Erik
Doom 2: Okuplok Slaughter Map in 1:57:36 [TAS]
updated
How to not get roasted by lasers: Hug the left wall. Bump the wall with one tic of SL1 for a quick adjustment. For a big adjustment, one tic of SR1 followed by another tic of SL1 will suffice.
This map feels like a combination of a Death Star Trench Run and the jet bike sequence in Battletoads. I tried to go for minimal movement while avoiding the laser death bars. Doomguy can intersect them by up to 15 map units. I only had to slow down for one maneuver, otherwise, it's MF50 all the way. No MB50.
I can't wait to TAS run the entirety of Eviternity 2.
Two laps around, and I'm done. The secret with the mega armor and beserk is tagged to close 30 seconds after starting the map. It's important to get there before it closes, or else I'll be running around for three laps.
Anyway, enjoy five minutes of the TAS guy putting the hurt on three hundred and forty monsters, including a few 360 SSG shots against a Cybderdemon and a pew to an arch-vile that refused to die.
Links:
Doom 2 Minor Sprite Fixing Project
doomworld.com/forum/topic/62403
Abandon
doomworld.com/forum/topic/108251
Doom Sound Bulb
doomworld.com/forum/topic/110822
Pwad: Sunder.wad
Map: 14
Skill: 4 (Ultra Violence)
Complevel: 9 (Boom v2.02)
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.25.6
The strategy is the same as Map 13: Run through map pacifist, get BFG, get to the final arena, and start murdering monsters.
Naturally, because this is a Reality run, an AV jump at the yellow key is out of the question. Fortunately, it's possible to build momentum at the pedestal and, with a precise left turn, use, followed by an immediate, exact right turn, perform a strafe-run leap of faith. I then open the map with triggering hidden switches, a quick north-south glide, and one unguided zero-press. After that, I murder half the map's monster population in less than two minutes. The other five-ish minutes are spent cleaning up.
Iwad: Doom2.wad
Pwad: Sunder.wad
Map: 13
Skill: 4 (Ultra Violence)
Complevel: 9 (Boom v2.02)
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.24.3 - keyframes, slow-motion, full automap overlay (iddt x2)
Time: 11:25.23
There's a BFG on this map, and I will get it before I do anything else. It's a huge time saver when many monsters are in tight spaces. I follow Zero Master's strategy for getting the BFG, except I glide right through the bars blocking the final room. The imps throwing fireballs at my back are no problem in slow-motion while setting up for the glide. Two Cyberdemons and two Arch-Viles wake up in their closets without me firing a single shot (near the two starting Mancubi) and will teleport into the final room. From here, I could also complete this map UV-Speed and Pacifist in about a minute-thirty. The slight pause on the stairs ensures at least one Arch-Vile gets into position so I can set him up to blast me out. I start shooting when it's time to blast through the imps blocking my way out.
The rest of the run is just a critical path opening everything up UV-Speed style while making sure to kill Arch-Viles and Pain Elementals whenever I see them in large groups. In the small room with the two Cyberdemons and pain elementals surrounding it, I open it backward with zero-presses of all the timed switches. I want to escape this place as quickly as possible and will be done with all the monsters faster than the escape teleporter opens up. I also get off two well-timed BFG shots to take care of anything behind me as I escape. The rest is up to RNG.
After escaping back to the starting area, I clean up, then return to any out-of-the-way places to clean those, too, before continuing downstairs again to open the bars like normal.
The final room where I grabbed the BFG is the trickiest because I opened everything up without shooting, so Arch-Viles and Cyberdemons are now clustered around the entrance. I will have to alternate between BFG and rockets due to the scarcity of Cell Packs. I still emerge victorious and exit in less than twelve minutes.
Due to obvious copyright issues, I had to substitute the Blade Runner theme for an earworm that kept playing in my head whenever I thought of this map.
Iwad: Doom2.wad (store.steampowered.com/app/2300/DOOM_II)
Pwad: Sunder.wad (dsdarchive.com/wads/sunder)
Map: 12
Skill: 4
Complevel: 9
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.24.3 - keyframes, slow-motion, full automap overlay (iddt x2)
I naturally cannot Arch-Vile jump to get the BGF early, or else I'll break the reality rule, so I just run for it instead while opening everything up. Once the first section is cleaned up, I move to the second section, then the third section, and skip right to starting the final fight while racing past the linedefs that close the door between sections 3 and 4 with sheer speed.
Iwad: Doom2.wad
Pwad: Sunder.wad
Map: 11
Skill: 4
Complevel: 9
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.24.3 - keyframes, slow-motion, full automap overlay (iddt x2)
Dark, tedious map with a lot of infighting, rocket punching, and a fortress in a forest.
This is certainly not a single attempt; there's simply too much going on with how Projet Brutality can break triggers and change the rules. I'm also not sure where the extra 9 monsters come from either since there's nothing spawned initially on the map that can summon them, which is why I missed one despite looking for it. The only things I know of other than all the Pain Elemental variants that spawn extra monsters are the Ice Vile that summons Ice Imps and the Infernal Cacodemons that spawn baby versions of themselves.
Overboard: doomworld.com/forum/topic/130657
HeXeReTiC HUD: https://brutalrepository.pl/index.php/downloads/project-brutality/hud/download/4-hud/9-hexeretic-hud
Project Brutality: github.com/pa1nki113r/Project_Brutality
Simple HUD Addons: forum.zdoom.org/viewtopic.php?t=60356
The real show starts when grabbing the Plasma Rifle, which reveals two Overlords. They look like pain elementals that got beaten with an ugly stick and then stuffed into a leather bag. These guys are terrible with their varied attacks; from multiple homing projectiles to chain lightning and the ability to teleport around, I would prefer just to run away.
There's also no retreating to the beach either, as the final wave spawns there, and they'll perforate me if I don't get exploded by the Arch-Vile first.
Overboard: doomworld.com/forum/topic/130657
Project Brutality: github.com/pa1nki113r/Project_Brutality
Overboard: doomworld.com/forum/topic/130657
Project Brutality: github.com/pa1nki113r/Project_Brutality
Overboard: doomworld.com/forum/topic/130657
Project Brutality: github.com/pa1nki113r/Project_Brutality
Overboard: doomworld.com/forum/topic/130657
Project Brutality: github.com/pa1nki113r/Project_Brutality
Pwad: Sunder.wad
Map: 10
Skill: 4
Complevel: 9
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.24.3 - keyframes, slow-motion, full automap overlay (iddt x2)
Completed: 2022-07-17
Time: 21:13.00
This map is way easier than the last one. With some movement optimization and better BFG utilization, a sub-twenty-minute time might be possible. Routing and strategy are a carbon copy of Zero-Master's run, except with much more recklessness and a complete disregard for safety. However, some fights quickly remind me of Serious Sam's gameplay, where the player guns down countless stupid things in large numbers in long corridors.
This map's original track, "Sneaky Snake" by Robert Prince from Duke Nukem 3D, got flagged by YouTube's copyright algorithm. This map has a bit of an Egyptian vibe to it, so I replaced the music with one of James Paddock's tracks: "Prelude to Misri in B Minor." I also have something in mind for when I get to Obsidian Nightmare as well.
Pwad: Sunder.wad
Map: 09
Skill: 4
Complevel: 9
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.24.3 - keyframes, slow-motion, full automap overlay (iddt x2) / XDRE 2.20 - Adjust timing for rocket jump.
Completed: 2022-07-14
Time: 10:57.11
After nearly two months of burnout and two hundred eighty-five iterations, I have finally completed a TAS of this nightmare of a map. I used virtually all the speedrunning tricks in the book to make this a sub-12-minute run. Expect rocket jumps, glides, wall runs, and even a zero-press.
One Cyberdemon cannot make it out of its monster closet, so the official kill count is 2652/2653.
Pwad: Sunder.wad
Map: 07
Skill: 4
Complevel: 9
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.24.3 - keyframes, slow-motion, full automap overlay (iddt x2)
Map: 06
Skill: 4
Complevel: 9
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.24.3 - keyframes, slow-motion, full automap overlay (iddt x2)
A map that is really hard to optimize. After being entirely dissatisfied with my first run, I made a second run. The bad sightlines for the Cyberdemons make it even harder than usual to get some good infighting going. The final room is one whole minute of face-rockets.
Map: 05
Skill: 4
Complevel: 9
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.24.3
I follow the tried and true strategy; don't shoot at anything until everything on the map is opened up, then get into position to kill the Pain Elementals first and foremost. Once the Pain Elementals are out of the way, it's time to clean up, saving the three Arch Viles for last.
Map: 04
Skill: 4
Complevel: 9
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.24.3
I stay pacifist and manipulate RNG so that the Chaingunners miss or go away, which quickly skips the Sniping Chaingunner/Hellknight fight. I also tag the W1 linedefs, so the doors don't close again. Once I'm out and can take actual cover, the Chaingunners are quickly dispatched. The Rocket Launcher/Yellow Key is a no-brainer; I just kill the caged Revenants and let the Barrons work themselves out of the room. By the time I cross the Cyberdemon's line of sight, he's more than ready to shoot and ultimately seals his fate. The Imp carousel is a no-brainer; I'll return after getting the blue key to finish any imps left alive. Getting the blue key itself requires tricky timing and platforming. It took me more retries than I care to count to one-shot the sniping Chaingunners, all without getting hit/crushed or falling off. I wasted no time getting back to the central room because I didn't even bother to thin the herd before reaching the red key. Once I thin out the pack and make sure all the monsters get to the central room, I go and start the final fight. I immediately kill the Spider Mastermind, as she is utterly useless while waiting for the monsters to file out of their closets so I can hit the switches they were guarding. Once the blue door is open again, I clean up and exit.
Map: 03
Skill: 4
Complevel: 9
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.24.3
Hit switches, kill monsters, kill monsters while waiting for the next switch. Burn down arch-viles when they show up. Skip the linedef at the red door to get the Cyberdemon to infight with some of the Hell Knights. Make friends with another Cyberdemon. Go wild in the wood temple after snagging the yellow key. Clean up and exit.
Map: 02
Skill: 4
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.24.3
Complevel: 9
The Burrow: Run and open the map as quickly as possible. Kill some monsters along the way. Get Cyberdemons to infight. Open exit. Kill remaining monsters. Exit.
dsda-doom: github.com/kraflab/dsda-doom
prboom-plus: github.com/coelckers/prboom-plus
Sunder: doomworld.com/forum/topic/46002
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
Widescreen Assets Appreciation: doomworld.com/forum/topic/121385
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
Map: 03
Skill: 4
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.24.3
Completed: 2022-04-16
Complevel: 9
What an insane map. If Decino had never run this, I would not have known about it. Expect super dance moves as I dodge and weave around projectiles coming from all directions.
Watch the normal version if you don't like Cyberdemons: youtu.be/ElmZhYIUk20
Map: 01
Skill: 4
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.24.3
Completed: 2022-04-06
Time: 2:02.57
Complevel: 2
Demo:
The shortest and easiest map. I primarily follow Zero-Master's and Azuruish's routes. A fast time largely depends on getting perfect RNG and getting the monsters to not block the Mega Armor or any switch. The first trick is to get the Cyberdemon to infight and keep him near his destination for when the Arch-Viles teleport in so he can hit and distract them too. After getting the rocket launcher, the second trick is consistently 2-shotting the Cacodemons and 3-shotting the Arachnotrons on the islands. Although if I can kill an Arachnotron with 2 rockets, I won't complain. If I use my rockets well, I generally have some leftovers for the Cyberdemon.
Watch an alternative version where I break the camera free to watch the Cyberdemon: youtu.be/QGKwqhAsI9g
Map: 32
Skill: 4
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.24.2
Completed: 2022-03-30
Time: 32:27.00
Complevel: 9
Sunder Demos: drive.google.com/drive/folders/1q3trroFswudC1JtLed6TLzBMH3ty6Ao5
A mansion filled with monsters to kill. The fight in the front garden can be skipped entirely until after collecting the red key. This gives the Mancubi more time to shuffle through and gives the monsters time to bunch up with the Cyberdemons for a pincer attack. Likewise, the fight for the red key in the south courtyard is skippable until before the final room by skipping linedefs in the first pass before flipping the switches to escape and then triggering the linedefs in a second pass. I only need to be aware of a few Cacodemons that might leak out and float all over before entering the manor. There's no real strategy to starting the final fight except to rocket some Pain Elementals until the Arch Viles catch up. Then just let monsters kill each other.
Next up, is Sunder 2009. I'll be aiming to beat some old TAS records for sure.
Map: 31
Skill: 4
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.24.0
Completed: 2022-02-28
Time: 16:37.39
Complevel: 9
Sunder Demos: drive.google.com/drive/folders/1q3trroFswudC1JtLed6TLzBMH3ty6Ao5
Map: 15
Skill: 4
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.23.0
Completed: 2022-02-04
Time: 42:40.17
Complevel: 9
Babylon's Chimera. Huge open map with lots of vistas and murder on framerates. I also learn to glide.
Sourceports:
dsda-doom: github.com/kraflab/dsda-doom
prboom-plus: github.com/coelckers/prboom-plus
PWAD: doomworld.com/forum/topic/46002
Additinal Resources:
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
Widescreen Assets Appreciation: doomworld.com/forum/topic/121385
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
Demo: doomworld.com/applications/core/interface/file/attachment.php?id=168112
Map: 20
Skill: 4
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.23.0
Completed: 2022-01-22
Time: 36:25.71
Complevel: 9
Demo: doomworld.com/applications/core/interface/file/attachment.php?id=167296
The first ten minutes are relatively linear, avoid monsters, get monsters to infight, wait for voodoo dolls, find switches, finish off monsters, get to the next area, and repeat. Nothing a TAS run can’t handle.
Things get dicey when visiting the three yards surrounding the central tower, as I actually run out of rockets between the second and third fight. Luckily there are plenty of cells to compensate.
The red skull key room is definitely one of the two most brutal fights on the map since I like to get the whole party started. First, I tried elevating the shotgunners, no dice. Next, I tried raising the commandos, a big mistake. Next, I lifted some of the revenants, as hit-scanners can easily be killed and distracted. Raising some of the columns is essential for avoiding the Arch-Viles when they target me. Also, elevating the revenants raises the most minor obstacles to maneuver around. The red skull key room is also the first in a series of switches on a timed system for getting to the mausoleum to the west, so I’m flipping switches as fast as possible and watching the timer for the next timed switch. In the meantime, I dance with some of the monsters, prioritizing the Spider Masterminds before moving on. The Cyberdemons that come in at the end of the fight end up killing everything, so I get to come back after getting the yellow skull key and finish the job.
The mausoleum opening fight is nothing special. There are plenty of Cells to go around to quickly set up and circle strafe everything down.
For the 1, 2, 3 sections, I wanted to mix the monsters as much as possible, so Barrons get to fight the Cyberdemon while I get the Revenants and some hell knights mixed up. The third section again lets me mix Revenants and hell knights, so a bit of infighting and circle-strafing to win puts the monsters down no problem. Also, the Arch-Viles are kind of useless in all three sections.
In the small towers overlooking the central yard, watch out for stray Cyberdemon rockets while grabbing cells near the south windows. They are perfect snipers.
The Second to last fight is the most challenging since I don’t want to be hit. Chaingunners and straight rows are a deadly combination. Gotta really manipulate that RNG to prevent Doomguy from getting hit.
I really don’t know how the final section actually fits into the rest of the map aesthetic. The whole area just seems like it doesn’t belong. This fight has got to be the easiest. Just punch the switch, shoot groups of imps, BFG Cacodemons when they clump together and avoid the Hive Mothers. I ultimately kill everything before the Cyberdemons become active, but I’ll use them to my advantage by luring them close to the Arch-Vile destination and releasing said Arch-Viles. Once the Arch-Viles spread out a little (they’re too distracted with reviving imps), I lure the Cybers to shoot at them. Problem solved, monsters all killed, Cyberdemons took care of the Cacodemons that got too far, exit.
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
DSDA-doom: doomworld.com/forum/topic/118074
Widescreen Assets Appreciation: doomworld.com/forum/topic/121385
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
Pwad: gd.wad
Map: All of Them
Skill: 4
Category: UV-MAX, TAS
Source Port: dsda-doom 0.22.4
Completed: 2021-12-29
Time: 87:33
Complevel: 9
0:00 Going Up
1:21 Evil Admin
3:09 Crawl Space
5:49 Blood and Rockets
8:10 Time Warp
10:56 Painframe
14:31 Bad Reception
15:53 Hide and Seek
17:19 Broken Records
18:52 Trip Switch
21:23 Vivisection
23:11 Dead End
25:08 Deep Trouble
28:37 Secrets and Lies
32:17 Gladiator
34:46 Stair Crazy
38:49 Roof Rage
43:19 Black Mass
45:59 Rest in Pieces
48:37 Buried Alive
51:49 200 Megahurts
55:58 The Mouth of Madness
59:33 Indigestion
1:02:14 Constipation Station
1:07:09 Demonology
1:13:22 Bridge of Blood
1:16:43 Forbidden Fruit
1:19:46 Insanity
1:21:40 Hard Cover
1:24:27 Necropolis
1:28:37 Demolition
1:30:19 Game Over
dsda-doom: github.com/kraflab/dsda-doom
prboom-plus: github.com/coelckers/prboom-plus
Going Down: doomworld.com/idgames/levels/doom2/Ports/megawads/gd
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
Widescreen Assets Appreciation: doomworld.com/forum/topic/121385
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
Demo: doomworld.com/applications/core/interface/file/attachment.php?id=163037
Pwad: sunder 2308.wad
Map: 17
Skill: 4
Category: UV-MAX, Reality, TAS
Source Port (Recording): dsda-doom 0.21.3
Source Port (Video): PrBoom-Plus 2.6.1um
Time: 43:18
Complevel: 9
Completed: 2021-12-14
dsda-doom: github.com/kraflab/dsda-doom
prboom-plus: github.com/coelckers/prboom-plus
Sunder: doomworld.com/forum/topic/46002
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
Widescreen Assets Appreciation: doomworld.com/forum/topic/121385
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
Blue Key: Some kind of tech base. This section contains nearly 50% of all the monsters. I probably completed each encounter in the completely wrong way. At least all the Cybers made themselves fish in a barrel in the second encounter.
Yellow Key: Salem Witch Trials. Cybers in crates and Arch-Viles primed for sneaky ambushes. Too bad for them that I'm on to their game.
Red Key: Meet the Hive Mother. Big fat bee queen that shoots fourteen fireballs in one go. Don't make her mad or she'll rear up and crap out a volley of rockets. Thankfully she's vulnerable to splash damage, so she has a chance to injure her own kind with said rockets.
Pwad: sunder 2308.wad
Map: 18
Skill: 4
Category: UV-MAX, Reality, TAS
Source Port (Recording): dsda-doom 0.21.3
Source Port (Video): PrBoom-Plus 2.6.1um
Time: 28:00
Complevel: 9
Completed: 2021-12-21
dsda-doom: github.com/kraflab/dsda-doom
prboom-plus: github.com/coelckers/prboom-plus
Sunder: doomworld.com/forum/topic/46002
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
Widescreen Assets Appreciation: doomworld.com/forum/topic/121385
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
Pwad: sunder 2308.wad
Map: 16
Skill: 4
Category: UV-MAX, Reality, TAS
Source Port: dsda-doom 0.21.3
Time: 59:28
Complevel: 9
Completed: 2021-11-15
Inescapable pits, platforming, and much-needed Cells in pits, no RNG involved there. Just situational awareness and perfect timing.
When the SSG comes out, I'm stalling for time waiting for the remainder of the monsters to teleport in from their closets. Some of the monster closets are oriented in such a way that I need to stand in specific areas to get the monsters to teleport in. When I seemingly look into nothing but walls, I am actually looking at the monsters still remaining in their closets using the Show Alive Monsters function. This is one of the many TAS tools available.
Fun moments in this run include rocketing Pain Elementals and Lost Souls, exploiting the Spider Mastermind's terrible aim, and punching a Cyberdemon in the ass. Tight moments will always go to avoiding Chaingunner fire. Those guys are absolutely fast and deadly.
dsda-doom: github.com/kraflab/dsda-doom
prboom-plus: github.com/coelckers/prboom-plus
Sunder: doomworld.com/forum/topic/46002
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
Widescreen Assets Appreciation: doomworld.com/forum/topic/121385
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
Pwad: sunder 2308.wad
Map: 19
Skill: 4
Category: UV-MAX, Reality
Source Port: dsda-doom 0.21.3
Time: 1:07:57
Complevel: 9
Completed: 2021-11-02
One tough fight after another. Many times waiting for the last Cacodemon or Imp to teleport into a room. Had to restart to earlier times to kill some monsters that got left behind after I thought I completely cleared a room. Anytime I'm punching imps or waiting at a teleporter, or slowing down with the SSG, means there are more monsters to kill. I just kill them too fast.
The Caco-cloud at the eponymous Mouth of Ire has to be herded like cattle back to the center or else individuals get stuck in places that I can't get to.
Changes to this map I would like to see would be to fill the monster closets front to back with teleport lines, utilize Arachnotrons as turrets in more places after getting the BFG, and mix Pain Elementals into the Caco-cloud. Make monster-blocking linedefs to keep cacodemons out of the Spider-mastermind towers. They get blocked too easily when their hit-box is invaded due to being greater than 128 map units in diameter.
dsda-doom: github.com/kraflab/dsda-doom
prboom-plus: github.com/coelckers/prboom-plus
Sunder: doomworld.com/forum/topic/46002
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
Widescreen Assets Appreciation: doomworld.com/forum/topic/121385
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
Doomguy vs. Fire-breathing Iron Lich
PWAD: doomworld.com/idgames/levels/doom2/Ports/megawads/strg
dsda-doom: github.com/kraflab/dsda-doom
prboom-plus: github.com/coelckers/prboom-plus
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
PWAD:
doomworld.com/idgames/levels/doom2/Ports/megawads/strg
dsda-doom:
github.com/kraflab/dsda-doom
prboom-plus:
github.com/coelckers/prboom-plus
Minor Sprite Fixing Project:
doomworld.com/forum/topic/62403
Doom HD Sounds:
doomworld.com/forum/topic/110822
Arachno SoundFont:
arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos:
drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
PWAD:
doomworld.com/idgames/levels/doom2/Ports/megawads/strg
dsda-doom:
github.com/kraflab/dsda-doom
prboom-plus:
github.com/coelckers/prboom-plus
Minor Sprite Fixing Project:
doomworld.com/forum/topic/62403
Doom HD Sounds:
doomworld.com/forum/topic/110822
Arachno SoundFont:
arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos:
drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
PWAD: doomworld.com/idgames/levels/doom2/Ports/megawads/strg
dsda-doom: github.com/kraflab/dsda-doom
prboom-plus: github.com/coelckers/prboom-plus
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
PWAD: doomworld.com/idgames/levels/doom2/Ports/megawads/strg
dsda-doom: github.com/kraflab/dsda-doom
prboom-plus: github.com/coelckers/prboom-plus
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
PWAD: doomworld.com/idgames/levels/doom2/Ports/megawads/strg
dsda-doom: github.com/kraflab/dsda-doom
prboom-plus: github.com/coelckers/prboom-plus
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
PWAD: doomworld.com/idgames/levels/doom2/Ports/megawads/strg
dsda-doom: github.com/kraflab/dsda-doom
prboom-plus: github.com/coelckers/prboom-plus
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
PWAD: doomworld.com/idgames/levels/doom2/Ports/megawads/strg
dsda-doom: github.com/kraflab/dsda-doom
prboom-plus: github.com/coelckers/prboom-plus
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
PWAD: doomworld.com/idgames/levels/doom2/Ports/megawads/strg
dsda-doom: github.com/kraflab/dsda-doom
prboom-plus: github.com/coelckers/prboom-plus
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
Doomguy teams up with the Cyberdemon to kill the Spider Mastermind.
PWAD: doomworld.com/idgames/levels/doom2/Ports/megawads/strg
dsda-doom: github.com/kraflab/dsda-doom
prboom-plus: github.com/coelckers/prboom-plus
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
The Leichenfaust is extremely dangerous and shouldn't be used in close quarters. On the upside, Hammertime is extremely satisfying.
PWAD: doomworld.com/idgames/levels/doom2/Ports/megawads/strg
dsda-doom: github.com/kraflab/dsda-doom
prboom-plus: github.com/coelckers/prboom-plus
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
Finally, after 20 maps, the Leichenfaust reveals itself.
PWAD: doomworld.com/idgames/levels/doom2/Ports/megawads/strg
dsda-doom: github.com/kraflab/dsda-doom
prboom-plus: github.com/coelckers/prboom-plus
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
PWAD: doomworld.com/idgames/levels/doom2/Ports/megawads/strg
dsda-doom: github.com/kraflab/dsda-doom
prboom-plus: github.com/coelckers/prboom-plus
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
PWAD: doomworld.com/idgames/levels/doom2/Ports/megawads/strg
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
DSDA-doom: doomworld.com/forum/topic/118074
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l
PWAD: doomworld.com/idgames/levels/doom2/Ports/megawads/strg
Minor Sprite Fixing Project: doomworld.com/forum/topic/62403
Doom HD Sounds: doomworld.com/forum/topic/110822
DSDA-doom: doomworld.com/forum/topic/118074
Arachno SoundFont: arachnosoft.com/main/download.php?id=soundfont-sf2
My Demos: drive.google.com/drive/folders/181CA47MktTdsvYI5WcoamERAZ2F1RU3l


