Uploaded April 2020 | Updated September 2026, 4 days ago
This is my first experiment with walkcam which lets you spectate the map during the replay playback. Now you can see all those monster infights and deaths from different foreshortenings.
To switch the cam mode, press Num 0 during the playback. Then control the camera like a regular player. The walkcam is like a ghost who can't do anything, but walk through the walls. It's bad that you can't fly and when you walk off the floor, you immediately fall straight down, so the video is a little jittery. Still, I'm satisfied with the result. You can use walkcam even when the video is recorded with -viddump command.
It would be good to use freelook and different altitudes. Maybe it's possible to do so in GZDoom.
Playlist with other Struggle TASes: youtube.com/playlist?list=PL3V0eG1j-1vKjTOGnz_0wUKZ6R7f3R_ig
This is my first experiment with walkcam which lets you spectate the map during the replay playback. Now you can see all those monster infights and deaths from different foreshortenings.
To switch the cam mode, press Num 0 during the playback. Then control the camera like a regular player. The walkcam is like a ghost who can't do anything, but walk through the walls. It's bad that you can't fly and when you walk off the floor, you immediately fall straight down, so the video is a little jittery. Still, I'm satisfied with the result. You can use walkcam even when the video is recorded with -viddump command.
It would be good to use freelook and different altitudes. Maybe it's possible to do so in GZDoom.
Playlist with other Struggle TASes: youtube.com/playlist?list=PL3V0eG1j-1vKjTOGnz_0wUKZ6R7f3R_ig
![[TAS] Doom: 1 Monster - Map 2 UV-Max in 1:39 by Dimon12321
Im overwhelmed with emotions. This is my best Doom TAS in terms of perfection so far. I didnt have to change the route in the middle of the run, I took no damage, I left no mistakes behind the run and I ran out of ammo just in front of the exit line!
I decided to shoot less monster with the shotgun to make the TAS smoother. Its not a big deal because the SSG kills 3 times more imps. However, getting it was a real job.
My route was to open the secret door, but not wait for the door to open and run for the red key first. When I returned, the hallway next to the secret was crowded with imps and I had to spend all of time in order to break through.
I remade this piece and took the rocket launcher (RL) first. This time, when I returned to the point, I had my road clear and opened the red door freely. That was a pure luck!
After I grabbed the blue key, RL really come in handy and I cleared the way to the SSG. It was important not to take the yellow key because a great crowd of imps outside the building would get lifted up too early and spread up.
Killing imps with the SSG wasnt that hard, so I did this part using slow motion. I didnt expect I would get low on my ammo because I accidentally picked up a box of shells near the room with the red key (thing 118) when my ammo was almost full. Still, I managed to kill the rest of imps with the shells I had.
Wow, that was great!
IWAD: Doom2.wad
WAD: 1 Monster
WAD filename: 1monster.wad
Category: UV-Max, TAS, Reality
Walkthrough: Map 2
Source port: PrBoom+ 2.5.1.4
Complevel: 9
Time: 1:39.43
Completed in 19 segments. About 45% of input was done with the help of XDRE. [TAS] Doom: 1 Monster - Map 2 UV-Max in 1:39 by Dimon12321](https://i.ytimg.com/vi/FjZl0rA9WLY/mqdefault.jpg)
![[TAS] Feeding Frenzy - Stage 5 in 0:22.38 (RTA)
[TAS] Feeding Frenzy - Stage 5 in 0:22.38 (RTA) [TAS] Feeding Frenzy - Stage 5 in 0:22.38 (RTA)](https://i.ytimg.com/vi/GJ4OrvtohGE/mqdefault.jpg)
![[TAS] Eternal Doom - Map 1 (Red key route) UV-Speed in 0:47.77
I was planning to continue Andrey Budkos TAS, but then refused because ELMLE discovered a shortcut on Map 1 which lets you get the red keycard through the box.
Since monsters in the round hallway may block my way, I decided to play in pacifist until I cross sound-blocking linedefs.
Im sure its possible to take a good position so you would get to boxs edges so closely that you X and Y momentum is enough to catch red keycard at once. However, my efforts were useless, but since its possible to gain momentum of south and west walls, behind which the keycard was, I decided to brute-force .0000 position for X and Y positions instead. Ive lost 1 second, but whatever.
Had to shoot on my way to the yellow key section to manipulate monsters movements, but faced a blocking zombie on my way out.
Frankly speaking, I wasnt trying that much. If I make a D2ALL TAS by some miracle, it would be like that or worse. [TAS] Eternal Doom - Map 1 (Red key route) UV-Speed in 0:47.77](https://i.ytimg.com/vi/GRrZVQXu4SM/mqdefault.jpg)
![[TAS] Doom: Maskim Xul - Map 2 UV-Max 10:53 by Dimon12321
Watch other Maskim Xul TASes in this playlist: https://www.youtube.com/playlist?list=PL3V0eG1j-1vLhfEu_wpDLX66eUafWIcSA
This is the most confusing map Ive ever TASed, despite being my first Boom map for UV-Max category. I tested it and watched Sorccers walkthrough so many times, I didnt even manage to plan everything from the beginning like all normal TASers do because there are so many sequences of linedef actions with their own occurrence terms its barely possible to predict everything. Most rooms are altitudinal which makes it impossible to read them without 3D visual mode. In short, the route isnt perfect, but knowing myself, I could do even more mistakes. Looks like, Im more experienced now.
The map has a lot of intersection rooms everybody faces at least several times along the way to the exit. So I tried to leave regular monsters for later to kill them with a more powerful weapon. And there is not much space to mess around, so it takes almost no time to find them. Nothing much to comment, just running around from one point to another and killing monsters.
The best route resonance is made when I skipped the second secret switch (linedef 13916, tag 99) and visited it by the end of the map (see route mistake 3). I cant predict well how faster I would complete the map, but if I entered a secret teleport (linedef 21906), I wouldnt have to run past the last mini-boss (thing 380) to the room behind the red skull doors. But I would spend some time waiting for monsters to spawn after I activate the main switch (linedef 9739). Maybe 10 secs off, or 5, or 0, or maybe Ive chosen a better route and its faster? Who knows!
Route mistakes:
1. Attacked ground imps with weak pistols after the first bell breaking instead of leaving them for later.
2. Spent a lot of time attacking Greater acolytes (things 510, 951 and 635) in the yard with the red skull doors (linedefs 5224, 5042) instead of killing them all with a single book usage.
3. Didnt activate the second secret switch (linedef 13916, tag 99) after I grabbed the blue crystal key. See description above.
4. Didnt deal enough damage to Hell Knight (thing 101) beforehand to kill him later with a single Hand of afrit (rocket launcher) projectile + forgot to kill him on the way to the blue skull door (linedef 6525) when killing acolytes and 2 cacodemons within the circle with tag 65.
5. Didnt kill the last Satyr in the secret room (sector 4227).
6. Grabbed unnecessary bullets and shells.
7. Failed to trigger a secret (sector 4227) when activated the appropriate switch because its so small.
- Lord of heresy (Baron of Hell)
An interesting fact is, he is always throwing projectiles towards the player (when alerted), no matter if he is in plain sight or not, so he can accidentally hit other monsters and provoke monster infights. That was spotted for several times when I used wall-hack to see alive monsters. Ive even edited his description on doomwiki.
- Jackbombs
I would utilize them better, but sometimes they just disappear and deal no damage.
- Grimoire Excidium (the book of ancient BFG powers)
This book is much more powerful then BFG 9000 and its very misterious. I think it has 80 invicible rays and each trace has only 1 ray (since individual pinkies can survive a blast), but without any projectiles. I think there IS a
projectile, but its range distance is zero (like a punch), and the rays spread up and deal damage at the same tic because, when I turn around, I deal no damage at all. When the screen is full of strong enemies, you can deal ~4500 damage.
Your drained health from each usage can be manipulated by the damage you deal. I think your total damage of all the rays is used as additional value in a formula for a random number generator which counts a piece of health meter youre gonna lose. My luckiest sacrifice was 4% of health with a blue armor on and worst one was 40%, so range is probably 8-80 HP with a step of 4 (8,12,16,...,72,76,80).
Recorded using: PrBoom+ 2.5.1.5 [TAS] Doom: Maskim Xul - Map 2 UV-Max 10:53 by Dimon12321](https://i.ytimg.com/vi/G_9I44GBq6Y/mqdefault.jpg)

![[TAS] Doom: Eternal III - Map 28 UV-Max in 3:46 by vdgg
Pwad: Eternal DooM
Pwad name: eternal.wad
Maps: 28 - Timeslip, by Paul Schmitz
Author: vdgg
Comments:
Something short this time. This map is (as I have said numerous times before) simply brilliant. And now - TAS. Once you start building, you cannot stop :) My regular maxes helped.
I must say this is what I call a properly playtested map. I was searching and searching for dirty tricks, finding none. There is that red key grab, of course, but it is useless AFAIK.
Interesting findings: I stumbled upon an extra exit linedef (for Multiplayer), but I dont think it can be reached normally. There are also four niche teleporters, one of them, with the tag #19, could theoretically telefrag an arch-vile.
Download this Doom demo from here:
https://www.dsdarchive.com/files/demos/eternal/1203/et28x346.zip [TAS] Doom: Eternal III - Map 28 UV-Max in 3:46 by vdgg](https://i.ytimg.com/vi/HysuEWOUkiI/mqdefault.jpg)
![[TAS] Doom: Antaresian Reliquary - Map 1 in 1:08.29 by Dimon12321
This is a tool-assisted speedrun that devestates Map 1 of Antaresian Reliquary quickly!
- Map 1: Moonstrikers Outpost
This map isnt oversized like all other maps in this comilation WAD and the fastest route is unambiguous. What I like about it is that youre able to visit every spot pretty quickly, so
I felt free to leave some monsters for later because they wont get lost.
About 50% of combat events were done frame-by-frame in XDRE 2.20. I also tried to make the
walkthrough smooth. Only one sharp turn was made - when I activated the lift down to grab a
Plasma Rifle. Fortunately, I managed to smooth it out so PrBoom+ with
Smooth Demo Playback ON wont shake the camera that much.
I love the weapon pack antares031 has made and, especially, the fast weapon switching! Thats
just right for me!
I am so happy with monster infighting and luck manipulation. Like the game is glad to see me
back. Probably increased damages have made it much easier to perform various kills, like an imp with just 1 plasma projectile or a hell knight with just 2 rockets. Im satisfied with it!
Another lucky moment is the ammo management. I havent made a full planning, but I tried to use the most appropriate weapons, depending on situations, and make my shots efficient.
As a result, I didnt regret not going for a super shotgun.
A small piece of TAS was remade because of unlucky damage to a single imp behind me, but I fixed it easily and improved the route.
IWAD: Doom 2
WAD: Antaresian Reliquary
WAD filename: ANTA-REQ.wad
Category: UV-Max, TAS
Walkthrough: Map 1
Source port: PrBoom+ 2.5.1.4cl9
Time: 1:08.29
Author: Dmitry Dimon12321 Moskovchenko
Offical mod thread: https://www.doomworld.com/forum/topic/114478-antaresian-reliquary-a-compilation-of-community-project-levels-now-on-idgames/ [TAS] Doom: Antaresian Reliquary - Map 1 in 1:08.29 by Dimon12321](https://i.ytimg.com/vi/I7wEgJ8VZcE/mqdefault.jpg)
![[TAS] Doom: Bourgeois Megawad - Map 29 UV-Speed in 0:10.54
Yet another map with a huge timesaver. The only reason why the author left a small gap between the fence and the stairs breakage is that he expected to see something like that. Im sure it can be done in RTA too, but its gonna be difficult make the hell knight go away of the corner because of infinite height blocking. Cyberdemon should stay calm as well.
I wasnt really messing with the input and RNG because monsters didnt cause much trouble to me and gently moved out of the way. Got bad luck with the arachnotron at end which made me change my trajectory a little bit, but I would save at best 1-2 tics which doesnt worth the effort. [TAS] Doom: Bourgeois Megawad - Map 29 UV-Speed in 0:10.54](https://i.ytimg.com/vi/I88xDEYgAn8/mqdefault.jpg)

![[TAS] TMNT 2: Battle Nexus (GameCube) Any% in 50:22 - Part 4/4 (Karaiyama) + Ending and Statistics
This is a tool-assisted speedrun of TMNT 2: Battle Nexus. This part completes episodes from 11-1 to 11-7 and finishes the game.
Full explanation is here: https://tasvideos.org/8730S
Official playlist: https://www.youtube.com/playlist?list=PL3V0eG1j-1vJAcsTO-gJcR8WEzHvJLJzQ
TAS time (from boot-up to the victory screen of Ep 11-7): 50:22
RTA time (from the beginning of Ep 0-1 to the last hit to Mega Shredder in Ep 11-7): 49:28
In-game walkthrough time: 23:57
0:00 Episode 11-1 (in 0;59)
1:35 Episode 11-3 (in 1:09)
3:16 Episode 11-4 (in 1:02)
4:51 Episode 11-2 (in 1:30)
6:54 Episode 11-5 (in 0:29)
7:44 Episode 11-6 (in 0:19)
8:29 Episode 11-7 (in 0:52)
9:40 Final Cutscene
13:06 Credits
16:09 Game Statistics [TAS] TMNT 2: Battle Nexus (GameCube) Any% in 50:22 - Part 4/4 (Karaiyama) + Ending and Statistics](https://i.ytimg.com/vi/J6Xp4QdS9xA/mqdefault.jpg)
![[TAS] Doom: Requiem - D2All UV Speed in 29:46 by vdgg
This is a tool-assisted speedrun where vdgg completes the whole Requiem quickly.
Official thread: https://www.doomworld.com/forum/topic/119012-requiem-uv-speed-tas-movie/
Map by map comments
0:00 Map 1
Great warm-up which took a while! But its the first 9 seconds without strafe on turns :) Bonus demo is a better looking run, but with slow start, so
unfortunately it was 10.11.
0:11 Map 2
10 seconds is insane, with these turns and a floor lamp boost... 11 sec.. is easy enough.
0:24 Map 3
29 seconds only happened because of Dimons 28s. Great stuff. First 8 seconds I built at the same pace, maybe even 3-5 tics faster, then I lose tiny fractions of time on many of occasions. Its not a high .29 so maybe I should have sacrificed miliseconds and get that chaingun, but the exit room spectres were too frustrating to do that again.
0:54 Map 4
The worst map. I mean, hardest, most frustrating, I spent most time compared to total map time, except maybe MAP20, and the result is far from what I would like to see.
My dream demo would include:
- collecting backpack with no time loss (1 extra rocket!)
- demons keep all the door open for me
1:42 Map 5
First half easy, 3 hell knights hard, red key area bloody insane. The bridge is
very polished, I dont think I can get 1 second improvement without improving the red key area, so .09 stays.
3:12 Map 6
SSG shots in the blue key area are necessary. First to change RNG so a distant demon opens a distant door for me. Second to awaken more pinkies behind that door. Third is just for a kill a monster that potentially would block me.
4:48 Map 7
Finally a map which is not longer than the previous one. Also, damage
manipulation, something like a more familiar territory for me (TAS maxing).
Arachnotrons not teleporting was a complete accident, and I love it.
5:22 Map 8
Berserk is faster on the final manc, but not fast enough to get 1 second less
(unless you get 3 punches kill). Rare kill: caco+imp in 2 SSG shots (225+240 HP).
The ones I needed to use SSG on instead of berserk.
7:46 Map 9
8:54 Map 10
9:32 Map 11
I was always wondering why the compet-n record was 41 seconds and nobody did the bars trick? And back then Requiem was actually a WAD which people demoed... Now I know why.
9:55 Map 12
11:12 Map 13
I downloaded ZDaemon, I watched coop UV Speed, but I didnt find anything
easily breakable like that in single player. Maybe its better, so you can see one of the iconic Requiem maps in its glory.
13:17 Map 14
A rare kill demon+chaingunner (a similar one is on MAP05).
14:10 Map 15
I take the other blue door than SAV88, this means you shoot revenant switches in the opposite order and with TAS you can manage to get to the lift rising just on time. Stuck on a caco before the yellow key. It is probably possible to get a monster to block the yellow door, so you dont need to open it again.
I didnt try the normal exit but I assume MAP15s+MAP31 is faster.
15:30 Map 31
Grazzas trick is just as fast as zero press (unless the western side is possible?) By the way, JonaG slower Nomo is more amazing than his record as the distance from the switch was enormous.
Besides, this is the map where I get plasma gun, and where I change weapons like crazy. There is a rocket jump which you wont miss, but my favourite moments include yellow key area (imp corpse flying so far, getting past arachnotrons), and switch puzzle shortly after that.
15:53 Map 16
You may not notice my favourite part: at 23 seconds I press the switch without stopping. The thing is, the switch is in a 32 unit recess. I couldnt do the same with the next, similar switch and you can notice the player slowing down.
17:45 Map 17
18:29 Map 18
Deliberately provoking damage via RNG to get released fast from the teleport destinations (twice). This is also present on MAP12 & 29.
19:21 Map 19
8 seconds is a very interesting challenge and it took a while, my best without rocket boosts was 9.40.
19:58 Map 20
Despite mistakes I love this run.
20:10 Map 21
22:49 Map 22
24:43 Map 23
26:00 Map 24
26:12 Map 25
26:37 Map 26
New route.
26:45 Map 27
28:22 Map 28
28:40 Map 29
30:33 Map 30
Is it possible to use only two rockets? I never experienced 125 HP damage but Adam Hegyi was pretty close to it with the first rocket. Still, it is just out of curiosity, as I dont think 12 seconds is possible. [TAS] Doom: Requiem - D2All UV Speed in 29:46 by vdgg](https://i.ytimg.com/vi/JFI7C6MZZu8/mqdefault.jpg)