^^ Glad to hear that you were working on a no damage speedrun at one point.
I just looked at The Abyss level, and I found a consistent way of beating the Battlelord without taking a hit. When you enter the boss arena, hop / jetpack over the touchplate that causes the entrance door to close when triggered. After the Battlelord spawns, wait by the lava until he gets your attention. Once he gets your attention, run back to the preparation room and close the entrance door. The Battlelord will follow you, but he won't be able to enter the room with you. When you are in the preparation room, look for the green lit up textured floor directly in front of the entrance door. Try to get as close to this green textured floor without actually standing on it. If your gun lights up, then you gone too far. If you are positioned correctly, you'll be able to fire rockets through the door (i.e. the projectile clipping glitch). Keep firing your rocket launcher until the Battlelord is killed (should take about 25 or so rockets). It's a bit of a cheap strat, but hey, at least it's a consistent strat. 
If fall damage is allowed in a no damage run, then alternatively you could use a fall damage glitch to clip into that DM teleporter behind the Battlelord spawn point (you will be teleported back to the very beginning of the level). Get the Battlelord's attention afterwards, teleport back to the beginning of the level, and then fire rockets through the teleporter. But I think the only damage we should allow in a no damage run is inevitable damage (in the case of episode 1, only the fall damage taken at the beginning of Hollywood Holocaust should be allowed).
And I appreciate the kind words!
I did put a little more effort into the Smithsonian Terror run than the Brown Water run, so I do think my Smithsonian Terror run will be more challenging to beat. Even still, I'm sure both runs can be beaten by a few more seconds. If you do decide to work on a DC episode speedrun, I'd be happy to watch it.
For a DC episode speedrun, the big question was: would it be beneficial to pick up the jetpack in Capitol Punishment? In Caribbean, it's very evident that picking up the jetpack in Voodoo Caves would actually cost you time in both an IL and an episode speedrun, but it isn't so obvious whether or not picking up the jetpack in Capitol Punishment would save time.
Not long ago, I looked at some of the DC maps again. As Silos911 mentioned before, it's possible to clip through the exit door in Capitol Punishment by using the fall damage glitch. The only way to do this without a jetpack is to get an Assault Trooper to jetpack you up to a position high enough to where you can actually perform the fall damage glitch. I tried this method several times, and when everything worked in my favor (i.e. the enemy RNG was good, and I didn't make any mistakes), I was able to complete Capitol Punishment in about 22-25 in-game seconds. Of course, that's when everything went smoothly, but I wasn't so lucky in most cases.
And then I also tried the route that involves picking up the jetpack, and I was pulling off times close to 1:50. So if you take the fall damage route, you can save about 85 in-game seconds in Capitol Punishment alone. It is a substantial time save, but the jetpack can be very useful later on in the episode.
A jetpack won't come in very handy in Metro Mayhem and Brown Water, however. But a jetpack will come in very handy in both Dread October and Nuke Proof. In Dread October, you can clip through the exit door by using the fall damage glitch. Unlike Capitol Punishment, a jetpack is required here since there are no Assault Commanders, Assault Troopers, and / or Octabrains around to assist you at giving you the height needed to perform the clip. With a jetpack, Dread October can be completed in about 25 in-game seconds. Without the jetpack, the level can be completed in about 1:40 (with a couple small ledge push clips). That's about a 75 second time-save. That means that at this point in the episode, using the Fall Damage route in Capitol Punishment could potentially save you a few more seconds.
Then comes Nuke Proof. I was unable to find any substantial clips in Nuke Proof, but a big chunk of the level can be sequence broken with a jetpack. I found that I was able to beat the level about 35 seconds faster with the jetpack than beating it sans jetpack.
Based on these numbers, I believe it's safe to say that it saves time to pick up the jetpack in Capitol Punishment. Not only would it save time, but it would also be a lot safer than taking the Fall Damage route in Capitol Punishment. And even if there are a couple minor warp glitches that I'm missing in Dread October, I doubt it will make up the time lost of omitting the jetpack.
Also, the steroids that can be picked up in Capitol Punishment are best used in Brown Water IMO. With roids, you can easily clip through the blue keycard door. Anyway, good luck to anyone who wants to try speedrunning the entire DC episode.
If fall damage is allowed in a no damage run, then alternatively you could use a fall damage glitch to clip into that DM teleporter behind the Battlelord spawn point (you will be teleported back to the very beginning of the level). Get the Battlelord's attention afterwards, teleport back to the beginning of the level, and then fire rockets through the teleporter. But I think the only damage we should allow in a no damage run is inevitable damage (in the case of episode 1, only the fall damage taken at the beginning of Hollywood Holocaust should be allowed).
And I appreciate the kind words!
For a DC episode speedrun, the big question was: would it be beneficial to pick up the jetpack in Capitol Punishment? In Caribbean, it's very evident that picking up the jetpack in Voodoo Caves would actually cost you time in both an IL and an episode speedrun, but it isn't so obvious whether or not picking up the jetpack in Capitol Punishment would save time.
Not long ago, I looked at some of the DC maps again. As Silos911 mentioned before, it's possible to clip through the exit door in Capitol Punishment by using the fall damage glitch. The only way to do this without a jetpack is to get an Assault Trooper to jetpack you up to a position high enough to where you can actually perform the fall damage glitch. I tried this method several times, and when everything worked in my favor (i.e. the enemy RNG was good, and I didn't make any mistakes), I was able to complete Capitol Punishment in about 22-25 in-game seconds. Of course, that's when everything went smoothly, but I wasn't so lucky in most cases.
A jetpack won't come in very handy in Metro Mayhem and Brown Water, however. But a jetpack will come in very handy in both Dread October and Nuke Proof. In Dread October, you can clip through the exit door by using the fall damage glitch. Unlike Capitol Punishment, a jetpack is required here since there are no Assault Commanders, Assault Troopers, and / or Octabrains around to assist you at giving you the height needed to perform the clip. With a jetpack, Dread October can be completed in about 25 in-game seconds. Without the jetpack, the level can be completed in about 1:40 (with a couple small ledge push clips). That's about a 75 second time-save. That means that at this point in the episode, using the Fall Damage route in Capitol Punishment could potentially save you a few more seconds.
Then comes Nuke Proof. I was unable to find any substantial clips in Nuke Proof, but a big chunk of the level can be sequence broken with a jetpack. I found that I was able to beat the level about 35 seconds faster with the jetpack than beating it sans jetpack.
Based on these numbers, I believe it's safe to say that it saves time to pick up the jetpack in Capitol Punishment. Not only would it save time, but it would also be a lot safer than taking the Fall Damage route in Capitol Punishment. And even if there are a couple minor warp glitches that I'm missing in Dread October, I doubt it will make up the time lost of omitting the jetpack.
Also, the steroids that can be picked up in Capitol Punishment are best used in Brown Water IMO. With roids, you can easily clip through the blue keycard door. Anyway, good luck to anyone who wants to try speedrunning the entire DC episode.