cookie's Classic Solo Guide
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cookie's Classic Solo Guide
Zaktualizowany 2 years ago przez cookiebouquets

Welcome to my speedrun guide! This is based off of this run, so please reference it while reading through this. Lots of the tips in this can also be applied to standard doomspire. You of course, aren't required to speedrun this exact way! My weapon choice reasonings go as:

Crystal Blaster: Fastest recharging rocket launcher Shadow Blade: Furthest lunge length in swords Remote Detonator: Most versatile and controllable bomb, fastest recharging bomb Bloomerang: Makes getting from tower to tower WAY easier Cage Trowel: Easy to use for tilting tower

Brickbreaker Note: Brickbreaker buff in next update looks good for speedrunning, so keep an eye on it.

#Spawning So when I begin runs, I always wait for the round timer to hit 9:50 before I first equip my remote detonator. This is usually enough time for the black loading screen to pass and allows me to have a consistent idea of my pace throughout the run.

Remote Detonator Note: Only charge it when you’re using it for bomb jumping, such as to get to middle or to move to another tower. If you’re using it to disconnect a bridge or destroy a doomspire, don’t charge it. Not charging it will save you A LOT of time

So our first goal is to get to middle. When I equip my remote detonator, I aim right below my right foot. On a completely flat surface, this prevents it from ever rolling, always landing on its side. Sometimes on the spawner if you place it too close to the edge, it’ll roll off so be careful. Once detonated, I use a lunge to move to middle faster.

#Bridges So for the bridges, I came up with a less brute force-ish strategy compared to what other people used at this time. I guess I’ll coin this the “Cookie Method”, since no one else seems to have used it. Some quick terminology (unofficial): Anchor Tiles = Glowing bricks in the middle connected to the bridges Connectors = Bricks that directly connect the bridge to the doomspire

So for disconnecting bridges (use run as reference):

  1. Rocket the left 3 anchor tiles of the middle bridge
  2. Position yourself a bit ahead of the middle 2 anchor tiles on left bridge
  3. Throw a remote detonator to the left bridge connector
  4. Lunge towards right bridge
  5. Rocket last 3 anchor tiles of the middle bridge
  6. Walk to right bridge connector
  7. Throw a remote detonator to the right bridge connector

You can detonate the remotes at any time, but I’d recommend one at a time rather than all at once for the connectors. Looking or listening for how many bricks you got after destroying a connector will tell you if you destroyed it properly. If you got around 10+, you’ll hear lots of high pitched ticking and know you’ve done it properly. If you messed it up, you’ll hear a brief low ticking and at most get 5 so it’ll be obvious.

This method is about as fast as brute forcing it, and also easier to pull off. I’d even argue faster once you get the hang of it.

#Destroying a Doomspire Fast So next you drop down the side of the right doomspire, then destroy the 2nd floor wall and enter the doomspire from there (reference my run). A good seed has standard walls and no objects/extra walls on the floor and has its spawnpoint directly in the middle, allowing for the fastest possible destruction of the doomspire. If the objects or walls are half the cage’s height, the seed is alright though. The layout will be the same for the other doomspires as well.

Even if you get a bad seed, you can practice on it. Act like only the objects of a good seed are there if possible and try to finish the run. Be wary though, this can be bad for cage muscle memory, so if you start struggling with that, it might be a bad idea to continue this practice method.

So if you get a good seed, you should be able to destroy the tower in 8 tool uses. You can get an idea of where to shoot by watching my run. The first should’ve been with a rocket to enter the doomspire, leaving 7 left, so use your remote detonator next (remember Remote Detonator Note). Between your weapon cooldowns, place a cage to tilt the tower into the void furthest from middle once it disconnects.

Cage Note: When your cage is placed, be careful where you shoot rockets on walls connected to its floor. If both first floor walls connected to it’s floor disconnect, the cage will unanchor with the floor.

Charge Time Note: If your launcher and remote detonator are about to be recharged at the same time, equip your rocket first. Rocket has no pull out animation, meaning once it's charged it can be used straight away.

So once all the walls are gone, if you’ve had no hiccups your remote detonator should be ready. Place a remote detonator in the middle facing the next tower, but also close enough to hit the spawn point. Bomb jump away and shortly you’ll get the message saying the team has no spawns remaining. Lunge once, then use your bloomerang for upward momentum to enter the next tower (reference the run). Repeat the steps 2 times more!

Last Tower Note: When placing the final remote detonators, charge them so you can end your run faster.

#Bonus Section: My run isn't Perfect (Obviously) (Analysis of my Run) So one thing you want to do is have your launcher and bomb used as soon as it recharges. At the end of bridges though, my launcher has about 2 seconds where it goes unused before I use it to enter the first tower. Dropping down earlier would have allowed me to use it faster and save some time.

While destroying the 2nd (Yellow) and last (Red) tower on this run as well, I destroyed the last walls and the spawnpoint with my remote detonator at the same time, which unanchored my cages before the towers had a chance to tilt properly. This caused the yellow tower to fall forward instead (which would've lost time if it was the last tower), and me losing a few seconds on the ending because of red taking a long time to tilt (also falling to the right instead). This is the reason for Cage Note!

#Conclusion doomspire

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