Uploaded July 2020 | Updated September 2026, 1 week ago
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 don't 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 must've 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 didn't 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 didn't 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 don't 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: dsdarchive.com/files/demos/eternal/1159/et19x719.zip
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 don't 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 must've 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 didn't 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 didn't 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 don't 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: dsdarchive.com/files/demos/eternal/1159/et19x719.zip
![[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)


![[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)