

Slightly faster route using the early teleporter (cuts off an in-game second).

I use an old trick to get to the multiplayer deathmatch exit, to skip having to fight the episode 2 boss (the Overlord).

The glide clips Duke up into the small gap between the flood door and the ceiling, allowing direct passage to the end of the level. The acute-angle corner of the outside of the flood door near the yellow key door allows you to slide Duke deeper into the corner than usual in one direction, and then the other direction (using Strafe-50). This route showcases an interesting glide-style clip. Nothing especially new with the route - This route is based directly off of prior work by the XBOX Duke3D runners (shoutouts & kudos to the XBOX Duke3D community). I discovered a new glitch, allowing for a full height jump from water, which I use to skip the small wait for the rising water level. The route is almost identical, except for the rising water section at the end of the run. The run cuts a little over a second off the current (1-4) Toxic Dump run. DMOs are played back using xDuke V19.8 (in order to get proper first-person playback without map hacks). Like the current Duke runs, these runs were done in Duke Nukem 3D 1.5 Atomic (using the official GOG DOSBox version of the game).
