Uploaded October 2022 | Updated September 2026, 6 days ago
Here we have a Doom wad, which takes movement and platforming to the next level. There is no fighting involved whatsoever. The only weapon you have is Arch-Vile's jump trigger.
You collect two types of crystal items. Each type counts towards kills or items. UV-Max category here assumes collecting both types of crystals.
The platforming reveals its main flaw: when you jump and bump against the wall and there is more than 24 units height difference, you lose momentum, fly up parallel to the platform and fall down with a frowning face. It would be great if your momentum was preserved while flying up, like in most platforming games.
Also, there is no inertia for Z-axis. Regardless of how fast you fall down, any action that kicks you up (aka. jumping) resets the speed, and no subtraction happens. For this reason, you can fly a little further, if you jump while being in the air for a moment, in contrast to jumping from the platform's edge.
Map 1 route looks kinda linear though there is a pair of spots of varieties where shall you go first. Nothing much to say.
Here we have a Doom wad, which takes movement and platforming to the next level. There is no fighting involved whatsoever. The only weapon you have is Arch-Vile's jump trigger.
You collect two types of crystal items. Each type counts towards kills or items. UV-Max category here assumes collecting both types of crystals.
The platforming reveals its main flaw: when you jump and bump against the wall and there is more than 24 units height difference, you lose momentum, fly up parallel to the platform and fall down with a frowning face. It would be great if your momentum was preserved while flying up, like in most platforming games.
Also, there is no inertia for Z-axis. Regardless of how fast you fall down, any action that kicks you up (aka. jumping) resets the speed, and no subtraction happens. For this reason, you can fly a little further, if you jump while being in the air for a moment, in contrast to jumping from the platform's edge.
Map 1 route looks kinda linear though there is a pair of spots of varieties where shall you go first. Nothing much to say.
![[TAS] Doom: Rowdy Rudy 2 - Map 1 UV-Max in 1:02 by Dimon12321
Yet another time when I take a completely new WAD with regard to a couple of other WADs that I planned to TAS from start to finish and eventually dropped. Who knows how the history will end this time! Apart from any other WADs, I participated in its development as a playtester.
Despite the fact I completed it 3 times, Im not sick of it for some reason. I didnt drop it like I usually do after playing for a couple of hours. I hope my inspiration will stay constant and I finish that beast in several months, depending on my free time. If this happens, it will be the biggest WAD that Ive ever TASed.
Not to mention, its the greatest partial conversation of Vanilla Doom in existence. I can think of Struggle: Antaresian Legacy as a strong competitor, but its a limit-removing WAD.
Map 1: Storming the Bayside Base
Like all other Maps 1, this one wasnt that trivial. Even though this TAS was made frame-by-frame, its a little slow because I tried to show as less sharp turns as possible. Thats why two imps (things 79, 80) were left for later.
Also I took a megaarmor to keep my health up on Maps 2 and 3. Thats why this TAS takes longer than 1 minute. I wish I could have more shotgun shells which would simplify weapon choice. Thank God Aurelius implemented quick weapon switching, so the player could spend less time on weapon switching.
Otherwise, Im pretty satisfied with the run.
Berserk is really strong here. Each punch has 2 damaging tics, similar to the spear in Rowdy Rudys Revenge. Im wondering if Ill manage to punch a cyberdemon with my fists. Lets see =)
Shotguns damage per minute is high. I think Ill be using it very often through my walkthrough.
Download Rowdy Rudy 2 WAD from here: https://www.doomworld.com/forum/topic/116601-rowdy-rudy-ii-powertrip-final-version-released-now-on-idgames/ [TAS] Doom: Rowdy Rudy 2 - Map 1 UV-Max in 1:02 by Dimon12321](https://i.ytimg.com/vi/xz2UeJrQsX8/mqdefault.jpg)

![[TAS] Doom: BTSX Episode 1 - Maps 1-8 in 4:50
Heres a glimpse at what Im working on now: BTSX Episode 1 - D2All UV-Speed. First 8 maps are done in 4:50 (vs 6:10 in my old run). Im keen-deep in the work, so I might not release any videos in the nearest 2-3 months. Right now Ive lost interest in continuing this run, but I hope it will eventually come back to me.
I was thinking hard whether to take the BFG on Map 3. Under perfect conditions it will take roughly 10 secs (3 slugglish linedefs Flower lower to the lowest floor + some monster movement manupulations), which doesnt worth the investment, though it can make some pain in the butt messing around with RNG trying to make monsters not block my path.
Theres an improvement point on Map 4. I could use an AVJ to get the yellow key. I tried a couple of attempts, but because I was one-shot-dead after it, monsters used that opportunity at maximum because there was enough hit-scanners around me. Looks like I wasnt in a good mood that day as I continued with a regular route.
The final estimated time is about 23 minutes. A major improvement is the void glide on Map 24 which saves 6 minutes. If you know any other cool time savers that my old TAS doesnt utilise, please let me know! [TAS] Doom: BTSX Episode 1 - Maps 1-8 in 4:50](https://i.ytimg.com/vi/yQ6YaLnweYE/mqdefault.jpg)
![[TAS] Doom: Rowdy Rudy 2 - Map 3 UV-Max - Walkcam Showcase
Showing some action from the side which you havent seen in the main video. Since -viddump recording is kinda slow, I managed to walk through all interesting moments.
Main video: https://www.youtube.com/watch?v=tBuIb17lfX8 [TAS] Doom: Rowdy Rudy 2 - Map 3 UV-Max - Walkcam Showcase](https://i.ytimg.com/vi/yZN_VIcWPhE/mqdefault.jpg)

