Uploaded August 2021 | Updated September 2026, 2 days ago
I was planning to continue Andrey Budko's 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.
I'm sure it's possible to take a good position so you would get to box's edges so closely that you X and Y momentum is enough to catch red keycard at once. However, my efforts were useless, but since it's 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. I've 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 wasn't trying that much. If I make a D2ALL TAS by some miracle, it would be like that or worse.
I was planning to continue Andrey Budko's 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.
I'm sure it's possible to take a good position so you would get to box's edges so closely that you X and Y momentum is enough to catch red keycard at once. However, my efforts were useless, but since it's 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. I've 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 wasn't trying that much. If I make a D2ALL TAS by some miracle, it would be like that or worse.
![[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)
![[TAS] Doom: Bourgeois Megawad - Map 25 UV-Speed in 0:21.00
Lots of open windows, an arch-vile nearby - thats right, its an Arch-Vile Jump trick. Right here, it allow you to skip the red skullkey part.
When I watched the map in Doom Builder, I thought it was possible to grab the yellow skull at once, but it doesnt show transparent platforms correctly, all the objects are like on the ground, not in the air. So, you have to break through a narrow hallway of imps.
I dont like the weapon I use to kill imps. The plasmagun would clean the way faster, but unfortunately, I cant grab it and take a good position for jumping while AV is preparing to strike me. You have to grab the gun, then provoke AV and wait for it to strike you. That takes precious time =(
Berserk on the other hand is sluggish in that situation. You kill an imp, you wait for it to fall down. You kill an imp, you wait for it to fall down. And so on!
I had to gib most of the imps because the gibbing animation takes 12 tics compared to a regular falling in 19 tics.
Once I managed to kill one imp behind another imp! Wow. I dont know how dehacked improves the fists, but I didnt expect it to affect the maximum punch distance as well.
The rest of the run is self-explanatory. I had to make the monsters not to block my way. Sure thing, 20 secs is possible.
Well, thats all. Thats probably my last visit to Bourgeois for the nearest future. I dont see any TAS-specific routes which would provide major improvements over real-time speedruns, except Map 27 that features a 32-unit glide to the portal at the very beginning, but it doesnt save much time and you still have to run through the horde youve just bypassed.
Looks like I want too much from this WAD, but its bourgeois - I have the right to want anything =) [TAS] Doom: Bourgeois Megawad - Map 25 UV-Speed in 0:21.00](https://i.ytimg.com/vi/J_xE_iwAqSA/mqdefault.jpg)
![[TAS] Doom: 1 Monster - Map 1 UV-Max in 0:50 by Dimon12321
In short: Yet another low-effort TAS. Nothing special.
Well, I took a break from Doom TASing to revisit console TASing for a short while, and now Im back at Doom TASing again. I didnt feel like revisiting any of my unfinished projects and something new to refresh my skills and get ready for Rowdy Rudy 2 release. Here it is: 1 Monster. Kinda popular so I thought Why not?
I knew from the beginning that I didnt need to put much effort into this map because the big closet outside the map, from where zombies teleport to me, is gonna be the bottleneck regardless of my speed.
Waiting for a monster to do 100 laps to finally cross 1 of 3 teleporting linedefs is always an unpredictable stuff. Hence, the perfection is such an outsider here.
I had to keep 3-4 shotgun shells for the ending though I doubt I would have saved much time.
This is a tool-assisted speedrun!
IWAD: Doom2.wad
WAD: 1 Monster
WAD filename: 1monster.wad
Category: UV-Max, TAS
Walkthrough: Map 1
Source port: PrBoom+ 2.5.1.4
Complevel: 9
Time: 0:50.11
Completed in 30 segments. Some moments were done with a help of XDRE. [TAS] Doom: 1 Monster - Map 1 UV-Max in 0:50 by Dimon12321](https://i.ytimg.com/vi/JyWeuBsBWRI/mqdefault.jpg)
![[TAS] Doom: Antaresian Reliquary - Map 31 UV-Max in 21:28 by Dimon12321
This is a tool-assisted speedrun that beats Map 31 of Antaresian Reliquary!
- Map 31: The Eclipse of Betelgeuse
General comments
antares031s speedrun of this map caught my attention. I found a lot of mistakes in his run and the overall strategy was clear, which made me beat this map.
I never had a good opinion of Slaughter-like TASes because of their terrible quality, but then I tried it myself and became convienced. No, its definitely not my thing. Not only is it a poor usage of TAS tools, but also is a big time wastement. The software barely handles such heavy maps with thousands of monsters.
XDRE lags at the very beginning of the map, so I made just a small piece of input in it. The rest of input was made in PrBoom+. This TAS was made using slow motion in 61 segments (replay appends). Every time I needed to fix an error, I had to wait for a long time for demo to load because the map is filled with ~43k of monsters. Try to play it back using -skipsec 1200, for example! You will have to wait for several minutes before the footage finally shows up.
Route comments
The route itself isnt difficult. Just a sequence of switches, some of which open a specific gate of a conveyor, imitating a time period you need to survive until a door or a closet opens.
It was pretty clear that everything is pointing towards grabbing the BFG near the exit tower. Thats the only way to deal with 43k of monsters.
First 6 minutes were basically a UV-Speed route with some pointless shootouts which wouldnt save time afterwards. I even managed to perform an Arch-Vile jump with much effort because your jump depends on the angle of the arch-vile with respect to you. Basically, you jump in the opposite direction from him (like he is shooting you), not where you were running at the moment of strike. So it was very difficult to perform, and my jump wasnt enough high to reach the platform near the yellow key. So I had to activate the lift as well.
There are a lot of spawn points for monsters around the map, and they keep spawning until they all gone.
Possible improvements
I wasnt concentrating on a specific section. My objective was to constantly blast the BFG and prevent myself from running out of ammo. Unfortunately, it wasnt well done.
1. The northern section (where you start the map) wasnt fired enough due to the presence of big platforms which hampered my manoeuvres. If I keep in the same place, I get shot hardly. There were a couple of projectiles flying towards me for every second, so I had to leave the northern section for last.
2. I killed lonely Cyberdemons quickly. They could kill more monsters for me. Untouched Cybers died of infighting, so I hadnt completely f***ed up with that.
3. There were about 20 spoiled BFG shots which could do the thing faster.
At least, I managed to catch the lift to the exit at time =)
I think, about 2 minutes could be saved, but such long demo loadings didnt let me do that.
This is my first and last Slaughter-like UV-Max TAS, at least, for the next couple of years. I need a stronger version of PrBoom+ which would lift such Boom maps or, otherwise, theres zero point for me in making such TASes.
IWAD: Doom 2
WAD: Antaresian Reliquary
WAD filename: ANTA_REQ.wad
Category: UV-Max, TAS
Walkthrough: Map 31
Source port: PrBoom+ 2.5.1.4cl9
Time: 21:28.83 (1288.83)
Author: Dmitry Dimon12321 Moskovchenko
Email: d.moskovchenko@gmail.com
YouTube channel: https://www.youtube.com/user/Dimon12321/videos [TAS] Doom: Antaresian Reliquary - Map 31 UV-Max in 21:28 by Dimon12321](https://i.ytimg.com/vi/KEV1Y_j4FF4/mqdefault.jpg)