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#61804591065188873 - Doom: Rowdy Rudy's Revenge - UV-Max in 11:54

In 12:55.11 (27131 frames), 0 rerecords
Uploaded 3/6/2020 8:53 AM by Dimon12321 (see all 63)
IWAD: Doom 2
WAD: Rowdy Rudy's Revenge!
WAD filename: rwdyrudy.wad (+ rwdyrudy.deh)
Category: UV-Max, TAS
Map: D2ALL (10 maps)
Source port: PrBoom+
Complevel: 2
Overall Time: 11:54
Playback command: G:\prboom-plus-\glboom-plus.exe -iwad doom2.wad -file rwdyrudy.wad -deh rwdyrudy.deh -playdemo rrrallmx1154.lmp

- Map 1: Hidden Compound
This map is simple like every Map 1. Lots of space to move around and not a big crowd of enemies to kill.
Major part of the map was done frame-by-frame in XDRE and, despite the fact I tried to avoid sharp turns, the demo still looks a little sharp. My spear has 2 damaging tics instead of 1. When two enemies are close to each other, I can kill both of them with a single stick attack. Unfortunately, a sharp turn happens and you usually don't see the corpse of the second enemy.
Monsters' health are changed increasingly. That means I have to do more damage manipulations to kill a specific monster in 1 shot. Here I had to kill a weak chaingunner and a zombieman with a single shotgun shot. That's why I spinned around them before shooting: to deal at least 80 damage.
I planned the only monster infighting during the map: thing 97 should kill thing 99. That was a real pain in the butt! These chaingunners are so cross-eyed they barely hit a target when you need to. I had to replay the blue key section for 5 times to manipulate that monster infighting to my favor. I dropped this TAS a month ago and now I revisited it and finally finished the map!
- Map 2: Arbitrary Base
More massacre for us. My only weapon choice was my stock rifle. Fortunately, I had enough ammo to kill all the monsters on my way. Wish I could have a chaingun to clean the map faster, but shotgun will do.
I'm please with monster infighting here. The battle in the final room was damn good.
- Map 3: The Slime Trail
Another showtime for my spear instead of a non-existent Rocket Launcher that would help me clean the room with red key faster. Three big bastards were killed with a single spear stick. Too bad it's the last time in the speedrun where I get 2x200 damage from a berserk.
- Map 4: The Filter
This time, it's my chaingun. That was a pretty good shootout. The moment with 2 switches on each side of the north room slowed me down much because the chambers with monsters open slowly and I had to spend some time messing around. I could save several seconds if there weren't a rocket zombie and a plasmagun marine left on the top, and one more rocket to clean the room where I found it.
- Map 5: Forgotten Installation
Easy maps are done. Now the real hardcore begins in terms of TASing and perfection! This is the first map that features a Plasma Rifle and it's very frustrating because, despite the fact it's the most powerful long-range weapon here, it requires MUCH hardworking to hit enemies with all the projectiles and manipulate damages. I wish the projectiles would fly faster. I tried using berserk whenever it's faster, but there were not many appropriate cases for it. Anyway, Map 5 took me 4 days to make, which was longer than making Maps 1-4 put together.
- Map 6: Deadly Depression
What a frank name! Well, it doesn't cause depression, but is NOT easy. The super shotgun sucks here! Everybody has more HP i can barely kill more than 1 monster unless they are regular zombies. Berserk fighting caused a lot of sharp turns again. I didn't expect yellow cacodemons to drain my health so quickly, but didn't change my plans.
- Map 7: Smells Like Sulfur
Here, the balance between hardcore and luck has been restored for me. The map was pretty hard on the paper, but it appeared to be much easier on practice. Despite the fact, I left a lot of monsters to mess around until I come back to kill them, they didn't go too far and I killed them all with much time lose. The rocket launcher section is my favourite. A lot of damage manipulation, but I managed to remain within my rocket limit. I'm not pleased with the last room and the left leading to it because the lift linedef was crossed earlier and I had to call the lift once again and spend 3 BFG shots instead of 2. The last revenant should have died quicker, but the aimbot didn't let me deal enough damage to kill him with 2 SSG shots.
- Map 8: Creeping Descent
This map brought me a lot of unexpected moments. Even though there is still plenty of possible improvements, I'm really satisfied with this one. This map was damn difficult to complete exactly as I planned. The cyberdemon with 2 arch-viles was the best one. They tried to cross the linedef as quickly as possible, so let the cyber go. Still, I killed him much quicker because his thing index 404 means he must be not found =)
- Map 9: Hell's Doorstep
The first part of the map until the room with a supercharge and an invulnerability was enjoyable. Finally, it's time spend my rockets. But then, a road of fails came to me. I forgot to kill 2 monsters, so I had to replay 10 secs again and kill him. Then I forgot to take the secret with an invulnerability, so I had to replay all the way from the red door again and take. And guess what? After I reached the exit, I missed a single shotgunner!! F*** that! I'm not gonna redo it one more time!
- Map 10: Satan's Watchful Eye
Once again, I had enough plasma and rockets to deal with monsters. Berserk was useless here. I didn't expect the monsters inside sector 92 to teleport to the outside of the castle early. Somehow they managed to get alerted. Fortunately, I managed to kill them without any time lose. The room with the Icon of Sin was a real disappointment for me because I didn't manage to make any zero-presses and wasted a half of a day on brute-forcing various positions.
The WAD is finally over! 3 weeks spent. About 80% of input was made in XDRE.

Despite the fact that TASing is a hobby about perfection, this kind of movies makes you either spend a piece of your live to reach it or sometimes get rid of it and do the best as you can within a certain amount of time and proceed. People always have something to say, so don't be a painter who can be offended by everybody.
I wanted to drop making this TAS for multiple times because there were plenty of situations where it's just impossible to solve them exactly as planned. I had to deal with various time loses due to unexpected monsters' actions, bad damages, lack of ammo/health, terrible accuracy and wavy routes.
Such phrases like, "F*** it! That'll do. Let's move finally on!" saved the lack of my patience. Maybe that's why you're watching the movie and reading this text.