesses
the touchpad at the elevator when he enters
back in-bounds.
After the lore-intensive cutscene, seeker
will perform another clip by interacting with
a touchpad through the wall.
This one is slightly different from the other’s
though, because the prompt will only show
up when your character is lowering their position.
To account for this, he takes out his chainsaw
which causes the Doom Slayer to have a slight
shaking animation with the rhythm of the chainsaw,
which moves him up and down slightly, allowing
for him to interact with the panel.
Once we’re out-of-bounds, we’re going
to gauss boost to cross a couple gaps, and
make our way to a boss fight at the end of
the level.
You may be asking why we aren’t gauss boosting
while walking out-of-bounds here.
The out-of-bounds in this area is pretty tricky,
and has a slanted floor that can cause for
you to fall off if you jump around on it.
Also, because our gauss ammo is limited, seeker
chose to conserve it for a later part in the
run.
When seeker jumps into the elevator at the
end of the level, he’s able to jump several
times while in the air, due to the fact he
crosses an invisible wall which refreshes
his jumps.
Coming up is the first real combat section
of the run, so get ready for some fast paced action.
After loading a checkpoint to skip some nonsense,
the fight begins with seeker gauss boosting
backwards to put some distance between him
and the Cyberdemon, and then shooting the
BFG above the Cyberdemon.
When the shot is flying above the Cyberdemon,
seeker then slows down time by pulling up
the weapon wheel.
This causes for the shot to continually deal
damage to the Cyberdemon and cause for it
to be downed in one shot.
Once seeker finishes the first phase of this
fight, he then will load from checkpoint again
to skip some more nonsense.
Phase 2 of the fight is much more difficult,
with the Cyberdemon walling you into a tight
alley from the get-go.
Our strat for this fight is to shoot the Cyberdemon
once with the BFG in order to stun it, followed
by micro missile boosting to jump on top of
the Cyberdemon, followed by jumping over the
big spooky gate to finish the level.
Okay, so I may have lied to you last level
when I was talking about how there was going
to be fast paced combat, but there actually
is some combat in the next level, which is
called Titan’s Realm.
Once he begins progressing through the level,
seeker needs to clear out two rooms-worth
of enemies that are adjacent to each other.
Luckily, we still have two shots left of the
BFG, and that can be used to clear the combat
requirements for this area.
That counts as combat right?
Once he’s in the next hallways, seeker is
going to use a gauss boost to land on a normally
inaccessible ledge, where he’ll be able
to just jump out-of-bounds.
Once out-of-bounds, he’s going to then gauss
boost through the rest of the level, and then
perform a paper clip to get back in-bounds
and finish the level.
I’d also like to say that while making this
video, I kept looking for ways to make a joke
about Clippy the Paper Clip from Microsoft
Word, but I couldn’t find a way to make
it work, and it also led me down a rabbithole
of Clippy Rule 34.
So this video took me awhile to make for that
reason.
The next level is the Necropolis, and requires
a bit more combat.
Right away, we begin running towards a teleporter,
which upon entering, we immediately begin
gauss boosting and pick up a missile launcher.
We’re then going to use the missile launcher
to kill some nearby enemies, while making
a quick pit stop to grab another Argent Energy
Cell and level up our ammo once again.
This is to refill our BFG ammo, and it also
completely refills our gauss cannon ammo,
which we’ll take advantage of by gauss boosting
up onto a ledge to go out-of-bounds yet again.
When seeker does an upcoming gauss boost across
a large gap towards a big black wall, he has
to be sure to land on top of the rock along
the wall.
If he lands on the lower part of the rock,
he will die from fall damage, making this
one of the more dangerous gauss boosts in
the run.
Once we’re back in-bounds, seeker grabs
a haste power-up and hits a trigger by some
nearby stairs in order to spawn some Cacodemons.
He then jumps across and uses the BFG to kill
the Cacodemons, as well as a Mancubus and
a Baron of Hell that begin to spawn after
he grabs the green armor in the middle of
the platform.
seeker then finishes off this area of the
level, and is brought to another boss fight,
this time with a Hell Guard.
Utilizing the same BFG/weapon wheel trick,
seeker is able to make quick work of this
boss, as well as the two Hell Guards that
spawn after defeating the first one.
When the fight begins against the two Hell
Guards, we have to open the weapon wheel pretty
early after we shoot.
The reason for this, is that it ensures the
Hell Guard on the left won’t trigger its
death animation where we can glory kill it.
This is because if it does enter its death
animation, then we have to perform a glory
kill within three seconds, otherwise it regenerates
one eighth of its health while we kill the
Hell Guard on the right.
The reason why the Hell Guard on the left
doesn’t enter its death animation when we
pull up the weapon wheel early, is that the
Hell Guard is busy jumping into the air, which
leaves it at a sliver of health where we can
just melee it into its death animation after
killing the other Hell Guard.
Before seeker grabs the Crucible, he aligns
himself with the big chain in the background
to ensure he’s standing right in front of
where the Crucible will spawn.
After these quick fights, the Doom Slayer
is then able to finally claim the Crucible
and is returned to Mars by the same guys who
I see surrounding my bed whenever
I have sleep paralysis.
Back on Mars, we immediately paper clip out-of-bounds,
and then perform an enormous railboost to
skip having to actually play the game.
This railboost is actually pretty difficult
because you have to maneuver as close to the
in-bounds area as possible, or else you’ll
die in mid-air due to kill zones.
Once we land, we then perform what’s probably
the most precise railboost in the game, which
requires us to stand in an incredibly exact
location, and also requires for us to pull
up our map and buffer a “Jump” and “W”
input.
Despite the precision required for this railboost,
it’s still a little bit easier than the
one performed right before it.
This railboost brings us straight to VEGA’s
core.
Unfortunately, this is where we have to sacrifice
our daddy in order to use huge Argent stores
to go back to Hell one more time.
In an attempt to lessen the blow of what is
the emotional equivalent of the entirety of
Homeward Bound, the Doom Slayer backs-up VEGA
and tucks him in our pocket, thus finishing
the level and bringing us to the last level
in the game, Argent D’Nur.
The last level is actually one of the most
feared levels by speedrunners, due to the
climbing being very slippery, and dangerous
gauss boosts, where you can easily mistime
your double jumps or not have enough speed
with your boosts.
Right away in the last level, seeker breaks
out his inner mountain goat, and scales some
rock formations.
From here, he’ll then proceed to gauss boost
over canyons and enormous gaps to go all the
way to the final boss of the game, which is
Olivia Pierce in the form of a Spiderdemon.
As seeker drops down into the final combat
arena, he’s sure to land on a rock to his
left along the way, which breaks up his fall
and makes sure he doesn’t die from fall
damage, or possibly die from some kill triggers.
Right away, seeker will boost over to some
BFG ammo and perform the weapon wheel attack
once more.
When we perform the weapon wheel trick in
this fight, we look at the ground to make
sure we maintain a steady 200 FPS, which slows
the BFG shot as much as the game can.
In addition, we have to wait around 10 seconds
to ensure that the boss’s phase 1 lifepool
is completely drained.
After this, the Spoderdamon will begin to
drop health and ammo, indicating that it’s
about to enter its second, electric phase.
However, seeker is able to skip this phase
by simply shooting some micro missiles at
the boss.
After this, seeker will then grab one more
bit of BFG ammo and finish off Ms. Pierce.
This then ends the game, and the speedrun
of DOOM 2016, and results in a cutscene where
Samuel Hayden pulls the ultimate sneak dissa
move and steals the Crucible, presumably leading
into the story of the soon-to-be released
DOOM Eternal.
If you’ve made it this far in the video,
I’d just like to say thank you, and that
both myself and seeker appreciate you.
seeker is an awesome dude, and if it weren’t
for him this video wouldn’t be possible.
Also, this video wouldn’t be possible without
the modern DOOM speedrunning community, who
are a really wholesome bunch of human beings.
I highly encourage you to drop a follow for
not only seeker, but also other runners who
you can find on the DOOM 2016 speedrunning
leaderboard on speedrun.com.
Also, I’d like to apologize if there were
any cicada noises in the background of this
video, they decided that the perfect time
and place to have a party would be right outside
my window as I recorded this.
Outside of that, if you have any other games
you’d like to see the speedrun explained
for, I ask you leave a comment below and I’ll
add it to a list of games that I’ve already
began compiling for potential videos.
I read every comment you guys post, so if
you also have any insults you wanna throw
my way as well, that’s a great way to get
them to me.
Anyways, I hope you enjoyed the video, I know
it’s not a Fallout speedrun but hopefully
you liked it anyways.
Until next time, I’ve been tomatoanus, and
I hope you have an above average day.
