Uploaded February 2024 | Updated September 2026, 2 days ago
This walkthrough completes all 9 maps of Episode 1 (Outpost Outbreak) on Extreme Carnage (Ultra-Violence) difficulty with all monsters killed and all secrets found. No wandering or time wasting.
Read more about Freedoom project and download any version here: freedoom.github.io
Other walkthrough videos can be watched here: youtube.com/playlist?list=PL3V0eG1j-1vJgsuQ1sy0NIJxW3slSINPi
Source port: DSDA-Doom 0.27.5
Soundfont: Roland SCC-1 (Scc1t2.sf2)
0:00 E1M1 - Outer Prison
2:46 E1M2 - Communications Center
8:52 E1M3 - Waste Disposal
16:08 E1M9 - Nutrient Recycling
22:26 E1M4 - Supply Depot
27:56 E1M5 - Armory
32:58 E1M6 - Training Facility
43:19 E1M7 - Xenobiotic Materials Lab
54:37 E1M8 - Outpost Quarry
55:42 Outro
This walkthrough completes all 9 maps of Episode 1 (Outpost Outbreak) on Extreme Carnage (Ultra-Violence) difficulty with all monsters killed and all secrets found. No wandering or time wasting.
Read more about Freedoom project and download any version here: freedoom.github.io
Other walkthrough videos can be watched here: youtube.com/playlist?list=PL3V0eG1j-1vJgsuQ1sy0NIJxW3slSINPi
Source port: DSDA-Doom 0.27.5
Soundfont: Roland SCC-1 (Scc1t2.sf2)
0:00 E1M1 - Outer Prison
2:46 E1M2 - Communications Center
8:52 E1M3 - Waste Disposal
16:08 E1M9 - Nutrient Recycling
22:26 E1M4 - Supply Depot
27:56 E1M5 - Armory
32:58 E1M6 - Training Facility
43:19 E1M7 - Xenobiotic Materials Lab
54:37 E1M8 - Outpost Quarry
55:42 Outro
![[TAS] Doom: Eternal III - Map 2 UV-Max in 3:44 by Dimon12321
This is a tool-assisted speedrun that devestates Map 2 as fast as possible. It was made frame-by-frame in XDRE 2, and less than 5 seconds were made in PrBoom+ (only last two Barons of Hell).
Comments
Im very proud of my work because I spent a week on making it. It was made on my sluggish laptop that couldnt play PrBoom+ with a decent framerate, so XDRE 2 was my only option.
The map itself is simple and has linear route without any major branches. Too bad it doesnt provide a Chaingun and/or a Rocket Launcher, making some sections pretty slow as I had to do everything with super shotgun (SSG).
After grabbing the blue keycard, I let a Hell Knight hurt an imp spinning at the edge of visible stairts. I hoped he would tear the Knight a little, but it was useless at all. Also, I skipped a zombieman nearby and forgot about him.
The first part of the underground section, where I had to kill all monsters around the red keycard, was slow in my opinion. I didnt manage to provoke a decent infight. Cacodemons could kill more monsters.
I tried different strategies and remade more than 15 secs again and I had saved 0,5 secs after all that trouble. Im still not satisfied with it, but here I can claim I couldnt do better.
The warehouse with the lowering boxes in the upper-left hand corner was done perfect. I could have activated those boxes 10 tics faster, but then I would fail killing all the monsters without major time lose because they would spread up, so I kept the first attempt where I kill all the monsters in just 3 SSG blasts.
When I got to the southern pit section, Lady Lake had smiled to me and I got 4 monsters infighting. The Cacodemons from the northern pit flew over the bridge and joint the crowd down here. All monsters died quickly, but it need some refinement: to make a revenant fight someone else.
Two further sections are self-explanatory.
The most northern room, that has 2 chambers with Hell Knights, needs some improvement. Both Hell Knights, that doesnt have teleporting linedefs in front of them, didnt go towards exits and stayed inside walking around. I had to wait for them to approach me before running away.
The rest of the run is self-explanatory. Also I had to remade a section with Cacodemos and Hell knights walking on an invisible floor because of some fails and bad RNG.
Overall time: 3:44 (224.86)
WAD: Eternal III
Filename: ETERNALL.wad
Tags: UV-Max, TAS
Walkthrough: Map 2 - Tower of Hell
Source port: XDRE 2.20 (PrBoom+ 2.5.1.4)
Playback command: D:prboom-plus-2.5.1.4glboom-plus.exe -iwad tnt.wad -complevel 4 -file ETERNALL.wad -playdemo et02x344.lmp
Author: Dmitry Dimon12321 Moskovchenko
Email: d.moskovchenko@gmail.com
YT channel: https://www.youtube.com/user/Dimon12321/videos [TAS] Doom: Eternal III - Map 2 UV-Max in 3:44 by Dimon12321](https://i.ytimg.com/vi/Rh6ydOqQRLY/mqdefault.jpg)

![[TAS] GTA: San Andreas PS2 - $999999999 in 17:38
This is a tool-assisted speedrun. All the details explained here: https://toolassisted.run/runs/M100066/
Emulator used: Chimera nightly-2026-09-08
Core: PCSX2
Render: Software (Native)
Video encoding command: -vf scale=3086:2160:flags=lanczos -crf 16 -pix_fmt yuv420p -b:a 384k -f mp4
0:00 Game Intros
1:20 Actual start
1:58 Bet 1
2:27 Bet 2
2:58 Bet 3
3:35 Bet 4
5:10 Bet 5
6:47 Bet 6
8:22 Bet 7
9:59 Bet 8
11:34 Bet 9
13:11 Bet 10
14:46 Bet 11
16:23 Bet 12
17:09 Bet 13
17:37 Stats and cash review [TAS] GTA: San Andreas PS2 - $999999999 in 17:38](https://i.ytimg.com/vi/SScSpgFse2s/mqdefault.jpg)

![[TAS] TMNT 2003 GC - Stage 2: Donatello New Game
This is a tool-assisted speedrun. Playlist with all stages: https://www.youtube.com/playlist?list=PL3V0eG1j-1vKfkxneY3XydESL0dxPb2JT
Area 1 - 1:09
This stage involves exclusive enemies: nanobots.
Blue nanobots have 30 hp, like Foot Ninjas, and they often attack, even if the player is far away. Luck manipulation works worse comparing to making ninjas not do backflips, but still it wasnt an issue.
From now on, regular white purple dragons are replaced with yellow ones. They are described above. They have 24 hp and take more time to spawn in. It took a lot of time for me to manipulate squads to have mainly green dragons, so I could kill them in 1 strong attack. The spawn randomizer is also described above.
Green mousers is another innovation. They also have 24 hp, which made me change my tactic to fight them.
The area is not optimized well. These loading sequences are inevitable on GameCube port. Here, they happened during the first Nano Robot boss fight. It has 140 hp. The barrel explosion is used for creativity. It doesnt save time because Nano has to finish his animations before breaking down.
Area 2 - 1:38
Subway and beyond areas involve big squads of green mousers. Since they cannot be destroyed in a single strong attack, I had to use a slower A-B combo to drain hp of all front mousers while not moving very match to retain their spinning trajectories, so the whole crowd would be destroyed.
The spinning combo ending also came in handy to destroy single enemies quickly, if I had enough time to perform it. This includes single mousers and blue nanobots inside mouser squads because it takes some time for destroyed nanobots to explode.
I had to spend the electric shurikens provided here, because Area 4 provides two pick-ups at the beginning, and you cant carry more than 2 sets of electric shurikens.
I got bad luck in the end regarding yellow punks. Maybe there was a way to avoid them, but I didnt manage to pull it off.
Area 3 - 0:35
I had to begin the area with some delay to manipulate the spawn of 5 green dragons. That saved a lot of time. Unfortunately, all other spawns were not that lucky, but I managed to pick optimal placements for yellow dragons, so it would be enough to do A, dash, B thing to kill a crowd.
Area 4 - 1:11
A new guest here: yellow nanobots. They have 48 hp.
I acquire 20 electric shurikens at the beginning. I spent some time researching and decided to spend 4 shurikens on two most time-consuming yellow nanobots because the time saves I got override possible time save in boss battles in Area 5. Most time was save from a singleton nanobot.
The spawn of 5 green dragons after the first squad of yellow nanobots was very lucky.
TODO: insert green mouser battle tactic.
Area 5 - 1:52
The first boss battle was completed with shurikens. Nano has 240 hp and its placed far away from me. If you attack it outside the screen, it wont wake up and play its running away sequence at the end of the fight.
Some time can be saved if there were only green dragons in squads, but not much time was lost.
After the big lava pool, near the squashing mechanisms, there are 3 barrels which would theoretically save time in destroying 6 yellow nanobots, but the pipes around them have wierd hitboxes and the barrels cannot be thrown anywhere. Its a trap for the player.
It might be possible to catch a right sequence for the squashing mechanisms and dash through them without losing time, but its complicated task for me to figure out their nature. Nevertheless, I passed the last squasher as soon as its enough open for me to dash through.
The second boss fight was formed around Nano boxing animation because its the fastest one.
With minor time loses and manipulations, its possible to destroy it with 10 shurikens with no boss animation played, but as I said earlier, I saved more time of destroying time-consuming yellow nanobots and 6 shurikens with melee attacks were just enough to drain all its health near the end of its animation.
Area 6 - 0:25
Oh boy, you havent learned anything!
Nano Ver.3 has its own table of damages.
TODO: insert damages and shurikens disadvantage
By math calculations, Donatello can destroy it in 6 full jump attacks which deal 4 hits each.
Its difficult to manipulate Nanos actions. The main priority was to prevent it from exploding because you must keep the distance for a while. Its invulnerable when it performs an attack, and it can do it as soon as its previous animation is over to become invulnerable once again.
The luck manipulation was not on my side again. I managed to get 3 hits from one of the jumps and had to jump at the ground to add up 1 more hit. Lets consider it 6,5 jumps.
0:00 Stage 2
0:27 Stage 2 Area 1 (1;09)
1:54 Stage 2 Area 2 (1;38)
3:47 Stage 2 Area 3 (0;35)
4:37 Stage 2 Area 4 (1;11)
6:10 Stage 2 Area 5 (1;52)
8:18 Stage 2 Area 6 (0;25) [TAS] TMNT 2003 GC - Stage 2: Donatello New Game](https://i.ytimg.com/vi/UIfkZ8_c8f8/mqdefault.jpg)
![[TAS] Doom GBA - E1M1 in 0:09 (+ Dead Man Walking glitch)
This TAS beats E1M1 quickly and performs newly discovered Dead Man Walking (Zombie, Ghost-zombie) glitch that lets you beat further maps much faster by walking through the walls.
8 secs is possible if we take an IL run, but I had to wait for some time to finish the level at the same frame as I die to make it work.
Barrels have just 10 HP in this port, so you can destroy one in one shot. Pistol damage here is dividable by 4. Its 4, 8, 12, 16.
The glitch is explained here:
https://www.doomworld.com/forum/topic/122764-new-glitch-in-doom-gba-breaks-the-full-game-any-world-record-once-again/
P.S: I named it Dead Man Walking to refer to the glitch in Max Payne 1 which has some similarities to this one.
P.S.S: I dont know when a full game TAS will come. I made this video just because of Trinity Sunday which makes Monday a day off (at least, for Ukraine). Unfortunately, I dont have much time on it, so the progress will be tardy for sure.
0:00 - Intro
0:18 - Gameplay [TAS] Doom GBA - E1M1 in 0:09 (+ Dead Man Walking glitch)](https://i.ytimg.com/vi/ULf1C6RItrs/mqdefault.jpg)
![Orcs & Elves [Nintendo DS] - TAS Test
Instead of porting Doom RPG and Wolfenstein RPG, we got just this. Thats right, Orcs and Elves was the only ids game which was eventually ported from Java Mobile to something else. And what a miracle, this port can be TASed.
At first, I planned a full game TAS on Hard where I kill all the monsters and find all secrets, but then I realized the games RNG is lame and DesMume cant handle the game properly and rarely goes out of sync because of hint windows. They sometimes pop up not at a consistent time which may lead to a desync if you load a savestate while skipping them.
RNG is unpredictable and the RAM search didnt give me any useful addresses which would help me with combat manipulations. I still dont understand what exactly is responsible for critical hits and misses. There are some kind of frame rules which change RNG, but I cant analyze them. My actions might affect the RNG as well, but I dont know for sure.
Briefly speaking, I need a skilled RAM searcher who would examine the RNG and provide useful addresses or, otherwise, its not gonna be a true TAS.
Considering that Orcs & Elves were made on Doom RPG engine, I think all the games have that RNG mechanic and you wont be able to abuse critical hits or some other manipulations.
I dont know if I will continue TASing Orcs & Elves. Its up to you: likes, comments and so on. Orcs & Elves [Nintendo DS] - TAS Test](https://i.ytimg.com/vi/U_hrpj6U_Iw/mqdefault.jpg)

![[TAS] Doom: Eternal III - Map 24 UV-Max in 8:43 by Dimon12321
This is a tool-assisted speedrun that devastates Map 24 of Eternal III quickly!
Sourceport: PrBoom+ 2.5.1.4cl2
About 80% of input was made in XDRE 2.20.
Music: Alien Vendetta - Map 8
Map 24: Rainbow Bridge
1. Blue key section
So, at the beginning, I killed all the monsters. Backpack helped me store more ammo which helped me at the end of the game. After beating all the demons, I was meant to beat 4 hell knights nearby, but it would be time-consuming, so I decided to leave them for later. Also, I invoked 2 cacodemons, waiting behind the bridge, to make them fly to appropriate places.
North-western room (sector 304) was pretty dangerous. Fortunately, I provoked 4 cacodemons to fight with other monsters, so I could clean the room faster.
It was a big luck for me to have those 4 hell knights walking around in the northern part of the bank (sector 156). I killed them all and save a lot of time!
Cleaning the North-western room wasn’t that hard. However, monsters could kill each other better =)
2. Opposite side to the Blue key section
The first part (rooms with sectors 229, 230 and 244) is self-explanatory. Just running around and killing everything. The most difficult moment was killing 3 imps with a single SSG shot.
The second part was hard. As soon as you enter the balcony area (sector 159), the closet opens and 5 cacodemons fly out and teleport to different places, trying to surround you. Fortunately, that section isn’t that fast because you must activate 2 switches inside the towers in order to advance with the map. By the time I was about to leave that section, the most problematic cacodemon had reached me and I killed him, so the route wasn’t spoiled.
3. Central castle (sector 1 and all around it)
It’s self-explanatory. At the beginning of it, it’s a multilevel route to kill all the monsters. After using the red lift (sector 6), I ran for the plasma gun secret which required 4 switches to be activated. It was a good time to use SSG instead of fists.
The next part was really hard. You must activate a switch to open an underground room with cacodemons, two of which are placed near the teleporting linedefs (444 and 445). The sound propagation is terrible. They wake up if make noise in the sector 48, so I kept silent for a while, just to kill those 2 cacodemons which could break my route. That part was remade twice because of my carelessness.
4. Square of the damned (sector 378 and everything around it) (part 1)
Firstly, I had to run through a big square hallway which featured some wallrunning. To open the inner yard, you must reach the opposite part of the hallway, head back to the opened door, use a lift and cross a special linedef (3002). Killing monster on the way was hard because Plasma Riffle is the most unpredictable weapon in terms of damage manipulation. Fortunately, I killed everything as planned.
The inner yard (sector 380) features a secret section with monsters and ammo, so I headed to it first. The switch on the opposite wall opens the door to the outer yard (sectors 396 and 404) which is filled with monsters and 2 cyberdemons among them.
5. Northern part and the Red key section (sectors 396 and 123 + 120, respectively)
The 1st cyberdemon was out, so my target was to make monsters fight him. Fortunately, some work was already made for me + invisibility helped me manipulate cyber’s blasts.
As soon as you leave the front area (sector 120), the first layer of the central square (sector 381) starts lifting down. Even though, I met 2 revenants in time, most monsters bypassed their teleporting linedefs and started going out of the inner yard towards me. Afterwards, I had to change the route slightly.
6. Square of the damned (part 2)
I planned to encounter the inner yard directly, but was meant to run through the northern part of the hallway to kill a bunch of bastards. Also it was the most appropriate place to kill one of 2 arch-viles. Ironically, it bypassed its teleporting linedef as well.
After shooting everything in the inner yard, I headed to the red door and activated the switch to be able to use the lift inside the central square (sector 491). Well, this sector isn’t the best possible to shoot monsters on balcony areas, so I didn’t spend much time fighting Doom’s aiming system.
After you enter the yellow key room, the last 2 closets open up, so I run through the whole square hallway for the last time to kill them all.
7. Southern part and the exit
This section was partially made in slow-motion + segmenting because the 2nd cyberdemon’s neighbors (things 245 and 246) flew inside the hallway and were about to enter the secret room (sector 470) which would break my route. So, some time was spent on their route manipulations. At last, I killed the remaining monsters. The last one had died 2 tics before I finished the map. [TAS] Doom: Eternal III - Map 24 UV-Max in 8:43 by Dimon12321](https://i.ytimg.com/vi/UenjWVKxFvs/mqdefault.jpg)
![[TAS] Doom - Icarus: Alien Vanguard - Map 1 UV-Max in 1:45 by Dimon12321
Most of the run is self-explanatory. As usual, I prefer smoothness over speed and sharp turns.
Even though I spent about 10 hours on building it frame-by-frame, I still made 2 mistakes.
1. I forgot to kill 2 imps behind the demon wall in the room with a chair. I suspect demons would block my way out if I had stayed in the room for longer, but Ive lost about 4 secs anyway. Fortunately, they were not far away from the battlefield.
2. I could use more advantage of gradually opening gates and lifts that guard yellow and red keycards and leave more monsters alive to kill them later. [TAS] Doom - Icarus: Alien Vanguard - Map 1 UV-Max in 1:45 by Dimon12321](https://i.ytimg.com/vi/Unc7utaeNAA/mqdefault.jpg)
![Doom: Judgment [MBF21] Walkthrough 100% - Part 2/7 (Maps 7-10 and 33)
This video completes Episode 2 (Maps 7-10 and the secret Map 33) with 100% kills and secrets. Technically, Map 11 belongs to this episode too, but since the player loses all the weapons at the end of map 10, I decided to move it to a separate part.
Fail moments where I die or wander around were replayed.
Timecodes
0:00 - Map 7
6:44 - Map 8
12:10 - Map 8 (secret exit switch sequence)
14:10 - Map 33
19:44 - Map 9
28:18 - Map 10
Source port: DSDA-Doom 0.22.5.
WAD release thread: https://www.doomworld.com/forum/topic/125238-judgment-34-map-mbf21-megawad-final-version-now-on-idgames Doom: Judgment [MBF21] Walkthrough 100% - Part 2/7 (Maps 7-10 and 33)](https://i.ytimg.com/vi/V9fOlcr-NXk/mqdefault.jpg)