Uploaded July 2021 | Updated September 2026, 1 week ago
0:00 - Menu Staff, E1M1
0:15 - E1M2
0:28 - E1M3
0:42 - E1M4
0:55 - E1M5
1:08 - E1M6
1:16 - E1M7
1:28 - E1M8
0:00 - Menu Staff, E1M1
0:15 - E1M2
0:28 - E1M3
0:42 - E1M4
0:55 - E1M5
1:08 - E1M6
1:16 - E1M7
1:28 - E1M8

![[TAS] Doom: Rowdy Rudy 2 - Map 6 UV-Max in 1:18 by Dimon12321
Looks like easy times left me faster than I expected. Its the first map that I found complicated. There were 3 routes good routes to get blue and yellow keycards. I chose the most obvious route.
- Mistake #1 is shown in the room with the elevator which I used to lift up. I almost reached the door (and I had time to run back to the elevator), but didnt open it although it would stay open and I wouldnt spend time to open it from the room with the yellow card.
- Mistake #2 was a bad plan of cleaning the room with the soulsphere secret. The best option was to shoot 2 rockets in the horde guarding the switch which lifts the sphere down. I chose it and ran out of time: the outer lift around the sphere lifted back up before I could reach it. That made me run with a shotgun just to clean the way to the switch. As a result, I let the crowd spread up and was forced to spend more ammo on them.
- Mistake #3 was bad damage manipulation of plasma gun. Even though theres no more recoil animation and you can slow down a little, each projectile has completely random damage. Plasma gun is very effective in close combat, but not at a distance. I could have saved more ammo.
Got very lucky while shooting the closet with chaingunners. Each of 2 rockets had killed 3 enemies, I spent a lot of time testing, but then I switched from plain waiting to combat and baaam, the 2nd rocket did more work than I expected and all I had to do was kill the last chaingunner.
Also, I forgot to pick up the box of shells near the first Mini Mastermind in favor of time. [TAS] Doom: Rowdy Rudy 2 - Map 6 UV-Max in 1:18 by Dimon12321](https://i.ytimg.com/vi/mPWDuKBm9lk/mqdefault.jpg)
![Doom: Judgment [MBF21] Walkthrough 100% - Part 7/7 (Maps 26-30)
This part completes Episode 6 (maps 26-30) with almost 100% kills and secrets.
Originally, I recorded maps 26 and 27 separately, to divide the chronometry, but when map 30 was finished, I realized there were no music in the first video, so I decided to record the whole episode walkthrough as a whole one.
Map 28 is not perfect. I have no idea which linedef I had missed to reveal the last 2 revenants.
So concerns Map 29. One of the closets remained closed.
To finish Map 30, you should kill 3 bosses. There are 4 of them in total: one at the beginning (Spider Mastermind), two more in the final room with teleports and the Icon of Sin (two Spider Masterminds) and one more in the closet outside of the map (Cyberdemon) which gets tele-fragged by one of Voodoo dolls after you activate the yellow keycard switch on the right. The left one triggers a barrel explosion reaction which reaches the Icon of Sin.
There are a lot of monsters walking around in closets, so it seems to be able to finish the map with 100% kills if, by some accident, all monsters get out of closets
Fail moments where I die or walk around were replayed.
Timecodes
0:00 - Map 26
21:43 - Map 27
50:22 - Map 28
57:51 - Map 29
1:20:40 - Map 30
Source port: DSDA-Doom 0.22.5.
Judgment 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 7/7 (Maps 26-30)](https://i.ytimg.com/vi/ncYLgQRuBIo/mqdefault.jpg)
![Doom: Judgment [MBF21] Walkthrough 100% - Part 6/7 (Maps 21-25, 34)
This part completes Episode 5 (maps 21-25 and the secret map 34) with 100% kills and secrets. Fail moments where I die or walk around were replayed.
Timecodes
0:00 - Map 21
8:23 - Map 22
20:33 - Map 23
29:04 - Map 24
41:01 - Map 34
43:45 - Map 25
Source port: DSDA-Doom 0.22.5.
Judgment 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 6/7 (Maps 21-25, 34)](https://i.ytimg.com/vi/nkWTeCN7bD4/mqdefault.jpg)
![[TAS] Doom: Insertion - D2ALL UV-Max in 60:22 by Andy Olivera
This is a collection of individual level (IL) UV-Max TASes recorded in 2002 by Andy Olivera. Basically, it tends to be a D2ALL run, but every map is played from a pistol start.
0:00 Map 1
1:10 Map 2
4:31 Map 3
10:10 Map 4
15:20 Map 5
24:42 Map 6
29:35 Map 7
37:14 Map 8
44:42 Map 9
50:41 Map 10
1:00:30 Map 11
WAD: Insertion
Author: Andy Olivera
Sourceport: TASDOOM
Comments:
Here, once again, is a lightning fast (for these levels, anyway) collection of TAS demos. I first read about Insertion in the MM2INFO file (I think Adam and Stephen had it listed). I loved Stephens Corporate Hell, so I definitely had to check it out. It turned out to be very high quality, but it never got much notice. Hence, nobody thought to create a demo collection for it. We all know that when it comes to demos, its better late than never, so here they are... [TAS] Doom: Insertion - D2ALL UV-Max in 60:22 by Andy Olivera](https://i.ytimg.com/vi/nlWRBBbe8gM/mqdefault.jpg)
![[TAS] Feeding Frenzy - Stage 6 in 0:19.32 (RTA)
This run will not be added to the final TAS because of a desyncing savestate =( [TAS] Feeding Frenzy - Stage 6 in 0:19.32 (RTA)](https://i.ytimg.com/vi/noG-UWtHFG0/mqdefault.jpg)
![[TAS] Doom: Resonance - Map 7 NM-Speed in 0:01.49
I saw Light_Speeds speedrun of this map on dsdarchives stream and decided to refresh my XDRE skills.
The run itself is simple for a TAS. Just a 32-unit glide straight to the exit.
Nightmare difficulty was picked just to show off =)
Resonance WAD can be downloaded here: https://www.dsdarchive.com/wads/resonance [TAS] Doom: Resonance - Map 7 NM-Speed in 0:01.49](https://i.ytimg.com/vi/o-5ra7PkaKU/mqdefault.jpg)
![[TAS] Doom: CRUD - D2ALL UV-Speed in 1:33 by Dimon12321
I spotted this mini-wad when it came out in February. What caught my attention is that it was short (only 4 maps) and it was made by Moustachio who makes really relaxing and well-balanced maps.
Didnt have enough time to beat the WAD when the attention to it was at maximum. In case of hype, TASes usually come late when nobody expects it.
- Map 1:
Pretty short map. Yellow skullkey was not that trivial because any shot would wake up a demo that immediately teleports in and blocks the path to the key. Fortunately, the guard gave the way for me to run through.
Picked up a secret rocket launcher to be used for a shortcut on Map 3. If I didnt run for it and just waited for the bridge to raise up, I would have saved about 1,5 secs.
- Map 2:
It was really lucky there. There are a lot of monsters which can easily block your path. Killing a chaingunner and a spectre in a single SSG shot was complicated. What took the most time is the manipulation of my actions so arachnotrons near the yellow key didnt attack me and let run though, because it was important to have enough health for Map 3.
- Map 3:
So, I finally did that rocket jump and saved about 8 secs from the bridge thats supposed to be raised up. Wasnt that hard.
- Map 4:
Key collection was a little tiring, but the luck was still on my side and monsters didnt try hard to stop me. Even though the run was smooth on turns, I had to shoot the arch-vile behind me, so I would have enough time to run away. Arch-viles in the exit room didnt spot me on time, so I had to pick up the regular route. I dont think I would have saved any time if any of them would start performing the attack as soon as I enter the room. [TAS] Doom: CRUD - D2ALL UV-Speed in 1:33 by Dimon12321](https://i.ytimg.com/vi/oQc5ET6FGaQ/mqdefault.jpg)

![[TAS] Doom (Atari Jaguar) - E2M6 in 0:08 (Rocket Out of Bounds)
So, I decided to make a short video of beating E2M6 (Area 14) map using a known location where a Void Glide trick can be performed. Jaguar version and its derivatives have simplified collision checking, so you can do it of any 90-degree corner (except doors) by shooting a rocket while standing in the corner.
At the beginning, I changed the map to E1M5 to get a blue armor, so I could survive a close explosion. As soon as I take it, I switch to E2M6 to perform a trick.
Any linedef action can be done from the other side of it. Here, I activate the exit like that and this ends the map.
Bizhawk 2.9 now has Virtual Jaguar core implemented, so its possible to make TAS movie for some Atari Jaguar games.
Despite being in development since 2003, Virtual Jaguar doesnt support many games or emulates them wrong, so I dont have much plans on TASing AJ games. Any different core would have been better, but this one seems to be the only one with open source code.
The game runs too fast. I dont recall the actual Jaguar Doom working like that. Since the game doesnt support strife-turning, its quite complicated to build input. I wasnt trying that much.
The game runs at 25 FPS according to how frequently the image changes, but the input is certainly read and processed on every frame.
0:00 BIOS, menu, E1M5
0:13 E2M6 [TAS] Doom (Atari Jaguar) - E2M6 in 0:08 (Rocket Out of Bounds)](https://i.ytimg.com/vi/p95haFAxUwk/mqdefault.jpg)
![[TAS] Doom: HacX 1.2 - D2All UV-Speed in 20:12 by Dimon12321
This is a tool-assisted speedrun that completes HacX on Ultra-Violence (I am Immortal) quickly.
I tried to make the TAS smooth. Therefore, the run isnt superfast.
Originally I planned to make a hybrid UV-Speed TAS using both slow motion and XDRE, depending on my mood of a day. Thats how I made maps 1-9.
Then my bachelor stuff forced me to stop TASing HacX and, to tell you the truth, I didnt feel like continuing my work after I had done with the university and wanted to submit it as it is.
Eventually, I held my breath and reflected upon everything around me. I made a lot of unfinished Doom TASes, but the live goes on and more other stuff has to be dealt with, so I decided to finish something and my choice fell back on HacX.
I was experienced in TASing then I used to be, so maps 10-20 were done in XDRE 2.20, excepting non time-based events, like waiting for the lift.
This TAS is much better than BTSX E1 newbie TAS which I debuted with in 2019, but there are still plenty of things to improve.
Download the TAS replay file and my full comments from here:
https://www.dsdarchive.com/files/demos/hacx12/50364/hacx12allx2012.zip
Possible improvements
- Map 12: at the beginning, perform a switch press (linedef 2900) from below, just after you call the first platform (sector 44) to lift down.
You will save 15 secs!
I discovered that by the end of the TAS, thanks to 4shockblasts speedrun. However, I suspected the posibility of this press, but my... inefficient tests didnt give any results, so I picked a regular route. Would be cool if someone could edit my TAS and resync maps 12-14.
- Map 13: take the cell pack (thing 177) for more BFG usage on maps 14 and 15. You wont win much time (maybe, a 2-3 secs), but its still a thing.
Unfortunately, Im sick of HacX and I dont think I will ever revisit it again for TASing. And I highly doubt someone will ever make an improved D2ALL TAS of this crappy TC!
Recorded with PrBoom+ 2.5.1.7 in 1080p at a high bitrate (90 MB/s).
Upscaled to 4K using VirtualDub at a bitrate of 250 MB/s.
0:00 Map 1 - GenEmp Corp
1:05 Map 2 - Tunnel Town
2:00 Map 3 - Lava Annex
3:38 Map 4 - Alcatraz
5:12 Map 5 - Cyber Circus
5:33 Map 6 - Digi-Ota
6:49 Map 7 - The Great Wall
7:54 Map 8 - Garden of Delight
10:16 Map 9 - Hidden Fortress
10:38 Map 10 - Anarchist Dream
12:44 Map 11 - Notus Us!
13:41 Map 12 - Gothik Gauntlet
14:45 Map 13 - The Sewers
15:20 Map 14 - Trode Wars
16:26 Map 15 - Twilight of EnKs
17:18 Map 31 - Dessicant Room
17:35 Map 17 - River of Blood
18:11 Map 18 - Bizarro
18:28 Map 19 - The War Rooms
19:11 Map 20 - Intruder Alert!
21:34 Ending (Victory) [TAS] Doom: HacX 1.2 - D2All UV-Speed in 20:12 by Dimon12321](https://i.ytimg.com/vi/pZiHuP5aIuo/mqdefault.jpg)