Uploaded January 2022 | Updated September 2026, 6 days ago
Blood TC was an ambitious attempt to reproduce Blood gameplay on Doom engine. It was made in 2006 , but then the devs decided to change the engine to ZDoom for more advanced and authentic experience which vanilla Doom couldn't provide.
blood-wiki.org/index.php/Blood_TC
This walkthrough completes all 7 maps with 100% kills and secrets, with some exceptions.
On Map 1, I forgot to open a secret under the artificial funeral arrangement "Rest in Peace" in the big room. It is not marked as a secret, but anyway, it gives a map and a stick of dynamite.
On Map 4, one line of monsters in the big outer closet couldn't leave it for some reason.
On Map 5, weapon shop and library secrets didn't trigger up because of tight sectors or maybe height differences.
On Map 6, one axe zombie was left behind in the first house. I don't know how I managed to consider its fake death as a real one xD
Source port: DSDA-Doom 0.22.5
Timecodes:
0:00 - Map 1 (Cradle to Grave)
5:23 - Map 2 (Graveyard)
11:24 - Map 3 (The Sick Ward)
19:36 - Map 4 (This is Your Life)
23:21 - Map 5 (Mall of the Dead)
29:59 - Map 6 (Camp Crystal Lake)
34:51 - Intermission
35:07 - Map 7 (Hells Mouth Canyon)
43:21 - Some chill play (Doom 2 Map 8)
Blood TC was an ambitious attempt to reproduce Blood gameplay on Doom engine. It was made in 2006 , but then the devs decided to change the engine to ZDoom for more advanced and authentic experience which vanilla Doom couldn't provide.
blood-wiki.org/index.php/Blood_TC
This walkthrough completes all 7 maps with 100% kills and secrets, with some exceptions.
On Map 1, I forgot to open a secret under the artificial funeral arrangement "Rest in Peace" in the big room. It is not marked as a secret, but anyway, it gives a map and a stick of dynamite.
On Map 4, one line of monsters in the big outer closet couldn't leave it for some reason.
On Map 5, weapon shop and library secrets didn't trigger up because of tight sectors or maybe height differences.
On Map 6, one axe zombie was left behind in the first house. I don't know how I managed to consider its fake death as a real one xD
Source port: DSDA-Doom 0.22.5
Timecodes:
0:00 - Map 1 (Cradle to Grave)
5:23 - Map 2 (Graveyard)
11:24 - Map 3 (The Sick Ward)
19:36 - Map 4 (This is Your Life)
23:21 - Map 5 (Mall of the Dead)
29:59 - Map 6 (Camp Crystal Lake)
34:51 - Intermission
35:07 - Map 7 (Hells Mouth Canyon)
43:21 - Some chill play (Doom 2 Map 8)
![[TAS] Doom: Bourgeois Megawad - Map 30 UV-Speed in 0:18.74
Cool stuff. Then it was Map 1 and now its time for Map 30 =)
I was curious if there are some difficult maps in this WAD. It takes about ~20 secs to beat early maps and the later ones - wow, more than 1 munite. So I took a look at one of those. It appeared to be another map which I decided to TAS because of a 32-unit glide between pillars at the end.
I had to pick up a shotgun along with the plasma rifle to save my state of attack during the breakthrough, since there plenty of shotgunners and chaingunners which drop their weapons and players have no choice but to switch to them.
Was lucky to catch a hell knight walking around the teleport destination spot. I blasted a rocket at him and saved about 0.5 sec by unfreezing myself quicker.
Thats all. Until next time, folks! [TAS] Doom: Bourgeois Megawad - Map 30 UV-Speed in 0:18.74](https://i.ytimg.com/vi/riGROZxzEaY/mqdefault.jpg)
![[TAS] Feeding Frenzy - Stage 6 in 0:20 (RTA)
A downgrade from my previous attempt because of a desync nobody feels like investigating. Im not as enthusiastic to beating this game as I was before, but well see how it progresses. [TAS] Feeding Frenzy - Stage 6 in 0:20 (RTA)](https://i.ytimg.com/vi/sMTIQJKK9Yk/mqdefault.jpg)
![[TAS] Forgotten Warrior J2ME in 04:03.93 (game footage only)
Details: https://tasvideos.org/10503S
The original video shows the whole process starting from Windows 98 boot. This video is cropped to the screen size of FreeJ2ME-Plus and cut to show the TAS only.
RTA timing: 03:48.56 (13714 frames counting from the frame why FreeJ2ME-Plus window started showing up).
Upscaled to 1080p using nearest neighbour (lanczos) filter. [TAS] Forgotten Warrior J2ME in 04:03.93 (game footage only)](https://i.ytimg.com/vi/sey6kgBv64g/mqdefault.jpg)
![[TAS] Doom E1M9 - UV-Speed in 0:23.57 by Dimon12321
I was surprised no-one has made a decent solo TAS of Military Base so far, so I decided to make one.
First room with the yellow card and I face an unluck already: everyone is approaching me. I decided to pick the left side to prevent myself from dodging an imp, BUT I had to dodge 2 zombies then. Fortunately, I obtained a shotgun as planned.
In the room with a red card, I found nothing better than shooting a barrel, but monsters still cross my route trajectory, so I had to do another dodge.
Got bad RNG in the red room. 2 shotgunners would shoot me. By killing one of them, I manipulated the other one to stay calm. Running through the horde of demons can be improved for sure.
The blue room seem to be the only place where I got no problems. Feeewfff...
Overall time: 23.57 secs. 6 seconds slower comparing to Loopers Coop TAS
Map: E1M9 (Military Base).
Source ports: PrBoom+ 2.5.1.4 and XDRE 2.20 [TAS] Doom E1M9 - UV-Speed in 0:23.57 by Dimon12321](https://i.ytimg.com/vi/siH6lGqzGDk/mqdefault.jpg)
![[TAS] Doom: Rowdy Rudy 2 - Map 3 UV-Max in 1:39 by Dimon12321
I have been being busy with other things since the beginning of December, so Im really surprised I managed to make another map.
What I like about this map is the speedrun route is straightforward and its easy to predict monsters routes. Also, the backtracking was great. I lost no time on it.
Whats more interesting, now I possess both the rocket launcher and the plasma gun. The first one needs no introduction. I made a mistake by not collecting some rockets on the way. The second one doesnt let me deal high damages that easily because of dynamic random, but at least I can consume less ammo since it has no recoil animation now.
I have something to say about Berserk as well. Obviously, Doomkid used the spear DeHacked combat from Rowdy Rudys Revenge as a base for improved fists, so the player has 2 damaging tics per each fist swing which results in dealing up to 400 damage. Hence, you have a small chance of kiiling a cacodemon with just ONE punch. Map 1 doesnt show it that vividly, but on Map 3, by observing me killing an Arch-Vile with 2 punches, you might guess there was something special.
Aurelius mentioned that berserk was owerpowered, but after that everyone kept silent about it.
Despite the fact, its a really good weapon, it provokes players to do reckless actions. Monsters are more dangerous than in original Doom and rushing a room with bare fists usually results in losing much health.
Lets see how long will it take to make Map 4. [TAS] Doom: Rowdy Rudy 2 - Map 3 UV-Max in 1:39 by Dimon12321](https://i.ytimg.com/vi/tBuIb17lfX8/mqdefault.jpg)

![[TAS] Doom: Eternal III - Map 29 UV-Max in 9:58 by vdgg
I have more or less the same opinion of the level as Andy had in his Visions Of Doom site. It is clearly a Couleur creation, but it repeats motifs seen before. The yellow key area is a bit like the final area from MAP22 (The Seeker), but much smaller. The level is big, of course, with 4 keys this time, and it takes time to complete it: UV Max record is one of the longest Eternal demos as Im writing this, surpassed only by gigantic MAP24 and monster-heavy MAP26.
I find monster placemen mostly clever, but sometimes stupid: take a look at thing #136 in DoomBuilder if you have time.
As for the blue key section (behind the RK door), I decided to go for the berserk first as in TAS it is the fastest weapon after the rocket launcher (and BFG and plasma, but there is barely any plasma ammo in this level. This route had an adverse effect also (I think) in the soulsphere secret, I will mention this later. It wasnt difficult to invent and to implement revenants vs. arachnotrons infighting, but I didnt expect a caco would join the battle and die caught in the crossfire. Awesome! Watch it with camera mode if you want. I liked rocket punch punch rocket method of killing the caco-revenant duo near the eye switch. When killing the arch-vile, I took advantage of the chaingunners placement. After clearing the area I went to the soulsphere secret.
Now I shot just one rocket at the cacos behind the fence and ran like hell to the box of rockets to prevent revenant from returning to his tunnel (in other words, provoking a different behaviour). Luckily the revenant started fighting a caco, so I ran back to the cacos behind the fence and the arachnotron. I quickly left entering the fortress again. The arachnotron moved in such a way that it was impossible to deliver a second rocket, rockets didnt reach it. When inside, I killed a sergeant and a caco and was building these two kills 4 times. 3 times the aforementioned revenant won against the caco (a result I didnt like at all), then finally I killed the sergeant, open the door, killed two imps, killed the caco and thanks to this artificial RNG manipulation, the caco won over the revenant by a wide margin (about 150 HP left). Go figure.
At first I just ran to the door, opened it, and I noticed my health being brought down. OK, a chaingunner started firing, I may as well get rid of him now, I have to wait for the door anyway. For some reason I chose the chaingun, killed the HWD and continued building until the next revenant. Then I had a break, I said to myself why the chaingun when you can be faster with the SSG?. It was true, the killing with the chaigun, while fast, lasted longer than the door opening, a direct SSG shot made possible starting running earlier. Now I was building happily for quite a while, making a full circle, up to the soulsphere, killing 17 monsters on my way. Then I stopped again, watched the demo a few times, watched the automap with IDDT x 2 and... I realized the monsters started teleporting in already! I thought I didnt have to worry about them until the red skull, but I was wrong, only 3 arch-viles teleport in at this moment, the rest starts earlier. Now, what about the SSG pit TimeOfDeath was warning me about and I was fearing about? Why, of course. An imp is down there! I just sighed.
OK, first things first, can I *not* delete what I just built and kill the imp? I thought. Yes, it turned out, as firing a rocket against one of the pillars should do the trick. This is not something you would do in a normal run, youd probably need about 8 rockets, as you wouldnt know the exact location of the imp. OK, so it can be done. Another question: do I *want* my demo like that? Visiting that location again, maybe even saving a precious rocket for one stupid imp? No, thanks, Ive already had this in the MAP27 demo. But realizing that, in case of a failure, I could kill the imp made me calm. I realized it chose the wrong teleporting branch when I was SSGing the chaingunner and rushing through the YK door.
What if I had chosen the chaigun, as before? Voila, the imp goes to the correct teleporter! So I had to rebuild quite a long sequence, but also an easy one, and of course it is faster now, because every long section built one more time tends to be faster, as you have par times you can compete against.
The rest was just about registering the remaining secrets and killing the remaining monsters...
Some of the were quite nasty, it is rare the teleporting pain elemental goes where it went, that BFG shot could have been spent on other monsters had the pain elemental gone in a better place. On the whole, I think it is a great run given the circumstances, it was very tricky indeed.
Demo and full comments are here:
http://doomedsda.us/lmps/527/1/et29x958.zip [TAS] Doom: Eternal III - Map 29 UV-Max in 9:58 by vdgg](https://i.ytimg.com/vi/tT4AklLovi0/mqdefault.jpg)
![[TAS] Resident Evil: Mercenaries 3D - Mission 1-3, 2-3 (test)
This is my first experience in making Nintendo 3DS TASes. Ive never owned the actual console, so I moved straight to what has caught my attention: Resident Evil: The Mercenaries 3D. Even though it doesnt have any story mode, there are several goals for the game.
The easiest one is to finish all regular missions with any grade. What a surprise, a speedrun does it in 45 minutes. All RE:M 3D speedruns are done with all characters and skills unlocked, but TAS still can beat almost all missions faster.
It was a big challenge for me to make this video. Citra has all necessary TAS tools, but its not comfortable enough for me. I spent twice as much time than I had spent on making Resident Evil 4 TAS in Dolphin of a similar movie duration.
I got only one desync so far, but I think that was an accident. Maybe I will have a savestate problem in the future, like I had in Dolphin, but I hope savestate implementation is of high quality. Like, its 2022, memory is not a problem. Id rather save everything, then not save something necessary and have desyncs because of it.
So, its a test run. Mission 1-3 is optimized because its almost trivial, but mission 2-3 can be improved. I didnt test it with Hunk. Also, there are 2 spawn points on that map.
Some time can be saved on mission result screens. [TAS] Resident Evil: Mercenaries 3D - Mission 1-3, 2-3 (test)](https://i.ytimg.com/vi/taK0G9co9n0/mqdefault.jpg)

![[TAS] Alien Shooter (2D) Java Mobile in 10:12 by Dimon12321
This is a tool-assisted speedrun which beats Alien Shooter for mobile phones quickly.
Emulator: BizHawk 2.11.1 with Windows 98 SE inside, with FreeJ2ME+ 1.52 inside
All details are described here: https://tasvideos.org/10631S
0:00 Intro, Level 1
1:19 Level 2
2:40 Level 3
4:06 Level 4
5:10 Level 5
6:17 Level 6
7:36 Level 7
9:02 Level 8
10:10 Credits [TAS] Alien Shooter (2D) Java Mobile in 10:12 by Dimon12321](https://i.ytimg.com/vi/v0wkGByO4s0/mqdefault.jpg)
![[TAS] Doom: Eternal III - Map 3 UV-Max in 5:11 by Dimon12321
This is a tool-assisted speedrun that devestates Map 3 as fast as possible. It was recorded in PrBoom+, but most damage manipulations and difficult sections were made in XDRE 2.20
Comments
The first map in Eternal Doom which I would classify as a hard map. It has long route, complex sections and a small weapon variety. I was arguing about the lack of Chaingun/Rocket Launcher during my TAS of Map 2. So now I regret I wasnt given a BFG! Even a single shot would be nice =)
This TAS comes as an improvement of Andy Oliveras TAS (in 9:33) by over 4 minutes! When I watched it, I found it decent because it looks like an OK TAS, but, since it was his final demo before he had moved from TASDOOM to XDRE, there are plenty of slow sections.
At the very beginning, instead of run rushing to the Rocket Launcher in the west side and fighting 2 Barons of Hell, I activated linedefs that trigger zombies to teleport close to me and ran to the door in the south-east. With some minor manipulations, I made both Cacodemons (things 12, 13) to fight with other monsters. In a while, so was made with a Baron of Hell (thing 78) and a Mancubus (thing 47).
Then I got the Rocket Launcher (RL) and teleported to the backstage of the pool room. The rest of the route is similar though I cleaned two chambers (guarded by things 381, 382 and 369, 370) as a last resort, when all the southern part of the map was devestated.
The room with 6 Heavy Weapon Dudes (HWD) and a megaspeare was completely done in XDRE to prevent myself from misfiring.
The room with 2 Arachnotrons where you lift down the red key could be improved. HWDs in the hidden room attacked each other in my test run that would save some time, but fortunately they teleported to me while I was killing everyone in the room with the red key.
I skipped linedef 974 to perform additional wallrunning trick in Red Skulls section, but I didnt manage to kill all 3 imps (things 347, 348, 349) because one of them runs to the teleport as soon as I get close to him.
The Blue Skulls section was done with RL instead of SSG to save some more time.
Cyberdemons section is slow in my opinion. I was planning to make all Barons of Hell attack the Cyberdemon. As soon as he killed the offender, he moved to me though there were 2 more Barons attacking him. That section was also made in XDRE to deal high damage from every rocket. I was really annoyed when my rocket dealt 20 damage to Cyberdemon because he doesnt receive rocket splash damage (almost).
I decided to kill myself at the end. However, I saved only 3 tics of doing so. Maybe it was better to stay alive and make a Hollywood-style final when the Main Hero ends up being barely alive after a huge trouble, wasnt it? If someone was wondering about heros face when he dies - here you can see it. It looks repulsive.
Overall time: 5:11 (311.14)
Possible improvements
1. Kill a Hell Knight (thing 305) quicker. When I was fighting him, I got SO BAD RNG that I switched to SSG and shot him.
2. Make HWDs (things 340-343) to infight.
3. Make Cyberdemon fight more Barons of Hell.
4. Kill Baron of Hell (thing 354) faster. I spend 6 rockets on him because of extemely long range. I should have come closer.
WAD: Eternal III
Filename: ETERNALL.wad
Tags: UV-Max, TAS
Walkthrough: Map 3 - Inter-Base
Source port: PrBoom+ 2.5.1.4
Playback command: D:prboom-plus-2.5.1.4glboom-plus.exe -iwad doom2.wad -complevel 2 -file ETERNALL.wad -playdemo et03x511.lmp [TAS] Doom: Eternal III - Map 3 UV-Max in 5:11 by Dimon12321](https://i.ytimg.com/vi/vAfh9rwokeQ/mqdefault.jpg)