Uploaded December 2021 | Updated September 2026, 1 week ago
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 it's the first TAS Coop run in UV-Max category which beats a sequence of maps, not an individual one. At least, I haven't found one.
I caught some inspiration to try something new and decided to make this kind of run. Actually, I tried doing it once (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 wouldn't 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 wouldn't 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 wasn't 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 it's 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, it's 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 didn't 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 couldn't 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 wouldn't concentrate on mancubi at the beginning.
Was a little upset for not killing all 6 chaingunners at once, even though it wouldn't 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
We'll 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 can't say for sure which moments I'd 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 God's sake. As a result, I had to rebuild input for several maps.
Time spent on building: ~50 hours.
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 it's the first TAS Coop run in UV-Max category which beats a sequence of maps, not an individual one. At least, I haven't found one.
I caught some inspiration to try something new and decided to make this kind of run. Actually, I tried doing it once (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 wouldn't 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 wouldn't 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 wasn't 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 it's 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, it's 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 didn't 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 couldn't 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 wouldn't concentrate on mancubi at the beginning.
Was a little upset for not killing all 6 chaingunners at once, even though it wouldn't 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
We'll 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 can't say for sure which moments I'd 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 God's sake. As a result, I had to rebuild input for several maps.
Time spent on building: ~50 hours.
![[TAS] Doom: Resonance - Map 4 NM-Speed in 0:04.89
Got in tact and AV started attacking me as soon as I show up. Some more speed can be gained, but I dont think 3 secs is possible. [TAS] Doom: Resonance - Map 4 NM-Speed in 0:04.89](https://i.ytimg.com/vi/Z0cmilwia3I/mqdefault.jpg)

![[TAS] Doom GBA - Episode 2 in 0:58 by Dimon12321
0:00 - E2M1
0:16 - E2M2
0:30 - E2M3
0:37 - E2M4
0:53 - E2M5
1:08 - E2M6
1:16 - E2M7
1:22 - E2M8 [TAS] Doom GBA - Episode 2 in 0:58 by Dimon12321](https://i.ytimg.com/vi/_sccQslvk2g/mqdefault.jpg)
![[TAS] TMNT 2003 GC - Stage 1 + Dojo 1: Donatello New Game
Playlist with all stages: https://www.youtube.com/playlist?list=PL3V0eG1j-1vKfkxneY3XydESL0dxPb2JT
8 years ago, I made an attempt to beat this game. Dolphin TASing wasnt that stable, I didnt know much about the game despite playing it hard in my childhood, my PC wasnt strong enough and I wasnt experienced in TASing. I beat Stage 1 Area 1 and dropped it.
Now, the problems are fixed, emulators are improved and Im ready to do a serious attempt to complete the whole game.
Donatello is selected as the easiest turtle. Nano Giant and Stockman are difficult, but this is gonna be paid off by countless timesavers on regular enemies.
Difficulty: Easy.
It will look fast and easy on Stage 1, but the pace of Stage 2 and beyond will be slower.
- TAS vs RTA rules -
RTAs NG% is not actually a New Game. It completes the whole game beforehand and has all the power-ups since Stage 1, making about 50% of fights trivial because each crowd is killed with a single strong attack.
TAS starts a new game for no progress at all, and turtles attacks are weak. Stage 1 Area 4 is already more difficult because Foot Ninjas dont die from a single strong attack, unlike in RTA.
- Comments -
Area 1 - 0:30
This area is trivial. Each mouser has 12(?) hp, which means, if one gets pushed back by another falling enemy, it dies, unless a mouser falls back at a barely crossing trajectory. Thats why the whole squad of mousers gets destroyed of a single attack. Mousers hit each other like snooker balls.
Squad 1. When a single mouser dies, one extra mouser fall down from the ceiling when the framerule happens, so its not necessary to kill all the squad in one hit.
The hit area of Donatellos swing is like 2 metres high.
Squad 2. Matched the timing to make the rocks fall down just in time when the animation of mousers coming out is over. Hitting them with the bo doesnt save time.
Squad 8 (last one). Hitting is faster than matching the timing for rocks to fall down.
Area 2 - 1:49 (vs 2:29 RTA NG+)
The two Purple Dragons variations both have 18 hp. They die of a single strong attack or an electric shuriken.
Some squads where difficult to kill as soon as they become vulnerable because of the mechanic of falling enemies knocking down the enemies standing close to each other or behind them.
Regular shurikens are used to detonate barrels.
Stage 1 has 3 sets of electric shurikens while a turtle can store only 2 of them, which means I have spend 10 shurikens on enemies. I tried to select separated targets, so I wouldnt spend time on movement and attacks.
Area 3 - 1:36
The area features a case near the blue car where destroying mousers as fast as possible leads to a spawn bug described above.
On this area I also discovered that you can start doing an action 1 frame earlier if you dont use movement. I wouldnt say I have lost any time because of this, but I decided to use this tactic from there on for more reliability.
Some manipulations were done in the boss fight, because Dragon Face sometimes retaliates after being pushed away or taking 3 hits.
Possible improvements:
- I should have waited for a little from the running green dragon and used a strong attack to kill all 3 dragons instead of using an electric shuriken.
Area 4 - 1:45
This is where RTA NG+ kicks in. Foot Ninjas have 30 hp and without passing all Dojo stages, you cannot kill one with a single strong attack. In most cases, A, dash, B was used to kill small groups.
The spawn placements also made this area difficult. The icing on the cake is that ninjas love doing backflips, which restricted me in time in doing finishing moves. A lot of luck manipulation was used to make them not do a backflip, but its still not perfect.
Area 5 - 0:34
The beginning features the biggest continues spawn group in the game, which is a big set of mouser spawn points. Its known how many mousers from which hole in which order will come out. Maybe its not completed in the fastest time, but I tried hard.
The Giant Mouser has 540 hp. Each electric shuriken deals 25 damage, so thats 20 shurikens and a single strong attack. When the game locks your aiming on a target, you can throw them much faster. This method saves a lot of time.
Dojo 1 - 0:02
The initial start moment contained the most appropriate makimono placement for TAS. I dont think a better placement exists.
Emulator used: Bizhawk 2.8 with Dolphin 5.0-16426 core
https://tasvideos.org/Forum/Topics/23347?CurrentPage=1&PageSize=25&Sort=CreateTimestamp
No graphical extensions were used while recording this video, so it may look a little messy.
0:00 Intro, Menu, Character Select
0:48 Stage 1 Area 1 (0;30)
1:32 Stage 1 Area 2 (1;49)
3:36 Stage 1 Area 3 (1;36)
5:29 Stage 1 Area 4 (1;45)
7:31 Stage 1 Area 5 (0;35)
8:34 Dojo 1 (0;02) [TAS] TMNT 2003 GC - Stage 1 + Dojo 1: Donatello New Game](https://i.ytimg.com/vi/_tOu5TuR8Do/mqdefault.jpg)
![Doom: Judgment [MBF21] Walkthrough 100% - Part 4/7 (Maps 31-32)
This video completes maps 31 and 32 with 100% kills and secrets. They technically belong to Episode 4 because, regardless of your choice on Map 15, you begin any following map with a stock inventory.
Map 32 is a slaughter map and its balance on ammo to powerful weapons results in running around collecting breadcrumbs to fight back. A bunch of monsters was still missing. I was running around with Show Alive Monsters turned on behind the scene, but didnt find anything. Maybe theres one monster closet that didnt make it.
Such moments as where I die or pointlessly walk around were replayed.
Timecodes
0:00 - Map 31
6:21 - Map 32
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 4/7 (Maps 31-32)](https://i.ytimg.com/vi/_uXfttzqzB4/mqdefault.jpg)
![[TAS] TMNT 2003 GC - Stage 3 + Dojo 2: Donatello New Game
This is a tool-assisted speedrun. Playlist with all stages: https://www.youtube.com/playlist?list=PL3V0eG1j-1vKfkxneY3XydESL0dxPb2JT
Stage 3 Area 1
This area has the most complicated enemy placements for New Game tactics. It involves a lot of dashing and collecting enemies, but I’m still not sure if I saved maximum time. The situation got a little lenient at times thanks to continues squads, so I was more focused on killing 2-3 enemies to make more enemies appear, especially for foot-dragon mixtures.
Stage 3 Area 2
That section was cumbersome regarding the framerule. Eliminating squads of 2-3 katana ninjas, when done in the fastest time, is just enough to cut 1 keyframe (30 frames) from spawning new enemies. The concentration of 56-59 frames periods for spawning was high while making this TAS, but I managed to save time where possible.
Stage 3 Area 3
It would be a good idea to lure ninjas and knock a landing Foot Tech Ninja with them, but unfortunately, it lacks time to make him fall in the right direction, so I would lose more time reaching the next fighting spot in time. I managed to do that only once, at the very last squad, and saved only 9 frames.
- Evil Turtlebot Ver.1 boss fight -
That’s not really clear what Konami was willing to do with Turtlebot, but its AI works in a weird way. When he spawns in, he’s initially invincible for 232 frames. He also becomes invincible after being knocked down for 61 frames. After performing an attack or a combo, he stands dead on his tracks for a short while regardless of the outcome. When it runs out of health, its complete fly-away animation takes 283 frames before the arrow pops up.
I’ve been examining possible strategies, how to spend exploding shurikens and how many of them I should spend on 2 Turtlebots, and I ended up beating the first one with combos and dashing because I found killing a Foot Tech Ninja with exploding + electric shurikens quicker in terms of time saving.
Stage 3 Area 4
This is my favourite area in Stage 3. This area looks like a tile 3x3 with 5x5 squares in each cell and it’s filled with explosive barrels. I don’t know if the developers were conceived this, but the whole area can be cleared with barrels only. Except for the first squad where regular fighting is faster.
Thanks to the smooth explosion propagation, human enemies can be hit twice, which simplifies the task of eliminating Foot Tech Ninjas.
Stage 3 Area 5
Not much to say about this area. I got lucky with both of the swinging hooks. I had to keep 2 explosive shurikens for Turtlebot and spent the extra ones on Foot Techs before the second hook. The ones near the exit were beaten with strong attacks, thanks to the narrow area.
Stage 3 Area 6
Finally, I got to the end. We know about the invulnerability thing from the first Turtlebot encounter. That’s the main reason why I was collecting those regular shurikens, because I have enough of them to drain most of its health and since I got 2 explosive shurikens, I can drain the rest of its health quickly. There’s 1 frame gap when you can hit almost fallen Turtlebot with a shuriken, but you gotta slow down. That’s why I threw explosive shurikens at the end.
Thanks to the cutscene before the fight, I was invulnerable to the attacks at the beginning, which let me push Turtlebot towards the corner so I could keep the right distance to have this frame gap.
Dojo 2
Comparing to Dojo 1, the luck got negated, so I had to bruteforce the whole thing.
For this Dojo, Turtle’s Home location is divided into several spawn zones where Foot Ninjas spawn in. There are 4 squads in total. A squad contains of 3 ninjas, but it can be decreased to 2 of them to match the usual limit of 5 humans. The first spawn point is selected at the very beginning of the training, so the only way to manipulate it is to skip frames on Stage Select screen, so I had to do that to have the first squad close to me.
For other squads, the spawn points are also selected at random. It depends on the moment when the last ninja in the squad is vanished as well as your attacks in a specific time gap. Usually, doing a strong attack 16+ frames before a squad jumps in results in it having spawned in a different spot.
If you have a squad on the field, then an additional squad is spawned. I don’t know the actual mechanic of it, but it seems like it spawns in in 3 sec, if the previous squad hasn’t been destroyed yet. Of course, waiting for so long is pointless, so I eliminate it in the fastest time and the game spawns a new one as soon as the next time period is in order. There might be a special case to have 2 squads quickly, but I didn’t manage to reproduce it.
0:00 Stage Select
0:25 Stage 3 Area 1 (in 2;04)
2:41 Stage 3 Area 2 (in 0;29)
3:28 Stage 3 Area 3 (in 2;37)
6:20 Stage 3 Area 4 (in 0;46)
7:21 Stage 3 Area 5 (in 1;09)
8:46 Stage 3 Area 6 (in 0;13)
9:30 Dojo 2 (in 0;09) [TAS] TMNT 2003 GC - Stage 3 + Dojo 2: Donatello New Game](https://i.ytimg.com/vi/a1nAVO68SJ0/mqdefault.jpg)
![[TAS] Maskim Xul: Map 3 - Just killing the boss quickly
Watch other Maskim Xul TASes in this playlist: https://www.youtube.com/playlist?list=PL3V0eG1j-1vLhfEu_wpDLX66eUafWIcSA
The final boss section is too prolonged, actually. In order to feet UV-Max category, you must kill all the monsters that were initially spawned on the map.
Guess, whats the matter? As soon as I trigger the final boss, one of my voodoo dolls starts its looooooooooooooooooong joooooouuuuuurney... Ive never thought these conveyors move things so slowly.
To sum up, it takes ~ 3 minutes 28 seconds for that doll to slide across the whole closet (sectors 2366, 2371, 2114) and cross the last linedef that lets 4 Lords of heresy teleport to me.
In this video, I ignore the rules for that section and just kill the final boss quickly without a major loss of dynamism. Such a directors cut. 100% kills isnt true here.
Full Map 3 video can be watched here: https://youtu.be/9wpS8yVYtKY [TAS] Maskim Xul: Map 3 - Just killing the boss quickly](https://i.ytimg.com/vi/aCLeBbDag7U/mqdefault.jpg)
![[TAS] Forgotten Warrior J2ME in 04:03.93 by Dimon12321
Finally, Java Mobile games join the scene of TASing!
I have a big list of games I played in my childhood, so stay tuned!
Details: https://tasvideos.org/10503S
RTA timing: 03:48.56 (13714 frames counting from the frame why FreeJ2ME-Plus window started showing up). [TAS] Forgotten Warrior J2ME in 04:03.93 by Dimon12321](https://i.ytimg.com/vi/aM4eUQOqewc/mqdefault.jpg)
![[TAS] Doom: Plutonia Revisited (PRCP) - D2All UV-Speed in 11:56 by Dimon12321, Hock & abyrvalg
This is a tool-assisted speedrun that completes Plutonia Revisited Community Project (prcp.wad) quickly on Ultra-Violence. Originally, first 28 maps were made in 2012 by Hock and abyrvalg (Alexander Nikulin), but then Hock disappeared and abyrvalg eventually submitted the WIP as is, without finishing it, and nobody touched it for 8 years.
I decided to finally finish it and, oh God, that was a real challenge for me! The first trigger was in January 2021. During my preparation time to finally begin TASing it, I found a big shortcut on Map 29 which allows you to skip the entire section where you have to lift yellow skullkey down. Too bad I was busy with other things back then.
On the 2nd of April, I started PRCP TASing and finished the whole thing in 2 full days.
Oh God, these 2 days were so exhausting!!
The TAS is totally built frame-by-frame in XDRE.
Timecodes:
0:00 Map 1 + Map 2 (beginning)
0:10 Map 2
0:29 Map 3
1:04 Map 4
1:17 Map 5
1:48 Map 6
2:29 Map 7
2:40 Map 8
3:07 Map 9
3:33 Map 10
3:44 Map 11
4:14 Map 12
4:25 Map 13 + Map 14
4:36 Map 15
5:15 Map 16
5:45 Map 17 + Map 18 (beginning)
5:55 Map 18
6:25 Map 19
6:46 Map 20
7:15 Map 21
7:44 Map 22
8:15 Map 23
8:29 Map 24
8:45 Map 25
9:25 Map 26
9:43 Map 27
10:04 Map 28
11:09 Map 29
12:36 Map 30
13:20 Ending (Victory)
Here are abyrvalgs brief comments on first 28 maps along with TAS replay file: https://www.dsdarchive.com/files/demos/prcp/44324/pv01-28x1003.zip
Here are my comments on maps 28-30 along with TAS replay file:
https://www.dsdarchive.com/files/demos/prcp/52322/pvallx1156.zip [TAS] Doom: Plutonia Revisited (PRCP) - D2All UV-Speed in 11:56 by Dimon12321, Hock & abyrvalg](https://i.ytimg.com/vi/aOlFslPAi78/mqdefault.jpg)
![[TAS] TMNT 2003 GC - Stage 6 + Ending: Donatello New Game
This is a tool-assisted speedrun (TAS) of Teenage Mutant Ninja Turtles 2003 game.
All the details and explanations are provided here: https://tasvideos.org/8569S
0:00 Stage 6
0:26 Area 1
3:02 Area 2
4:26 Area 3
6:31 Area 4
10:48 Area 5
11:30 Area 6
13:15 Area 7
13:41 Final [TAS] TMNT 2003 GC - Stage 6 + Ending: Donatello New Game](https://i.ytimg.com/vi/a_k0V4-rSrs/mqdefault.jpg)
![[TAS] Doom: Eternal III - Map 26 UV-Max in 7:05 by vdgg
Pwad: Eternal DooM
Pwad name: eternal.wad
Maps: 26 - No Parking, by Jim Flynn
Author: vdgg
Comments:
This is a beast of a level! Watching existing DSDA demos helped a bit, but I still didnt understand what was going on in certain parts, not to mention absolute cluelessness about what to do? (where to go first, is switch X necessary, etc.) Only after beating the level myself in a more or less speedy way I became confident enough to really start building...
What we have here? A very ugly city map. The combat is very good throughout and it is hard not notice vanilla tricks all over the place (and become astonished by them). We have an obligatory voodoo doll, which this time needs to be rescued from the crusher, keens, stair-building madness area, experimental rocket armor, incredible BFG building and more. Quite a lot for a single map.
Now about the demo. For a long time the monster killing rate was one monster per second, so with 335 monsters I was secretly hoping to get a time lower than UV Speed record (which I think is very good, honestly). After getting all the keys, however, this turned out to be impossible, as the remaining monsters were too far away from each other and most of the were the heavyweight ones. The main weapon is rocket launcher, for obvious reasons: rocket supply is almost infinite while cells are scarce and both plasma and BFG are not available without finishing certain tasks. Still though, I was switching weapons surprisingly often, and just once (at 0:27, RL-SSG) I think I made a mistake of a non-justified weapon switch.
Finally, let me try to explain this level a bit. It is so complicated that a few words may help. To exit, you must enter the park. To get there, you must find the blue key (hidden in a secret!) and press five switches, each of them in a small square room with a glass on one side and an arachnotron. One of them is accessible straight away (one with the voodoo doll). The others require keys or opening secret doors. At 0:12 in this demo the player is teleported onto a column, a rocket launcher, plenty of chaingunners and arch-viles, and a switch.
Pressing the switch activates a crusher which will kill all the arch-viles, provided they not teleport out to the same spot as the player, so it is best to stand still for a second under the chaingunners fire, blocking the teleport destination.
Now, the three cyberdemon domain. The 3 cybers and 35 barons(!) can be crushed. The player is able to activate a slow-crushing mode (the most deadly), and do it no more than three times(!) (a switch consisting of three separate linedefs), activate a fast crusher by walking over a linedef and finally, stop the crusher action by walking over another linedef, which is at the end of a long corridor with a crushing ceiling and a baron at the end. On the automap the corridor is drawn at about 45 degrees angle, which means the baron is extremely difficult to bypass. I spent ages on getting out of this section alive (it starts at about 4:00). For a long time I was able to run to the end of the corridor and I was getting crushed at the very end. I was erroneously thinking that saving a few tics will be enough to survive, so I was grinding, saving a tic here and there, but I was still getting crushed and I couldnt understand why. Well, I finally realized that sectors 583 and 570 have different floor heights (one of them has been raised), which is hard to notice because of a missing texture. Basically when the baron, which is 8 units taller than the player, has his head getting crushed, the player is doomed. Once I understood that I built this section pretty quickly.
Download this Doom replay from here: https://www.dsdarchive.com/files/demos/eternal/1194/et26x705.zip [TAS] Doom: Eternal III - Map 26 UV-Max in 7:05 by vdgg](https://i.ytimg.com/vi/bwjoLuPEGwc/mqdefault.jpg)