Uploaded November 2020 | Updated September 2026, 1 week ago
WAD: Bond of Hatred (by Chris Hansen)
Official thread: doomworld.com/forum/topic/117832-release-bond-of-hatred
I was really impressed by this WAD, so I decided to surprise the author with my content.
There's only 1 map and it's not that difficult in routing. What's more, I really surpassed myself because usually I spend much more time on TAS making.
Nothing special about the TAS: regular route, not much berserk punches, some chaingun misfires presented and I didn't make the most out of each rocket shot.
I don't like Plasma Rifle that much because it takes a lot of time to build perfect aiming and I can't manipulate damage dealing: the average damage of a sequence of 10 cells is about 20, regardless of my actions. The last horde before the final arena is slow becuase I thought I would have not enough cells to kill the Mastermind.
Also, I don't like how slow imps teleport to the main area. Not much effort was into this section, but I killed the last 5 imps quickly.
WAD: Bond of Hatred (by Chris Hansen)
Official thread: doomworld.com/forum/topic/117832-release-bond-of-hatred
I was really impressed by this WAD, so I decided to surprise the author with my content.
There's only 1 map and it's not that difficult in routing. What's more, I really surpassed myself because usually I spend much more time on TAS making.
Nothing special about the TAS: regular route, not much berserk punches, some chaingun misfires presented and I didn't make the most out of each rocket shot.
I don't like Plasma Rifle that much because it takes a lot of time to build perfect aiming and I can't manipulate damage dealing: the average damage of a sequence of 10 cells is about 20, regardless of my actions. The last horde before the final arena is slow becuase I thought I would have not enough cells to kill the Mastermind.
Also, I don't like how slow imps teleport to the main area. Not much effort was into this section, but I killed the last 5 imps quickly.
![[TAS] Duke Nukem 3D (Sega Saturn) - E1L1 100% in 1:56 by Dimon12321
This is a tool-assisted speedrun (TAS) that beats E1L1 (Hollywood Holocaust) quickly. All secrets found and all enemies killed.
Prehistory:
I was surfing YouTube and found that Saturns Duke Nukem content is very poor, beside comparisons with PSX. No videos in a good quality, at best - 480p.
On the same day, FitterSpace released his first Ion Futy TAS test video and this inspired me to finally try Duke Nukem 3D though I have been watching Duke videos for a long time.
Main comments:
This port is very specific. What I dont like in it is the delayed control. All my movement was made of predictions because I dont know where the camera will turn after I release left or right and it also sways, which was annoying. Same concerns movement, but its more or less fine.
On the other hand, the framerate is more consistent. In most cases it stays on 30 fps, like in PowerSlave.
Saturn brings some miscellaneous features.
1) Damage randomization for bullets - its range is small, but I had to prevent situations when a trooper has to take one more shot because its health is 1 or 2 HP. Mostly, it concerns pistol with its damage 7-8. Trooper has 30 hp, so I need a sequence like 7+8+7 and take a pause to get 8 at the end and kill it.
2) Here troopers cannot pretend theyre dead. If they fall on their knees, theyll eventually die and wont raise up regardless if you finish them or not.
3) All doors are sliding because Lobotomy devs didnt have enough time to implement regular shelf doors. Thats why toilet doors are missing. [TAS] Duke Nukem 3D (Sega Saturn) - E1L1 100% in 1:56 by Dimon12321](https://i.ytimg.com/vi/gZXdjdHcXvE/mqdefault.jpg)
![[TAS] Bram Stokers Dracula (Sega CD) in 28:43 by Dimon12321
This is a tool-assisted speedrun which beats Dracula quickly (and literally).
All details explained here: https://tasvideos.org/9351S
0:00 Intro
1:19 Level 1
4:03 Level 2
8:13 Level 3
13:28 Level 4
17:40 Level 5
22:53 Level 6
24:14 Level 7 [TAS] Bram Stokers Dracula (Sega CD) in 28:43 by Dimon12321](https://i.ytimg.com/vi/ggVDZPBmpHo/mqdefault.jpg)
![[TAS] Doom: Eternal III - Map 16 UV-Max in 3:06 by Dimon12321
Watch other Eternal Doom TASes here: https://www.youtube.com/playlist?list=PL3V0eG1j-1vIfBNug6g8HF0UD6Cxtb-lW
WAD: Eternal III
Filename: ETERNALL.wad
Walkthrough: Map 16 - Guardstation
Source port: PrBoom+ 2.5.1.4
This is a tool-assisted speedrun that devestates Map 16 very quickly. It was recorded in PrBoom+, but most damage manipulations and difficult sections were made in XDRE 2.20.
Comments
Despite the fact this map is placed in the middle of Episode 3, it was designed as the 1st map of it when Eternal Doom II came out. Afterwards, when Eternal Doom III came out, the map was moved to the middle of Episode 3. You can consider it as a relaxing map because its much easier than Map 15. Therefore, all you have here are shotguns and chainguns with appropriate crowds of monsters to kill with.
At the beginning, my first goal was to kill a chaingunner (thing 75) and acquire a chaingun for more effective monster devestation before finding a berserk kit. When I played the map for the first time, I didnt know that linedef 1124 is activatable, so I was just messing around with no clue what to do.
Because of poor manipulations in the huge room with metal fences, I didnt manage to make monsters infight. The Baron (thing 103) wasnt attacking anybody. Trapped revenant (thing 198) was another problem because its almost impossible to punch him through the fence, so I had to shoot him. Also I should have blasted his neighbour (thing 197) as well, instead of running all over to him and punching. That would save 2 secs, I guess.
The rest of the run is self-explanatory. I had to do plenty of manipulations with Baron of Hell (thing 235) in the small room with a lift. Also I found nothing better than shooting a Hell Knight (thing 294) on the top of a box. Too bad you cant punch him out.
Most monsters are made to ambush players. If they were not deaf, I would definitely kill them faster.
Overall time: 3:06.09 [TAS] Doom: Eternal III - Map 16 UV-Max in 3:06 by Dimon12321](https://i.ytimg.com/vi/h6NN_Qu2Vpo/mqdefault.jpg)
![Doom: Judgment [MBF21] Walkthrough 100% - Part 3/7 (Maps 11-15)
This video completes Episode 3 (Maps 11-15) with 100% kills and secrets. Secrets maps 31 and 32 are covered in a separate part.
Fail moments where I die or walk around were replayed.
Timecodes
0:00 - Map 11
7:51 - Map 12
15:20 - Map 13
23:41 - Map 14
35:42 - Map 15
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 3/7 (Maps 11-15)](https://i.ytimg.com/vi/hMrnroZkQ3k/mqdefault.jpg)
![[TAS] Doom: Retro Episode - UV-Speed in 5:55 by Akse
I decided to reupload some old Akses TASes in modern quality.
1440p60, lagarith loseless codec.
Original video is here: https://www.youtube.com/watch?v=zibdnSCFTME [TAS] Doom: Retro Episode - UV-Speed in 5:55 by Akse](https://i.ytimg.com/vi/i8v-h2aN8SU/mqdefault.jpg)



![[TAS] Serious Sam Advance GBA in 20:12 by Dimon12321
This is a tool-assisted speedrun which completes all 12 levels of Serious Sam Advance in the fastest time. No passwords were used.
The whole process is described in details here:
https://tasvideos.org/10399S
0:00 BIOS. Intro
0:24 Level 1 (in 0-31)
1:06 Level 2 (in 0:53)
2:12 Level 3 (in 1:08)
3:32 Level 4 (in 1:39)
5:26 Level 5 (in 2:13)
7:52 Level 6 (in 1:50)
9:56 Level 7 (in 1:19)
11:28 Level 8 (in 1:20)
13:02 Level 9 (in 1:33)
14:49 Level 10 (in 0:51)
15:55 Level 11 (in 1:37)
17:46 Level 12 (in 2:24)
20:21 Ending. Name. Credits [TAS] Serious Sam Advance GBA in 20:12 by Dimon12321](https://i.ytimg.com/vi/ioE4K0dDXx8/mqdefault.jpg)
![[TAS] Doom: Scythe - Episode 1 UV-Max Co-op in 2:43 by Dimon12321 (vertical)
This is a tool-assisted speedrun that completes Episode 1 of Scythe WAD quickly. It was recorded frame-by-frame in XDRE 2.20.
Looks like its the first TAS Coop run in UV-Max category which beats a sequence of maps, not an individual one. At least, I havent found one.
I caught some inspiration to try something new and decided to make this kind of run. Actually, I tried doing it once (https://www.youtube.com/watch?v=2hfclj3JaAc), but it was too complicated in terms of time/progress. I decided to control 2 players instead of 4 and Scythe was picked up as an easy WAD because the maps were small enough, so I could be sure I wouldnt abandon it due bad planning or the lose of inthusiasm.
Smoothness above speed and sharp turns.
0:00 - Map 1
Well, the objective here was to collect all the weapons, so I wouldnt lose much tempo on weapon switching on later maps. On the other hand, I had to pick up a chainsaw which, in contrast, made berserk sequences less dynamic.
I wasnt feeling good for spending a rocket on 2 imps, but it turned out later the rockets were not a big problem.
0:12 - Map 2
Here I felt the lack of ammo for the first time because its impossible to pick up a weapon in multiplayer if you have it already. Fortunately, chainguns helped a lot, thanks to 50 starting bullets.
A tandem of Berserk and Chaingun works quite alright. No need for messing around trying to get a high damage for punches.
0:34 - Map 3
It took quite a lot of time to plan the actions. I was confused which monsters could be killed on the way to keys and switches without much time wastement.
Also, it was the first map I had to redo because of the crappy closet where it takes ages for all monsters to get out.
The only SSG on Map 3 was just in front of the exit switch, so only one player got it.
0:54 - Map 4
Another inconvenient placement. This time, its the Plasma rifle. But both player had to pick it up because it was the only one in the whole episode and it gives one extra BFG shot.
And I had to redo this map because I didnt expect that useless shotgun near the red key to be a secret!!
1:12 - Map 5
This map was made for co-op. 2 separate sections, 2 players and they join each other in the end. The random was not on my side this time. When I finished that map, I breathed a sigh of relief.
Love that moment when on the right section in the switch room, an imp threw a fireball at the barrel, it exploded, pushed another barrel and it killed that imp.
1:32 - Map 6
Another map which took quite long to plan. Luckly, I found that the bridge that takes you to the room with hell knights and shotgunners takes too long to raise up and lift you up.
The conclusion was respective: one player takes a berserk and wallruns across the pit and another one cleans everything on the ground and uses that sluggish lift to catch up.
Ending sequence was great. Player 2 blasts from the BFG and Player 1 kills the remaining monsters. It was unexpected for me that Player 1 would reach the final room in time.
1:56 - Map 7
BFG came in handy to destroy 4 mancubi to launch the gate for arachnotrons. Too bad I couldnt kill all the pairs in 5 rockets, not in 6, like usual.
By this time, the demo was lagging already it took longer to reverse individual parts of it. XDRE savepoints became useless because they randomly spoil the input while you build it.
2:08 - Map 8
Openning the gate was quite useful in co-op despite the obvious shortcut. I could have saved 1-2 secs if I wouldnt concentrate on mancubi at the beginning.
Was a little upset for not killing all 6 chaingunners at once, even though it wouldnt save any time.
2:37 - Map 9
Another map which I had to redo because of useless secrets.
It was obvious that spending time on the blue key is not the fastest strategy. Fortunately, the boxes and the window near the yellow key lets one get to the switch without openning the blue door. Plasma gun had found its purpose.
3:03 - Map 10
Well keep on fighting till the end!
Was a little hard to roll high BFG ball damages.
- Summary
The planning could be better, I guess, but cant say for sure which moments Id like to remake. I wish I could swap the players or share inventory between then.
Placing secrets on visible area which the player could ignore because of unnecessity breaks the concept of secrets in Doom. They thought the secrets MUST be placed somewhere for Gods sake. As a result, I had to rebuild input for several maps.
Time spent on building: ~50 hours. [TAS] Doom: Scythe - Episode 1 UV-Max Co-op in 2:43 by Dimon12321 (vertical)](https://i.ytimg.com/vi/jCrBCDtMZE8/mqdefault.jpg)
