Uploaded July 2022 | Updated September 2026, 1 week ago
REKKR caught my attention back when v1.1.6 was released. What surprised me is that this total conversation was vanilla compatible which means I can build TAS movies.
My activities would begin much earlier, but I was waiting for the final release and Episode 4. Turned out, it eventually moved towards a standalone release for GZDoom and that version didn't get acceptance from DSDA community, as a commerce content. Well, vanilla release still has 3 episodes and some bonus maps in Episode 4 slot.
To the map.
First 10 seconds were made in October 2021. Back than I took a wrong route: ran straight to the secret with the red key, found that it's slower and dropped it.
Recently, when v1.1.6 was finally confirmed as the appropriate version for speedrunning, I decided to revisit it. After all, the first map is quite small.
It has only one secret, the sector with the red key behind the waterfall, which lets you open the door to the area with several former humans and an axe.
I don't like the crossbow it's potential is quite big, yet requires a big amount of time for manipulates. Here are it's characteristics:
1) It has very low firerate: one arrow per 30 tics.
2) It also has a wide damage interval: 12, 24, 36, ..., 108.
3) Arrows are projectiles. Hence, its damage relies on RNG index.
REKKR caught my attention back when v1.1.6 was released. What surprised me is that this total conversation was vanilla compatible which means I can build TAS movies.
My activities would begin much earlier, but I was waiting for the final release and Episode 4. Turned out, it eventually moved towards a standalone release for GZDoom and that version didn't get acceptance from DSDA community, as a commerce content. Well, vanilla release still has 3 episodes and some bonus maps in Episode 4 slot.
To the map.
First 10 seconds were made in October 2021. Back than I took a wrong route: ran straight to the secret with the red key, found that it's slower and dropped it.
Recently, when v1.1.6 was finally confirmed as the appropriate version for speedrunning, I decided to revisit it. After all, the first map is quite small.
It has only one secret, the sector with the red key behind the waterfall, which lets you open the door to the area with several former humans and an axe.
I don't like the crossbow it's potential is quite big, yet requires a big amount of time for manipulates. Here are it's characteristics:
1) It has very low firerate: one arrow per 30 tics.
2) It also has a wide damage interval: 12, 24, 36, ..., 108.
3) Arrows are projectiles. Hence, its damage relies on RNG index.
![[TAS] Heretic - E1M1 BP Speed in 0:25.29 by Dimon12321
This is a tool-assisted speedrun that completes E1M1 quickly. It was recorded in 14 segments on 10% speed.
Yeah, that it! We can finally make Heretic TAS movies because its ported in PrBoom+ which has basic TAS tools out-of-the-box.
This is the first Heretic TAS movie. At least, it was made when dsdarchive had NO demos which were marked as TAS.
Back to basics, I would say. I got used to XDRE and frame-by-frame building, and it was a little uncomfortable for me to make a UV Speed demo in slow motion, knowing that its possible to do better! Lets hope vita will provide Heretic replay editor (XHRE) in the future.
The map is simple and short. Thats the reason why it is E1M1 =)
At first, I planned Reality goal, but the undead warrior by the exit door spoilt it. After I opened it, I got an elastic collition backboost and then that warrior boosted me a little with his axe.
It doesnt show the real advantage of TAS, comparing to a good real-time attempt. Its just 3 secs faster than Vincent Catalaas run (in 0:28). Its a slow motion TAS, dang it. Sure thing, 24 secs is possible.
Special thanks to kraflab for porting Heretic to DSDA-Doom and everybody else who was involved in the development!
Source port: DSDA-Doom v0.12.1 [TAS] Heretic - E1M1 BP Speed in 0:25.29 by Dimon12321](https://i.ytimg.com/vi/5R_83CRrkSc/mqdefault.jpg)
![[TAS] Doom: BGComp - Episode 1 UV-Speed in 4:52 by Akse
Ultimate Doom
Base Ganymede - Episode 1 Done Quick
The Ultra-Violence TAS Speed Movie
Map Level Time Kills Items Secrets
E1M1 - Hangar _ 0:14 1% 0% 0%
E1M2 - Nuclear Plant _ 0:36 22% 100% 0%
E1M3 - Toxin Refinery _ 0:45 13% 8% 0%
E1M4 - Command Control _ 0:27 11% 7% 100%
E1M5 - Ganymede Lab _ 1:07 15% 0% 0%
E1M6 - Central Processing _ 0:57 31% 73% 0%
E1M7 - Computer Station _ 0:40 17% 100% 100%
E1M8 - Ganymede Anomaly _ 0:06 40% 0% 100%
*Total _ 4:52*
Recorded using: GLBoom-Plus 2.5.0.6 Beta
Doom Replay Editor 2.0 custom
Strafe50 is always ON
Playback with original Ultimate Doom v1.9:
doom.exe -file BGcomp.wad -playdemo e1bg-452.lmp
or with any other fully compatible doom ports, such as
PRBoom 2.2.3 (or later) or Eternity engine: (-complevel 3)
prboom.exe -iwad doom.wad -file BGcomp.wad -playdemo e1bg-452.lmp
Eternity.exe -iwad doom.wad -file BGcomp.wad -playdemo e1bg-452.lmp
Some comments:
Aaand its me again. I planned to finish this somewhere in 2012 or
2013, but e1m4 took its toll on me. I wanted to reach the yellow key
area via one tricky rocket boost. Couldnt do it fast enough. So i
said: Fuck it... Few years later (this summer) i asked ClumsyD to
check it out and sent him the demo. He said that thing boost is
better and, ofc, performed it. Why i didnt came up with this myself
remains a mystery. After that things went pretty smooth.
E1M1: Death slide. I love death slides. Thankfully its only a game,
otherwise Doomguy would be fucking pissed.
E1M4: Thanks ClumsyDoomer for help.
E1M5: Got lucky with some doors.
E1M6: Even more lucky!
So here it is folks, enjoy!
Author: Maxim Akse Abreev, Russia, Moscow
Youtube: https://www.youtube.com/user/MaxiAkse
Doom TAS replay file here: https://www.dsdarchive.com/wads/bgcomp [TAS] Doom: BGComp - Episode 1 UV-Speed in 4:52 by Akse](https://i.ytimg.com/vi/5tSYO-WRVkc/mqdefault.jpg)
![[TAS] Batman Doom - Map 30 UV-Speed in 0:12
In my opinion, that was not a good finale. TAS was made pretty easily. Too bad, Im busy with other things I have to dig into trivial maps just to show my activity, that Im not swallowed by the war.
Bane is simply a Lost Soul with MK3 Shao Khans voice, with 140 hp and he has another attack that taunts you, basically giving you about a second for a free punch.
The gloves are delayed Doom fists, with the same damage interval (2..20). Im surprised I got such a good sequence of damages by waving rapidly, without stopping to get a good damage roll of a punch. [TAS] Batman Doom - Map 30 UV-Speed in 0:12](https://i.ytimg.com/vi/5vP4foCqopg/mqdefault.jpg)
![[TAS] Doom 32X Resurrection v2.1 - Nightmare 100% Full Walkthrough in 62:49 by Dimon12321
This is a tool-assisted superplay that beats all the maps of Doom 32X Resurrection v2.1 on Nightmare difficulty with 100% kills and secrets. Its not the fastest possible, but it doesnt have any waste-of-time moments and often uses run-strafing for faster movement.
I decided to repeat my success where I complete SNES version in a similar manner. You can watch this TAS here: https://www.youtube.com/watch?v=wvVbyR-wT6w.
But if SNES version was beaten for experiment and hype, how all this would look like, then 32X Resurrection is TASed under the influence of its quality comparing to the original 32X version (and also 1000 views on my Map 1 Co-op TAS).
Like in SNES walkthrough, I made some routing mistakes. One fail is that I didnt enter secret 2 on E2M4 (Deimos Lab), even though I killed all the enemies.
Another blinder was on E3M3 (Pandemonium). I didnt use the switch in the big room near the starting point because I remember in PC version it lowers the platform with a shotgun which I didnt need then. Turned out, it reveals 4 enemies that I missed.
Played on the highest in-game resolution (320x180) with high details and with no widescreen option. It stretches the image vertically and, if you set 16:9 aspect ration in the emulator (which stretches the image wide), then it should look normal on widescreen TVs. But I prefer its regular view because stretching hides a solid part of ceiling.
Most of the time I was playing on 25% speed and with a lot of savestates though some moments that required precision were playing frame-by-frame.
The speedrun features quite a lot of unintentional ignorance moments when I dont react on enemy fire because I was doing all this with no sound.
The control settings could be more flexible. When a player chooses Always Run and LR Strafe buttons, he/she loses ability to have 2 buttons for weapon circle switching which can be implemented because A button is now free. I chose easier strafing. Through the game I was trying to avoid picking up a chainsaw because it would slow my weapon switching.
The perfect control setup for me would be:
A, B - strafing, X, Y - weapon switching, C - fire, Z - use, Mode - map.
Nightmare difficulty is different from the original 32X version because here monsters have sorta random threshold values which make them walk around a little bit before they switch to attacking frenzy and it resets if the player runs out of sight. There were a bunch of cases when enemies were still focused on me instead of switching to a monster that infights them.
Demons attacks are very fast. Even though I was able to evade their bites thanks to slow motion, I think people will have hard time with demons if they come enough close for demons to attack.
Random is much wider than on PC version, but it made it a little harder to get good damage rolls. I focused on killing demons with 2 shotgun shots (or 1 berserk punch) and barons with 4 rockets. Hitscanners can deal up to 24 damage which sometimes results in zombieman gibbing. Barons can gib the player if he has less than 10 hp left.
Timecodes:
0:00 Intro
0:10 Map 1: Hangar
1:15 Map 2: Nuclear Plant
4:02 Map 3: Toxin Refinery
7:59 Map 25: Military Base
10:50 Map 4: Command Control
13:29 Map 5: Phobos Lab
16:59 Map 6: Central Processing
20:35 Map 7: Computer Station
24:45 Map 8: Phobos Anomaly
25:45 Map 9: Deimos Anomaly
27:30 Map 10: Containment Area
29:59 Map 11: Refinery
32:37 Map 12: Deimos Lab
36:38 Map 13: Command Center
40:00 Map 14: Halls of the Damned
43:34 Map 15: Spawning Vats
45:30 Map 16: Tower of Babel (Hell Gate)
46:34 Map 17: Hell Keep
48:33 Map 19: Pandemonium
51:03 Map 20: House of Pain
54:37 Map 21: Unholy Cathedral
57:48 Map 22: Mt. Erebus
59:45 Map 23: Limbo
1:02:10 Map 24: Dis (Fortress of Mystery)
1:02:49 Victory
Played on Bizhawk 2.6.1 using PicoDrive core. Upscaled to 1440p using Nearest Neighbour filter. [TAS] Doom 32X Resurrection v2.1 - Nightmare 100% Full Walkthrough in 62:49 by Dimon12321](https://i.ytimg.com/vi/606kK63g7U0/mqdefault.jpg)
![[TAS test] Shadow Warrior - Map 1 Walkthrough 100%
BizHawk 2.10 dev build with DOSBox-X core
1999 configuration (Pentium 3, 300 MHz, 200000 cycles)
VESA No LFB - to avoid flickering
640x480, 3D sprites on, shadows off
Software Render
Despite being the first map, I dont like the performance, and it seems to be dependent on the visplane quantity (rendered columns). Its performance is already bad at 800x600 resolution.
- 3dfx patch doesnt improves things because 3D sprites are missing and the emulated 3dfx Voodoo 1 doesnt seem powerful enough.
- DOS32A doesnt work. Maybe a different ROM will do because the one I use has no DOS4GW.exe inside the game folder. Apparently, its injected in SW.exe and requires HEX editing for DOS32A.exe to be picked instead.
- Unlike the upstream (native DOSBox-X), Bizhawk doesnt keep CD content in memory. Thats why the music is missing. Not a big deal. It can be overlaid on the audio stream in any video editor.
The control is delayed a little and its hard to provide smoothness. After all, I was playing in slow-motion and its a test run. Im not a fan of Linux and libTAS, but, for a better picture, it would be reasonable to use a source port here because one provides both HD aspect ratio and stable 60 fps. Ill raise the frequency to 300000 cycles (600 MHz) on my next test to see if it changes anything.
Raw 480p footage was upscaled to 1440p using Nearest neighbor filter.
Uploaded on May 10, 2025, but I expected to continue it and release a full shareware episode. No, I dont have much time for now =( [TAS test] Shadow Warrior - Map 1 Walkthrough 100%](https://i.ytimg.com/vi/67fK5sv_8JI/mqdefault.jpg)
![[TAS] Zippy Race NES/Famicom in 39:13.45
This is a tool-assisted speedrun which completes all 5 sets of levels (tiers) of Zippy Race quickly. Tier 6 and onwards is a copy of Tier 5, with no boost to your maximum speed (420 km/h), so its not played.
More details here:
https://tasvideos.org/Forum/Topics/25934
0:00 Tier 1 (250cc)
9:29 Tier 2 (500cc)
17:55 Tier 3 (750cc)
25:49 Tier 4 (1000cc)
33:00 Tier 5 (1200cc)
39:46 Tier 6 (1200cc) [TAS] Zippy Race NES/Famicom in 39:13.45](https://i.ytimg.com/vi/6R1iIPgQRmk/mqdefault.jpg)
![[TAS] Doom: Eternal 3 - Map 20 UV-Max in 7:44 by vdgg
Pwad: Eternal DooM
Pwad name: eternal.wad
Maps: 20 - Silures, by Bob Evans
Author: vdgg
Comments:
Heh, I didnt complete it on my first Eternal walkthrough, even AFTER watching the demos. You have to find a few obscure switches (I didnt realize you can press a tree), I know the mapper gave *hints* to his secrets, but they were not clear enough for me. Also, you will likely meet all mid-tier monsters equipped with the shotgun and chaingun: rocket launcher and SSG are hidden near the start, plasma weapons are hidden else-where.
Still, for building demos, I think this is easier than Couleurs maps. Once you learn where to go and what switch does what, you have no problems with wandering monsters or random surprises.
Existing UV Max demos are excellent, Migrus Max may be his best demo ever, and TimeOfDeath showed his usual more aggresive approach and provided an instructive text file. I made a few
modifications to his route, some are TAS-only (berserk faster than SSG when you can manipulate damage and have no fear of being scratched by monsters, so I go for the secret berserk first), some I would use in a normal run: getting BFG ASAP is beneficial, I think, even if at a cost of 2 arch-viles resurrecting an imp army.
Just a few highlights: there are plenty good-looking moments, just my favourites + some miscellaneous commentary:
1:12 - 1:16 I like these 3 SSG shots while zig-zaging in straight lines.
1:42 A big, big mistake. When busy punching, I completely miss an imp! I realized that after building about 3:30 minutes of the demo... (*) Luckily I figured it is quite accessible later, I kill the imp at 6:16.
2:53 - 2:58 Again, I like punching the demons at full speed, plus 2 rockets kill 7 lost souls. This may look like nothing special, but it wasnt trivial at all.
3:22 The megasphere fight looks awesome. And a hell knight and a chaingunner kill each other... Not much of a time-saver, their health was low and I had chaigun ready for the survivor.
3:44 This slime area is weird! The ceiling is fake, it is really very high. I have to wait for caco lowering, much time probably lost here (I bet 20 tics at very least), but this area with no caco in sight was very annoying.
4:44 - 4:48 Killing two arch-viles so fast you may not notice the first one :)
6:43 The red key outside area is a very good looking one. I actually knew there was a caco fight other than caco heaven in the WAD, but I forgot it was in Silures. The combat, I take it slow. The fastest is to use rockets first or wait, BFG last. But I dont care, the mancubi are released after 30 seconds, so I had nothing to do anyway.
The end: nice, BTW the third demo (I think) in which the chaigun is the last weapon used...
(*) I often use the partial, unfinished runs as games to be loaded and finish them non-assisted with -recordfromto, to see if everything is under control. This time I shouldve done this more often...
Download this Doom replay from here: https://www.dsdarchive.com/files/demos/eternal/1164/et20x744.zip [TAS] Doom: Eternal 3 - Map 20 UV-Max in 7:44 by vdgg](https://i.ytimg.com/vi/6hl1dr3KpvM/mqdefault.jpg)
![[TAS] Doom: Eagles 1 - Map 4 UV-Speed in 3:01 by Dimon12321
I waked up early, on the 1st of January, completely bored, with no alcohol in my blood. I turned on 24/7 Doom Speedrunning stream and saw ELMLEs D2All speedrun of this wad. For some reason, only map 4 caught my attention. Even though its boring since all you do is making laps around the mountain, trying to climb to the top of it, I became intrigued how much time could be saved, so I completed it in one breath.
Nothing interesting, Im just running and sometimes shooting imps that somehow manage to block my way. Also, the last lava cross was extremely unlucky because I needed just 1 more tic to step on the ground, so I had to waste some time to let the damaging period start over. I made the top arachnotron kill me just for entertainment.
Lets consider this as my most boring TAS. I regret not using -turbo 255 here. That would make sense.
Music: Plutonia MIDI Pack - Map 18 (Fire Hive by Jimmy)
https://www.doomworld.com/idgames/music/plutmidi [TAS] Doom: Eagles 1 - Map 4 UV-Speed in 3:01 by Dimon12321](https://i.ytimg.com/vi/6m4ht6XRrUU/mqdefault.jpg)

![[TAS] Doom: REKKR - E1M3 UV-Max in 2:15
UV-Max route for this map turned out quite unordinary. During the map analysis and planning, I found that its better to run across the whole map, grab a new weapon, Soul Launcher, and complete the map using its full potential. Fortunately, the map involves some back-tracking.
Its possible to take a secret map by revealing a blue key behind a secret, open a door with it, it takes to a special part of the map where you solve a puzzle... 2 puzzles in order to open the secret exit. Episode UV-Max requires beating secret maps, so you will see one more map. Its quite easy.
Sometimes speed orientation may be harmful because I sometimes ignore grabbing former humans souls. They disappear when their animation is over. Hope it wont provoke the lack of soul ammo.
When Soul Launcher is not available, soul bow is better at killing individual enemies while steel launcher is better at killing weak couples (4+ monsters per a shot), but once you have it, theres little point in using any of those.
Soul Launcher is basically a faster Soul Bow. You shoot 1 projectile per 12 tics (ReFire state). If you let the fire button go, it takes 12 tics for it to reach its Ready state. With a bit of manipulations, we deal ~2.5 times more damage per minute than we do with Soul Bow. [TAS] Doom: REKKR - E1M3 UV-Max in 2:15](https://i.ytimg.com/vi/6nMpkpPkocI/mqdefault.jpg)
![[TAS] Doom: E1M3s - UV-Speed in 0:27 by Dimon12321
This is a tool-assisted speedrun that completes E1M3 using the secret exit quickly. It was recorded frame-by-frame in XDRE 2.20.
I wasnt making Doom TASes for a month, so I took something simple to refresh my XDRE skills. Even though its an official game and every modern TAS must squeeze everying out and be super-jittery, I still put smoothness and watchability on the first place. Undoubtly, the time can be improved.
Most moments of the map was nothing, but RNG manipulations to make monsters leave the way.
The hallway and the room with the yellow key was sluggish because the section is turned at 45 degrees, resulting in square hitboxes blocking much more space.
I have doubts its possible to make monsters NOT to occupy the narrow hallway on my way back, but who knows what magic can RNG do with them.
Fence glide was discovered by Looper, I can assume. It was used in Light_Speeds Episode 1 UV-Fast TAS. [TAS] Doom: E1M3s - UV-Speed in 0:27 by Dimon12321](https://i.ytimg.com/vi/6vN98YQ4gTI/mqdefault.jpg)