Uploaded March 2024 | Updated September 2026, 1 week ago
This walkthrough completes all 32 maps 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 the game here: freedoom.github.io
Walkthrough videos of Phase 1 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 Map 1 - Hydroelectric Plant
1:24 Map 2 - Filtration Tunnels
3:58 Map 3 - Crude Processing Center
7:33 Map 4 - Containment Bay
11:47 Map 5 - Sludge Burrow
15:54 Map 6 - Janus Terminal
18:28 Victory Screen 1
19:08 Map 7 - Logic Gate
24:14 Map 8 - Astronomy Complex
29:05 Map 9 - Datacenter
36:45 Map 10 - Deadly Outlands
43:57 Map 11 - Dimensional Rift Observatory
52:27 Destroying all cultivation bulbs to reveal a special secret
53:20 Map 11 - Dimensional Rift Observatory (2)
1:02:40 Victory Screen 2
1:03:11 Map 12 - Railroads
1:17:10 Map 13 - Station Earth
1:22:40 Map 14 - Nuclear Zone
1:26:37 Map 15 - Hostile Takeover
1:36:13 Victory Screen 3
1:36:54 Map 31 - Be Quite
1:39:03 Victory Screen 4
1:39:41 Map 32 - Not Sure
1:47:37 Map 16 - Urban Jungle
1:52:13 Map 17 - City Capitol
1:57:59 Map 18 - Aquatics Lab
2:04:04 Map 19 - Sewage Control
2:10:59 Map 20 - Blood Ember Fortress
2:19:18 Victory Screen 5
2:20:03 Map 21 - Under Realm
2:26:29 Map 22 - Remanasu
2:33:30 Map 23 - Underground Facility
2:42:12 Map 24 - Abandoned Teleporter Lab
2:48:10 Map 25 - Persistence of Memory
2:56:56 Map 26 - Dark Depths
3:07:30 Map 27 - Palace of Red
3:16:34 Map 28 - Grim Redoubt
3:26:44 Map 29 - Melting Point
3:35:15 Map 30 - Jaws of Defeat
3:37:36 Victory Screen 6
This walkthrough completes all 32 maps 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 the game here: freedoom.github.io
Walkthrough videos of Phase 1 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 Map 1 - Hydroelectric Plant
1:24 Map 2 - Filtration Tunnels
3:58 Map 3 - Crude Processing Center
7:33 Map 4 - Containment Bay
11:47 Map 5 - Sludge Burrow
15:54 Map 6 - Janus Terminal
18:28 Victory Screen 1
19:08 Map 7 - Logic Gate
24:14 Map 8 - Astronomy Complex
29:05 Map 9 - Datacenter
36:45 Map 10 - Deadly Outlands
43:57 Map 11 - Dimensional Rift Observatory
52:27 Destroying all cultivation bulbs to reveal a special secret
53:20 Map 11 - Dimensional Rift Observatory (2)
1:02:40 Victory Screen 2
1:03:11 Map 12 - Railroads
1:17:10 Map 13 - Station Earth
1:22:40 Map 14 - Nuclear Zone
1:26:37 Map 15 - Hostile Takeover
1:36:13 Victory Screen 3
1:36:54 Map 31 - Be Quite
1:39:03 Victory Screen 4
1:39:41 Map 32 - Not Sure
1:47:37 Map 16 - Urban Jungle
1:52:13 Map 17 - City Capitol
1:57:59 Map 18 - Aquatics Lab
2:04:04 Map 19 - Sewage Control
2:10:59 Map 20 - Blood Ember Fortress
2:19:18 Victory Screen 5
2:20:03 Map 21 - Under Realm
2:26:29 Map 22 - Remanasu
2:33:30 Map 23 - Underground Facility
2:42:12 Map 24 - Abandoned Teleporter Lab
2:48:10 Map 25 - Persistence of Memory
2:56:56 Map 26 - Dark Depths
3:07:30 Map 27 - Palace of Red
3:16:34 Map 28 - Grim Redoubt
3:26:44 Map 29 - Melting Point
3:35:15 Map 30 - Jaws of Defeat
3:37:36 Victory Screen 6
![[TAS] Doom: REKKR - E1M3 UV-Max in 2:15
UV-Max route for this map turned out quite unordinary. During the map analysis and planning, I found that its better to run across the whole map, grab a new weapon, Soul Launcher, and complete the map using its full potential. Fortunately, the map involves some back-tracking.
Its possible to take a secret map by revealing a blue key behind a secret, open a door with it, it takes to a special part of the map where you solve a puzzle... 2 puzzles in order to open the secret exit. Episode UV-Max requires beating secret maps, so you will see one more map. Its quite easy.
Sometimes speed orientation may be harmful because I sometimes ignore grabbing former humans souls. They disappear when their animation is over. Hope it wont provoke the lack of soul ammo.
When Soul Launcher is not available, soul bow is better at killing individual enemies while steel launcher is better at killing weak couples (4+ monsters per a shot), but once you have it, theres little point in using any of those.
Soul Launcher is basically a faster Soul Bow. You shoot 1 projectile per 12 tics (ReFire state). If you let the fire button go, it takes 12 tics for it to reach its Ready state. With a bit of manipulations, we deal ~2.5 times more damage per minute than we do with Soul Bow. [TAS] Doom: REKKR - E1M3 UV-Max in 2:15](https://i.ytimg.com/vi/6nMpkpPkocI/mqdefault.jpg)
![[TAS] Doom: E1M3s - UV-Speed in 0:27 by Dimon12321
This is a tool-assisted speedrun that completes E1M3 using the secret exit quickly. It was recorded frame-by-frame in XDRE 2.20.
I wasnt making Doom TASes for a month, so I took something simple to refresh my XDRE skills. Even though its an official game and every modern TAS must squeeze everying out and be super-jittery, I still put smoothness and watchability on the first place. Undoubtly, the time can be improved.
Most moments of the map was nothing, but RNG manipulations to make monsters leave the way.
The hallway and the room with the yellow key was sluggish because the section is turned at 45 degrees, resulting in square hitboxes blocking much more space.
I have doubts its possible to make monsters NOT to occupy the narrow hallway on my way back, but who knows what magic can RNG do with them.
Fence glide was discovered by Looper, I can assume. It was used in Light_Speeds Episode 1 UV-Fast TAS. [TAS] Doom: E1M3s - UV-Speed in 0:27 by Dimon12321](https://i.ytimg.com/vi/6vN98YQ4gTI/mqdefault.jpg)

![[TAS] Doom: Eternal 3 - Map 25 UV-Max in 6:41 by vdgg
Pwad: Eternal DooM
Pwad name: eternal.wad
Maps: 25 - Beginners End, by Jim Flynn
Author: vdgg
Comments:
I have mixed feelings about this one.
The time seems all right and I am satisfied with most of my time-saving tactics used. However, the aesthetic part suffers in a few occasions. There are no sharper turns than TR9/TL9 in the whole demo, I even smoothed sharp turns caused by berserk punch, something I never did before, but the movement seems strange, not stylish enough for me.
This is the easiest one out of three Jim Flynn maps, yet it is still extremely complex. I had to repeat a few bits (not very long, fortunately) due to forgetting about a vital switch. I counted that the player has pressed thirty switches only up to the YK door, not including shootable switches, walls to be pushed or linedefs to be crossed.
The most interesting part of the demo for me is the ultra-gimmicky security room, in which I refused to press one non-vital switch. I managed to escape the room despite the DONT EVEN THINK ABOUT IT! sign on the glass door, running through the basement that was still burning in flames. But despite this security breach, one pressing switch through wall trick (2:07) discovered by
TimeOfDeath and one switch from below while running (4:12), I have to say the mapper has been very meticulous as everything else works fine (linedef actions are so complex that something *should* be broken but it is hard to find bugs).
Oh yes, if you press the stair-raising switch (0:52 in the demo) and run like hell to the ground floor, youll get trapped there forever, but it is unlikely in a normal run.
On the whole, this map is a strike of a genius, I call it the best Flynn creation ever, there are even two visually impressive areas (the bank lobby and the outside towers), something odd in his generally very ugly maps. This map may not have the greatest replay value, but undoubtedly is a golden mine of ideas for other level designers. Usage of stairbuilding actions is not to be surpassed by anyone else and did you notice that there is hardly a normal, not spectacular, room in the whole level?
Back to the demo. As for the cyber vs spider battle, I noticed that the spider always wins by a big margin, so I tried shooting it first in order to even the odds. This didnt work as at the blue key the battle was not finished yet with the cyber having 2700 HP left and the spider having 1600 HP left which seemed too much. Shooting the spider first is also not recommended in non assisted runs, as you may get the mastermind stuck its usual way and you will deal with the very healthy cyber afterwards.
So I changed my strategy there and I had a long chain of miraculous coincidences and you may see the result which I love watching over and over again :)
The techtowers/mega-staircase section seems strangely approached, but I believe it to be optimal if my understanding of this section and of Doom mechanics is correct. At 5:45 I kill a heavy weapon dude with rocket splash damage to prevent him from triggering lowering one of the lifts too early. Then, between 5:50 and 5:56, there is a long 6 second pause. Lowering the lift too early causes it land too high in its lowest point to step on it. Everything is counted to the very last tic and using another lift, closer to the skull switch, is just a few tics slower.
Download this Doom replay from here: https://www.dsdarchive.com/files/demos/eternal/1191/et25x641.zip [TAS] Doom: Eternal 3 - Map 25 UV-Max in 6:41 by vdgg](https://i.ytimg.com/vi/7Fi3wSOXHnY/mqdefault.jpg)
![[TAS] Doom: Bourgeois Megawad - Map 1 UV-Pacifist in 0:09.49
Decay moved Bourgeois Megawad to the list of active WADs. I decided to join the party. I havent been making TAS movies for 4 weeks, so I had to choose some simple WAD to refresh my skills.
I had to perform a 32-unit glide twice and do some manipulations to keep enemies shut up. I didnt even have to attack anybody. However, its questionable if its faster to grab the BFG and take down the imps.
The maps were built primarily for deathmatches, so no wonder why they are easy to speedrun. They arent big, not overcrowded with monsters and provide powerful weapons. [TAS] Doom: Bourgeois Megawad - Map 1 UV-Pacifist in 0:09.49](https://i.ytimg.com/vi/7JapSKcgPcc/mqdefault.jpg)
![[TAS] TMNT 2: Battle Nexus - Episode 6-6 in 0:34 (Regular fighting)
You fight on a small arena surrounded with barriers. There are 2 tactics to choose:
1) Destroy a barrier and push Shredder of the cliff
2) Fight him
Of course, the first tactic is much faster, although it takes effort to execute because Shredder dashes back to the center of the arena, if you take too much time to knock him away.
The second tactic is complicated. Like Traximus, Shredder goes into the pain state only once in-between attacks.
He can do the following actions:
1) Swings his sword twice and shoots 3 fireballs at you
2) Catches and throws you
3) Does a massive blow-up of multiple fireballs (if he performs 2+ dashes on his way to the arena center or if you stay far away from him)
The whole fight is about doing a combo (or 2 hits + 1 strong hit) and dodging his attack. Unlike with Traximus, you have to let Shredder do his swings, although his second swing doesn’t have a big hitbox.
Maybe Leonardo would be more profitable here because his dash move cannot knock Shredder down once he has gone into the pain state. Anyway, I didnt go for the fastest time here. Its just a showcase video. Its 25 seconds slower than the cliff tactic. [TAS] TMNT 2: Battle Nexus - Episode 6-6 in 0:34 (Regular fighting)](https://i.ytimg.com/vi/7KfKniu1kXg/mqdefault.jpg)
![[TAS] Freedoom 0.9 Map 30 - UV Max in 4:33 by Dimon12321
Basically, this is the last version of Freedoom where Map 30 is built like real final map instead of traditional Doom 2-like map where you teleport straight to the room with the Icon of Sin. When I first played this map, it was so confusing for me I had to enter IDCLIP just to finally get to the darn room with the final boss.
Yeah, the map is kinda long and boring if you dont know where to go. You have to go twice through a long way to the room with a maze and 2 portals at the end, and also, go once through a copy of the loud lifting room with a lift occupied by a mancubus. The map also has a teleport that leads to secret places, depending on from which side you step it.
That fake section with a loud lifting room and a lift also features a tiny room with a spider mastermind, but the secret with the BFG provides a switch that activates crushers.
Nevertheless, the dev team didnt reject this legacy. The map, except the final boss part, now occupies E3M7 slot in Freedoom: Phase 1.
The music is great, by the way! It is called Paranoia. Too bad its removed, like most of Picklehammers MIDIs. Only 3 of 11 tracks reached Freedoom 0.13.0.
This TAS is my contribution to Freedoom speedrunning thread on Doomworld: https://www.doomworld.com/forum/topic/115275-freedoom-speedruns/?do=findComment&comment=2394917 [TAS] Freedoom 0.9 Map 30 - UV Max in 4:33 by Dimon12321](https://i.ytimg.com/vi/87dM8OCMnEw/mqdefault.jpg)


![[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)