Uploaded February 2026 | Updated September 2026, 2 days ago
Windows 98
[cpu]
cputype=auto
cycles=max limit 450000
core=dynamic_x86
[dosbox]
machine=svga_s3
memsize=128
Windows 98
[cpu]
cputype=auto
cycles=max limit 450000
core=dynamic_x86
[dosbox]
machine=svga_s3
memsize=128
![[TAS] Doom: Eternal III - Map 21 UV-Max in 3:06 by vdgg
Pwad: Eternal DooM
Pwad name: eternal.wad
Maps: 21 - Fire and Stone, by Adam Landefeld
Author: vdgg
Comments:
I watched ToDs MAP24 Max again, and again I said no way. This one felt more like candidate for the next TAS: rather short for Eternal, and I did max it normally before. In fact, it is the shortest map Ive done for this project, and in 1997 there was no MAP21 shortness convention. Im thinking about Scythes and Hellbound but there must be more.
The start features a revenant, two spectres, two sergeants and an SSG. Total monster HP is 660, 660/3 = 220, so theoretically I should be able to kill everyone in 3 SSG shots. After an initial 225 HP hit and a rev rocket dealing 50 HP damage to a spectre, I thought it would be easy. However, this staircase made all pellets impossible to connect. I really failed this one, because I failed Plan B and Plan C as well: plan B was to do 3 SSG shots in a time of 3 1/2: while reloading, one of the spectres could kill the revenant. Plan C was to leave the revenant alive rather than the spectre, as only the revenant would follow the player in the steep staircase.
This made me think that actually I should make 2 SSG shots, each of which would kill a spectre + sergeant, and the revenant would be killed afterwards en-route. But I came up with this too late to start over.
Nothing really worth mentioning until the blue key (me being stupid, thinking it can be only reached from the other side of the altar) and, more importantly, a room with lowering pillars with a baron and a chaigunner. This portion may not look beautiful, but is oh, so efficient. I fired two rockets at the baron and decided to go on and leave the chaingunner and the baron, lets see what happens.
And yes, the holy grail of UV Max demo, be it TAS or not, was given to me, without any further manipulation. They did kill each other!!! This raised my spirit as I would be grinding through some obnoxious parts later. You really should switch the camera mode and watch it, its better than in et12uv IMO, the odds were, I dont know, maybe 1:200?
As for the invisible (or hidden) arch-vile part, it was painful and is really, really far from optimal: I settled for 5 punches per arch-vile. This is an impressive piece of vanilla trickery, but also a pain in the ass in a Max demo. Yonatan Donner spent 1 minute 16 seconds here (counting from soulsphere pickup to teleporting out), j4rio 1:08 and yours truly, 1:50!! Here I ignore the backpack and make everything in just 27 seconds, so still very quickly compared to non-assisted.
The problem with the arch-viles: they really are invisible. The only indication to me whether I did punch them was an angle change. It was taking ages to kill just the first one, so I took one step further in cheating: I modified the WAD, so FIRELAVx textures consisted of transparent patches instead. This didnt lead to desyncs, so it sped things up significantly.
The long, curved staircase didnt go as fast as I wanted, dying pinkies were still blocking me. I once switched to the chaingun to prevent a caco from teleporting far away behind me. In the end I had one rocket too many: yes, I finished with 0 rockets, but with better damage manipulation I would have ended with 1 useless rocket. Something I really did not anticipate, but it was not such a big mistake as leaving cells in et30uv.
All in all, nothing really good except for the super lucky infight in the middle.
Download this Doom demo from here: https://www.dsdarchive.com/files/demos/eternal/1168/et21x306.zip [TAS] Doom: Eternal III - Map 21 UV-Max in 3:06 by vdgg](https://i.ytimg.com/vi/OIsrCeC0fF8/mqdefault.jpg)
![[TAS] Doom: Scythe - Episode 1 Tyson (+ Reality) in 7:28 by Akse
I decided to reupload some old Akses TASes in modern quality.
1440p60, lagarith loseless codec.
Categories: Tyson, All secrets, Reality (no damage taken).
Original video is here: https://www.youtube.com/watch?v=3wt7E_Ts1Dk
Download Doom replay file here: https://www.dsdarchive.com/files/demos/scythe/1406/sce1t728.zip
Comments
Wondering what it would be like if almighty Akse did a tyson movie?
The answer is - pure awesomeness. It was fun (mostly), but sometime
it was really annoying. Maps 01,04,09 are pure pleasure, when 07,10
was pure evil! The major pain in the ass is the damage managment.
Its OK with the chainsaw, but when it comes to the berserk, it makes
me cry in pain. Only once Ive managed to deal max dmg (200HP per
punch) 3 times in a row. Believe me, its fucking hard as hell! Its
unlikely that Ill do something like this in nearest future. And yeah,
its 100% secrets edition. In other words Ive fucked up. For some
reason Ive thought that tyson means 100 secrets. Crap. Thankfully
the penalty isnt so huge and on some maps there is no penalty at
all. After all, it was an interesting experience. Enjoy.
Map 01 - Get Going! :
Its probably optimal. Want to check it out? Be my guest.
Map 02 - Punchline :
Nothing really interesting. It would be much better if there were
no berserk kit.
Map 03 - Up and Around :
Another fucking berserk kit. I dont like it. Didnt you got it yet?
Map 04 - Lost Warehouse :
Yay, chainsaw action! I love it!
Map 05 - Slimy Tunnels :
At the second part (after killing two zombies with the handgun) of
the map, I got really tired of this tyson-you-must-always-deal-max-dmg
shit and Ive decided to give my self a brake. It took almost 2 years.
Yes, damage managment is THAT annoying.
Map 06 - Pressure Point :
A good one. The ending was pretty tough, but its the best part.
Map 07 - Deadly :
The shit begin to spread. It is a cock block map and it is a
second time when I almost gave up on this movie. I suppose it
would be faster to kill mancubies with the fist of fury, but Im
not crazy and my nerves are fucked up enough already. Then you have
to deal with the walking tables. One of the worst enemies when it
comes to tysoning. The hit detection is a complete bullshit! Its so
horrible that I didnt even believed that its possible! And then
- the dmg managment. Oh god... its too painful to remember.
Map 08 - Garden Base :
It would much better if there were no umbaos. Its so hard to hit
them. Not as hard as spiders though. Still annoying as hell!
Map 09 - Computer Storage :
Now that what I want to see in tyson demo! Its definitely my
favourite level. And btw killing mancubie with the chainsaw is MUCH
funnier and easier.
Map 10 - The Lords :
Annoyed the shit out of me. Thank god this is the last one.
I really want to thank entryway. Without him this movie would be
almost impossible. About 3 years ago Ive asked him if it possible to
show dmg inflicted by the player in PrB+ hud and he gave me
-trace_givendamage! Entryway, you are awesome!
P.S. In memory of Joe Abene...
Author :Maxim Akse Abreev, Russia, Moscow
E-mail :ffx2lynx@mail.ru
:MaxiAkse@rocketmail.com
Youtube :http://www.youtube.com/MaxiAkse
9 jul 2012 [TAS] Doom: Scythe - Episode 1 Tyson (+ Reality) in 7:28 by Akse](https://i.ytimg.com/vi/Od18_y2YkYE/mqdefault.jpg)
![[TAS] Doom: E1M1 - 4 players Co-op UV-Max in 0:08.63 by almostmatt1
Author: almostmatt1
Visit his YT channel: https://www.youtube.com/user/MultiMrsquid/featured
Comments: Well, this was hard.
I admit I wasnt quite prepared for the frustration this would cause, and gave up on the idea of optimising movement for each player after about a day of working on it, having to re-do little bits and pieces all over the place was time consuming enough as it was. Id imagine 7 seconds isnt possible, so having gotten 8 Im not too fussed about squeezing out every last tic. Theres a few bits of movement that look particularly ugly in XDRE, and some movement decisions that mightnt seem entirely logical, but happened to be what worked to produce the luck I needed so they stayed. Maybe Im being a little harsh because having said all that Im still pretty happy with this, I had no real idea of what could be achieved when I started but hoped to get 9.xx so 8 is good.
Im willing to bet that theres better routing ideas. Im also willing to bet that Im not gonna try this again. This was a demo Im glad to have built but its also given me the knowledge that Im not interested in building co-op demos, its just too frustrating for me.
Player 1 - Kills one of the shotgunners in the west room, runs outside, grabs the rocket launcher, kills two enemies each with two rockets, notably two of them being the imps on the raised platform. Also shoots enemies with the pistol, ended up staying in for luck manipulation.
Player 2 - Grabs a shotgun at the start, kills the southernmost shotgunner in the western room, does some cleanup following Player 3, grabs the two eastern secrets.
Player 3 - Does a hasty nyoom to the exit. I didnt do the x.000000 trick at the end door because it wouldnt have made a difference to the final time sicne I needed to wait for Player 4 to kill the imp anyway. More importantly, it was 4:30 in the morning and I was going to fall asleep waiting for brute force.
Player 4 - Kills some shotgunners in the west room, opens the hole in the wall, kills the shotgunners in the secret tunnel, kills some enemies in the second last room, kills the end imp.
THIS IS A TOOL-ASSISTED SPEEDRUN.
IWAD: The Ultimate Doom
Map: E1M1
Skill: Ultra-Violence
Category: UV-Max 4 Player Co-op TAS
Exe: XDRE 2.20
Time: 0:08.63 [TAS] Doom: E1M1 - 4 players Co-op UV-Max in 0:08.63 by almostmatt1](https://i.ytimg.com/vi/Ox2cRIJmm9M/mqdefault.jpg)
![[TAS] Doom: Unholy Realms - Map 5 UV-Speed in 0:40
This TAS was made as a fit-in for my old D2ALL TAS, which you can watch here: https://www.youtube.com/watch?v=KfWAJHbV2V4
All other maps are the same. [TAS] Doom: Unholy Realms - Map 5 UV-Speed in 0:40](https://i.ytimg.com/vi/OypAOGoYBtM/mqdefault.jpg)
![[TAS] Doom: Eternal 3 - Map 19 UV-Max in 7:19 by vdgg
PWAD: Eternal DooM
Maps: 19 - Warheros, by Chris Couleur
Author: vdgg
Comments:
OK, an impressive map. The scale, the height variations... nice.
At 0:20 I pick up the rocket launcher and make a very crucial decision... which key first? I opted for the red key, which is closer. In retrospect, I think most probably the blue key route is faster for Max. I mean, both involve backtracking, but with the blue key monsters should be packed more conveniently. Not sure, I give 60% chance the blue key route is faster, but checking this would require another built demo, something which I dont quite fancy.
Following you can see myself using rockets rather liberally: sometimes I hit a lone sergeant with a rocket, not wasting time for changing weapons. I mustve had a feeling the rocket supply was infinite. I would regret it later...
At 1:29 another important decision. I have BK and RK, but not press the switch behind the red key door just yet. This waterfall lift! I didnt want to wait for it lowering and rising again. In this section with brown walls and watery floor I cross an important linedef and not kill all the monsters, as another lift would be blocking me. Again, not sure if I should have waited.
1:37. My favourite moment #1. That diagonal rocket shot.
Cyberdemon fight. How on Earth did I end with spare 7 cells? I had the following plan: weaken him with rockets, use plasma and finish with an SSG shot. After 10 rockets (careful damage manipulation) the cyber had 2560 HP left which I felt was still too much. So I delivered one more rocket, after which the cyber had 2420 HP. Then I used all plasma and discovered that the cyber had 25 HP left!!! How unfortunate. The last 7-8 cells did really huge damage, so I felt redoing it again and again would have been pointless. So I started spending less and less cells, just to have cyber the with about 200 HP left. Maybe I was lazy, because if you do the maths, I could have redone it starting from the last rocket shoot (simply not shoot it).
As for wandering imps in the teleporting platforms at first I didnt know what TimeOfDeath was talking about. Until I got the yellow key and realized. These are not only imps, but hell knights also. Their initial location is sector #514 and a few others nearby. They are impossible to reach unless they show up. Luckily, I recorded a manual run from this point (-recordfromto) and became sure they would show up during my collection of the last two secrets. Some major backtracking, but I liked this option more than standing like a mongo on the first platform doing nothing and waiting (In a non-
assisted run this makes sense, as you are busy fighting monsters, you dont kill them so quickly).
5:08. My favourite moment #2. Your usual 4-rocket baron kill, but the last rocket also kills a cacodemon floating nearby and a chaingunner hidden under the pillar :)
But after this moment of glory the rest was painful, as there were few rockets left in my inventory. So the ending may be considered slow and ugly. Ammo management: fail!
Download this Doom replay from here: https://www.dsdarchive.com/files/demos/eternal/1159/et19x719.zip [TAS] Doom: Eternal 3 - Map 19 UV-Max in 7:19 by vdgg](https://i.ytimg.com/vi/P3076pel4I8/mqdefault.jpg)
![[TAS] Doom: Eternal III - Map 1 UV-Max in 2:30 by Dimon12321
WAD: Eternal III
Filename: ETERNALL.wad
Tags: UV-Max, TAS
Walkthrough: Map 1 - Genesis
Source port: PrBoom+ 2.5.1.4 + XDRE 2.20
Playback command: D:prboom-plus-2.5.1.4glboom-plus.exe -iwad tnt.wad -complevel 2 -file ETERNALL.wad -playdemo et01x230.lmp
Comments
Almost all the map is passed with a super shotgun (SSG). There are lots of shots where I realize all the potential of every gunfire: an imp and a demon, 3 imps in a single shot, 2 revenants in 3 shots, middle-distance kills and so on. Fortunately, there were no difficult enemies where I need to manipulate damages.
I tried to plan the route in a way I can shoot without interruptions, but it still needs some refinement. At the very beginning, I skipped a shotgun and took SSG only. After killing both rounded rooms, I took western road and made a half-circle to the room with a blue keycard. I was expecting a crowd near the door I had come in, but they all for some reason were heading along the wall (to the west from the door). I though they would open the it.
Zombies shotgun near the lift to the room with a red key saved some time because I found it useful to kill single targets.
I dont know whether my route to the red key is optimal. I took the nearest door to me first. Maybe it would better to take the furthest door to make cacodemons fly closer to the center of the room and collect a bigger crowd near the other door where I would come out, but who knows.
As I expected, a zombie and a shotgunner whom I skipped earlier, went to the lift with other monsters. After getting to the rectangular hallway, I realized that a shootgunner (thing 73) had gone to my starting room. I still dont understand the logic of his route because, after I invoked him at the beginning, I quickly ran to the west and then to the south, so he must have sticked to the edge (linedef 514) near which he is placed.
On the other head, a zombieman (thing 168), a demon (thing 88) and imps (141 and 142) were standing dead on their tracks after I had made at least 1 gunshot near them. On this map acoustics sucks because one part hears me 3 miles away and another part is f***ing mute.
Another fail was my slow usage of SSG in the room with a yellow key. I had already made a lot of precise shots that required some more time than possible, that I forgot I could shoot cacodemons faster.
The rest of the run is self-explanatory. Overall time: 2:30 (150.29)
Possible improvements
1. Take the mirrored route to the blue key: run through the eastern part of the hallway (near the exit) and dont forget to kill a shootgunner (in this case, thing 72) before heading there. You will skip no monsters then and have less chances that somebody will get to the starting room.
2. Take a further blue door first to manage monsters routes towards you and get rid of mute monsters that might not react at your actions when you need it.
3. Devestate the room with a yellow keycard faster. If youre planning to TAS Map 1 only, just open one door and shoot a monster (repeat this for each chamber). Ignore items that might help you in the future. Ammo management to the exit is not hard.
4. Manipulate monsters not to block your pass and execute additional wallruns that will save a little more time.
I think 2:10 is possible.
Author: Dmitry Dimon12321 Moskovchenko
Email: d.moskovchenko@gmail.com
YT channel: https://www.youtube.com/user/Dimon12321/videos [TAS] Doom: Eternal III - Map 1 UV-Max in 2:30 by Dimon12321](https://i.ytimg.com/vi/P30V-0XUpBI/mqdefault.jpg)
![[TAS] Feeding Frenzy 1 - Stage 3 in 0:37.63 (RTA)
Version: 5.7
Stage 3 was the first one made in BizHawk 2.11.1, thanks to the improved input management. Unfortunately, I couldnt reproduce the RNG I had before. This stage can be done 1 sec faster. [TAS] Feeding Frenzy 1 - Stage 3 in 0:37.63 (RTA)](https://i.ytimg.com/vi/P4T8wY9K-bA/mqdefault.jpg)
![[TAS] Doom: Sunlust - Maps 1-10 (+ Bonus) UV-Speed in 8:51 by SuperWeaponDude
THIS IS A TOOLS-ASSISTED DEMO
Filename: sle1x344.lmp
Iwad: doom2.wad
Pwad: sunlust.wad
Pwad name: Sunlust (By Ribbiks and dannebubinga)
Category: UV Speed (TAS)
Maps: 1 - 10 (Episode 1)
Time: 03:44
Author: SuperWeaponDude (SWDude@doomworld)
Exe: xdre2.20
Level Timings:
MAP01 - 0:17.97 (0:20)
MAP02 - 0:13.97
MAP03 - 0:15.97
MAP04 - 0:38.57
MAP05 - 0:04.86
MAP06 - 0:26.66
MAP07 - 0:33.97
MAP08 - 0:17.17
MAP09 - 0:42.17
MAP10 - 0:19.86
Total - 3:44
Comments:
sl15x851.lmp
I had started this run a couple of years back mostly inspired to beat azuruishs d2all run which had a lot of space for improvement. I did upto 15 maps which already beat their time over 2 mins. I felt that the later maps were a bit too long for building with xdre and will have to be done by hand. I also did not like mixing hand made and built runs together as it in itself will show a gap in quality. Consistency is key. I personally liked map 12 in this run as it features a cool looking RJ+AVJ.
sle1x344.lmp
I restarted the run to make it fully built and decided to do only e1 for the reasons mentioned above. Had to make some route changes and a bit better building which saved 15 seconds. Still improvable by few seconds, under 3:40 looks feasible with careful building.
Map 1: Already posted this as a IL run. Nothing much happening here.
Map 2: Getting 13 is really hard. I will be surprised if 12 is made.
Map 3: Again, 15 was a bit difficult and everything relies on how fast AV decides to attack.
Map 4: This is one of the maps which can be improved slightly. I had pretty bad RNG here. Could be 36s if done right.
Map 5: Thankfully I decided to check up on DSDA before doing this. Would have been 5s otherwise.
Map 6: Straightforward run.
Map 7: Improvable by a couple of seconds atleast. The muddy area with mancs dont play well with xdre. You often end up with sync issues.
Map 8: Im not sure of the possibility of 16 here. Though I may be missing something...
Map 9: Pushing through the crowd at the end was not enjoyable at all... Although it could have been better.
Map 10: Same route as IL pacifist by 4shock with minor improvisations. I like this map very much, cool design. Same can be said of map 8.
P.S: I recommend Smooth demo playback for watching. I focus on time over smoothness in my demos. [TAS] Doom: Sunlust - Maps 1-10 (+ Bonus) UV-Speed in 8:51 by SuperWeaponDude](https://i.ytimg.com/vi/P_oUpua-HTY/mqdefault.jpg)
![Doom: Judgment [MBF21] Walkthrough 100% - Part 1/7 (Maps 1-6)
This video completes Episode 1 (Maps 1-6) with 100% kills and secrets. Fail moments where I die or mess around were replayed.
Timecodes
0:00 - Map 1
3:32 - Map 2
14:27 - Map 3
23:05 - Map 4
32:04 - Map 5
41:40 - Map 6
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 1/7 (Maps 1-6)](https://i.ytimg.com/vi/PpTYmBcgkB8/mqdefault.jpg)

