Uploaded October 2024 | Updated September 2026, 1 week ago
For some reason, if I let the background scroll all the way to the end, enemies start moving left no matter what. The gargoyle attacks Harker from the roof, but because of the glitch, it moves left and misses him.
I don't know why the fight with the boss didn't start upon killing the dragon. Probably, the rats were supposed to be killed, but the game didn't consider them out of range, and hence, refused to despawn them.
For some reason, if I let the background scroll all the way to the end, enemies start moving left no matter what. The gargoyle attacks Harker from the roof, but because of the glitch, it moves left and misses him.
I don't know why the fight with the boss didn't start upon killing the dragon. Probably, the rats were supposed to be killed, but the game didn't consider them out of range, and hence, refused to despawn them.

![[TAS] Doom: Maskim Xul - Map 3 UV-Max in 6:25 by Dimon12321
Watch other Maskim Xul TASes in this playlist: https://www.youtube.com/playlist?list=PL3V0eG1j-1vLhfEu_wpDLX66eUafWIcSA
Map 3: Uggae
This map isnt as entertaining as Map 2 since I keep all the weapons with me. Hence, I abused the book everywhere possible. To tell you the truth, I dont feel like doing Map 3 from a pistol start. I admit, I picked a complex WAD for TASing this time and I desired to finish it by any means and never revisit again.
The section with opening doors and flying lost souls featured some entertainment. I used every weak weapon to kill lost souls while my voodoo doll was crossing the linedefs outside the map. A half of the souls died immediately due to my inappropriate location behind walls, but I didnt want to redo it to kill more souls myself.
Enemy spawning is the most horrible part of the whole WAD!!! The acolytes dementia (thing 299) made me drop a jackbomb at his spawn point. Thank God it didnt disappear as usual and did its job on the first try.
I was so optimistic about health managment of using the book after Map 2, but most cases on Map 3 provide much less variety for manipulation. Youre very likely to lose a big portion of health if you kill all the enemies on the screen at any angle.
Even worth, that Shoggoth (big mouth) here is more saved than on Map 2, so I had to spend 2 blasts on it and ended up having 8 hp and no armor! Well, at least I managed to get to the archvile section without losing time.
I found a potential zero-press trick in archvile section: the linedef 12255, which would open the last secret quicker. For some reason, I failed to execute it. Probably, the linedef 11711 acts like an extra wall which prevents the player from doing a zero-press by any means.
Not to mention, PrBoom+ and XDRE just cant lift such complex WADs as Maskim Xul. Each demo fast-forward takes like 10 seconds to perform. If there were more maps in the WAD, I wouldnt try to record them all in a single Doom replay.
Final Boss section
The final boss section is too prolonged, actually. In order to feet UV-Max category, you must kill all the monsters that were initially spawned on the map.
Guess, whats the matter? As soon as I trigger the final boss, one of my voodoo dolls starts its looooooooooooooooooong joooooouuuuuurney... Ive never thought these conveyors move things so slowly.
To sum up, it takes ~ 3 minutes 28 seconds for that doll to slide across the whole closet (sectors 2366, 2371, 2114) and cross the last linedef that lets 4 Lords of heresy teleport to me. Such UV-Max rules =(
I was trying to make up a realistic acting, like I scared at first and was trying to run away from that nightmare, but then I got curious about a random sphere, got a berserk and my fear had gone away. But I watched my actions, and my passion passed away. I dont leave in this acting and Im out of ideas how to express my emotions realistically without 3D view (to shake my head) and messages. Maybe, someone would like it and find it entertaining.
The ending can be improved by at least 2 secs if you finish the boss earlier. I dont feel like doing that! Formally, I killed all the monsters that were initially spawned on the map.
I dont like that section, to be honest. I included another demo file (mx-final-boss.lmp) where I just kill the final boss quickly without a major loss of dynamism. 100% kills isnt true there.
It can be watched here: https://www.youtube.com/watch?v=aCLeBbDag7U [TAS] Doom: Maskim Xul - Map 3 UV-Max in 6:25 by Dimon12321](https://i.ytimg.com/vi/9wpS8yVYtKY/mqdefault.jpg)
![[TAS] Doom E1M8 - NoMo in 0:21.97 by Dimon12321
A new route conception for E1M8 NoMo was proposed by Alaux, so I decided to try it out. After the first glide through the wall, the player was supposed to proceed to the edge of the map and perform the second glide through linedefs 171 and 172. Unfortunately, this one doesnt work. Maybe it will work if the player boosts himself with a rocket launcher in a D1EP1 NoMo TAS. I dont feel like checking this.
The first version of this TAS was made in just 25 minutes, without any major attempts to save every last tic. Then I completely failed the framerule and teleported inside the death closet just after the damage period, which resulted in sticking inside it for 0.91 secs (the final time was 22.89 secs).
I decided to improve it a little just to teleport there 1 single tic faster. I bumped into the door to lose my forward momentum and the glide worked faster this time. In both versions, only 1 tic was bruteforced to perform the glide. So I won 4 tics and it took me 15 more minutes.
I could damage myself even harder (and get less than 11 HP) to make the death closet finish the level as soon as I get there, but let it be an improvement for a more skilled TASer. Im satysfied with my overall time. [TAS] Doom E1M8 - NoMo in 0:21.97 by Dimon12321](https://i.ytimg.com/vi/AHeKPBMQG_0/mqdefault.jpg)


![[TAS] Gravity Defied: Trial Racing - Level 1 (Intro) in 0:05.85
Despite all my struggles and attempts, this run is slower than the Android RTA WR by 1 second 38 milliseconds.
https://www.speedrun.com/gravity_defied_trial_racing/runs/y22gp65y
I tried repeating the RTA frame by frame, but I didnt achieve the same effect. The Android port runs at 90 FPS as opposed to the original J2ME release running at 30 fps. I tried running the game at 15 FPS and got a similar timing result. I think high framerates affect the in-game physics, or maybe thats the port which tweaked some logic parts for more convenient play. [TAS] Gravity Defied: Trial Racing - Level 1 (Intro) in 0:05.85](https://i.ytimg.com/vi/B3ZdePPjqcw/mqdefault.jpg)
![[TAS] Doom: Rowdy Rudy II - Map 2 UV-Max in 0:54 by Dimon12321
Completed this map in a full day. At first, I was planning to remade the ending of Map 1 to have some shotgun ammo for a more aggressive beginning, but Im still proud of the result.
I expected to spend more time on monsters in the lake, but they died quicker. Also, infighting really came in handy.
Not that Im a shotgun master, but the random was so good through the whole map. I somehow managed to deal 100 damage of a shot which was never seen in practice. The random also helped me deal high damage on big distances with little to no input mashing.
And the overall time is really long. My 4 players Co-op TAS was basically a UV-Speed TAS while killing all the monsters. When 1 player has to do everything, that certainly takes much longer (0:23 there vs 0:54 here).
Watch that TAS Co-op here, BTW: https://www.youtube.com/watch?v=2hfclj3JaAc [TAS] Doom: Rowdy Rudy II - Map 2 UV-Max in 0:54 by Dimon12321](https://i.ytimg.com/vi/BDssG0NkZrc/mqdefault.jpg)
![[TAS] Doom 2: Congestion 384 - UV-Speed in 1:58 by SuperWeaponDude
|| ULTRA-VIOLENCE SPEED MOVIE OF CONGESTION-384 ||
|| THIS IS A TOOLS ASSISTED DEMO ||
About Demo:
Game: Doom 2
Pwad: cyc-384.wad
Pwad Name: Congestion - 384
Category: UV-Speed(TAS)
Skill: Ultra Violence
Maps: 01-20 (D2ALL)
Time: 01:58
Tools: Permanent Strafe50,Strafe50 on turns, Slow Motion Recording, Segmenting and Xdre2
Author Info:
Nick: SuperWeaponDude
E-Mail: mailtosam95@gmail.com
Youtube: https://www.youtube.com/user/91sergius
Warning:
A bit of a JERKY RUN so i recommend using smooth demo playback feauture of prboom plus for watching.
Time:
Map - Time (seconds)
01 - 04.54
02 - 07.77
03 - 09.57
04 - 08.43
05 - 05.80
06 - 05.63
07 - 02.86
08 - 01.09
09 - 08.46
10 - 07.57
11 - 01.09
12 - 02.46
13 - 02.20
14 - 09.46
15 - 04.29
16 - 03.94
17 - 09.71
18 - 12.60
19 - 11.26
20 - 09.06
TOTAL - 1:58
MAP COMMENTS
Map1 - 3 second sounds possible. But i had no luck passing the final imp. There is not enough space to manuever. Maybe avoiding the shotgun might help but i dont see how.
Map2 - I guess 7 seconds is ok.
Map3 - OK run again. 8 should be possible (better spectre handling).
Map4 - I tried hard for 7 but no luck. Also i could not find a way to move through that imp crowd faster. Chainigunner helped a bit too.
Map5 - 4 should be optimal. If that revenant doesnt block your way ;)
Map6 - Even if i cleared that zombie faster, there isnt much difference. 5 tics maybe but thats not enough. Also it asks for monsters to block your way.
Map7 - I saw that 1 seconds was impossible anyway and did not put much effort.
Map8 - Damn that door. This should be optimal. (I hope)
Map9 - Those demons..... I had a really hard time moving through them.
Map10 - OK run. I see here 6 might just be possible but a lot of effort is needed.
Map11 - Wtf? seriously?. I needed 4 tics and I wish those hell knights were facing me ;(.
Map12 - Again 1 second is not possible.
Map13 - 1 second should be possible i guess. But that rev made things harder.
Map14 - I doubt 8 seconds in this map.
Map15 - I doubt 3 seconds here. For that door to open enough (for doomguy to pass) it takes around 4.09 tics or so and you have that active archie. Also this run shows a cool trick imo.
Map16 - Obvious Run. Also Memfiss run was great.
Map17 - 8 might be possible but for me to stay alive in that lift was really hard. So i settled with this.
Map18 - 11 is surely possible. It all depends on that imp crowd. But i had enough of this map after trying a dozen times.
Map19 - again 10 should be possible but i dont get how. I believe ive done everything here. The glide is almost instant. This is one of my quickest glides thanks to bruteforce functionality.
Map20 - Stupid timer. This is unfair. I launch those rockets in the fastest possible manner and still end up 3 tics late?.
Map21 - Nothing. I figured it was just a room with numbers 384 written in it lol.
COMMENTS
Some dumb sort of thing that i decided to do with my limited building skills after gettng a bit bored and taking a break from CyberDreams TAS (watch it here: https://www.youtube.com/watch?v=IGrorcsRPwQ).
I wanted to do something short so i picked this wad and it took me just 2 days. It was a bit fun to be honest and i didnt really care much about optimization. Even though i tried really hard in some maps, there was no success and it all depends on how monsters would co-operate. If you consider this run as bad then its not your fault, because thats how it looks on most occasions. Ending a map at .20 centiseconds and not trying to take 10 ticks off might sound lazy but that doesnt mean i did not try. I tried as much as i could and since all maps are limited to 384x384 square and are crowded with monsters there is not enough space to improve most of the time. And the exit door consumes almost 1 and a half seconds on most maps imo. Anyways, if you are the one who enjoys almost every kind of TAS then this is for you.
CREDITS:
Demoers on DSDA, Cycloid for this fantastic wad and People who are going to watch this TAS ;P [TAS] Doom 2: Congestion 384 - UV-Speed in 1:58 by SuperWeaponDude](https://i.ytimg.com/vi/BQX9dVlutqA/mqdefault.jpg)

![[TAS] TMNT 2: Battle Nexus - Episode 11-1 Route Comparison
This video shows a side-by-side comparison of platforming section routes. I decided to check if it makes sense to use the Box Glide route for speedrunning.
Both routes were built frame-by-frame. As you can see, normal route is faster by ~2.4 secs.
Its weird that, in the Box Glide route, the screen doesnt fade out as soon as I reach the lantern light circle. Maybe thats because I break the box with shurikens at the very end and the item should completely fall down before the fading is allowed. Anyway, this time lose is not included.
The Box Glide was discovered by @Veekron [TAS] TMNT 2: Battle Nexus - Episode 11-1 Route Comparison](https://i.ytimg.com/vi/Bx04JdekeiM/mqdefault.jpg)
![[TAS] Doom: Maskim Xul - Map 1 UV-Pacifist in 0:55 by Dimon12321
Watch other Maskim Xul TASes in this playlist: https://www.youtube.com/playlist?list=PL3V0eG1j-1vLhfEu_wpDLX66eUafWIcSA
This is a tool-assisted speedrun!
IWAD: Doom2.wad
WAD: Maskim Xul
WAD filename: MaskimXul.wad
Category: UV-Pacifist, TAS
Map: Map 1 - Edin Na Zu!
Source port: PrBoom+ 2.5.1.4
Complevel: 9
Time: 0:55
Playback command: G:prboom-plus-2.5.1.4glboom-plus.exe -iwad doom2.wad -file MaskimXul.wad -playdemo mxul01px055.lmp
Comments
This map is just a warm-up for a player to get prepared for a maze adventure (a.k.a. Map 2). There is no ammo and the turrets cant be destroyed. I love the way how Obsidian uses silent teleports. It takes a single tic to move you to a different place and you dont even lose momentum.
Im pretty sure its possible to pybass linedefs 2244 and 2250, and get the final room quicker, but regardless of my tries, my dummy gets telefragged and I die. So I had to run around and deactivate the laser gate to get the lift.
The run was made in XDRE 2.20. Not perfect, I wasnt trying that much. Just wanted to make a smooth walkthrough. [TAS] Doom: Maskim Xul - Map 1 UV-Pacifist in 0:55 by Dimon12321](https://i.ytimg.com/vi/C4657msbNAM/mqdefault.jpg)