Player 1: Decay 
Exe: DSDA 29.0 -complevel 2
IWAD: Doom2.wad
PWAD: bourgfix.wad
Complevel: 2
Skill: 4
Category: UV Speed
Map(s): 01-30
Date:  September 27 2025

Time: 48:15
MAP01 - 0:17.94 ( 0:17)  K:  12/52   I:  1/1   S: 1/1 
MAP02 - 0:23.97 ( 0:40)  K:  30/75   I:  1/2   S: 0/1 
MAP03 - 0:37.34 ( 1:17)  K:  33/105  I:  1/1   S: 1/1 
MAP04 - 0:37.86 ( 1:54)  K:  23/38   I:  2/18  S: 1/1 
MAP05 - 0:23.03 ( 2:17)  K:  24/59   I:  1/1   S: 0/1 
MAP06 - 0:21.97 ( 2:38)  K:  12/62   I:  0/6   S: 1/1 
MAP07 - 0:22.77 ( 3:00)  K:  19/73   I: 12/53  S: 0/1 
MAP08 - 1:04.83 ( 4:04)  K:  39/65   I:  1/1   S: 1/1 
MAP09 - 0:30.91 ( 4:34)  K:  28/53   I:  0/3   S: 0/1 
MAP10 - 0:26.14 ( 5:00)  K:   6/48   I:  2/2   S: 1/1 
MAP11 - 0:45.83 ( 5:45)  K:  47/98   I:  1/1   S: 0/1 
MAP12 - 0:50.09 ( 6:35)  K:  19/50   I:  1/2   S: 0/1 
MAP13 - 1:36.43 ( 8:11)  K:  67/86   I:  1/2   S: 1/1 
MAP14 - 0:27.31 ( 8:38)  K:  21/64   I:  3/3   S: 1/1 
MAP15 - 0:26.03 ( 9:04)  K:  48/144  I:  3/5   S: 0/1 
MAP16 - 1:39.63 (10:43)  K:  59/79   I: 13/18  S: 0/1 
MAP17 - 0:23.74 (11:06)  K:  21/56   I:  5/23  S: 1/1 
MAP18 - 1:52.40 (12:58)  K:  49/90   I:  0/1   S: 1/1 
MAP19 - 5:09.23 (18:07)  K:  78/80   I:  1/1   S: 1/1 
MAP20 - 3:47.00 (21:54)  K:  71/75   I:  1/1   S: 1/1 
MAP21 - 1:27.29 (23:21)  K:  44/58   I:  2/2   S: 1/1 
MAP22 - 1:22.40 (24:43)  K:  24/90   I:  0/2   S: 1/1 
MAP23 - 0:35.37 (25:18)  K:  31/63   I:  3/4   S: 0/1 
MAP24 - 1:54.66 (27:12)  K:  67/74   I:  6/6   S: 1/1 
MAP25 - 3:12.17 (30:24)  K:  58/93   I:  2/2   S: 1/1 
MAP26 - 5:56.37 (36:20)  K:  86/117  I:  2/2   S: 2/2 
MAP27 - 4:31.66 (40:51)  K:  59/97   I:  2/3   S: 1/1 
MAP28 - 2:55.77 (43:46)  K:  67/87   I:  2/2   S: 1/1 
MAP29 - 2:22.69 (46:08)  K:  73/79   I:  2/3   S: 1/1 
MAP30 - 2:07.46 (48:15)  K: 104/122  I:  1/2   S: 1/1 

Comments: Bit more of a detailed breakdown this time.

I've been running this on and off when I'm bored, so kind of just take a few attempts and
then drop it. Like last time, the most annoying maps are map01 and map02. I also feel like
something changed in this version of DSDA - some monster movements were not consistent with
the previous version running I did so I had to relearn a little bit.

Naturally, the dirtiest attempt is the completed one. E1 is a disaster and some other maps
I really screwed up on, but I didn't want to ditch it. Only saving grace is managing the
Map15 invuln AVJ to the exit, a few of those I had missed.

Ultimately though, similar to last run there were some obnoxious bits. Map01 and 02 are 
actually the worst. I am grateful at least they are upfront and not towards the end. Map26
is a run killer and map19/20 can be a mind killer. Originally I was hoping simply for 
sub 1 hour. Then sub 50 minutes. Then sub 45, maybe sub 40. I got 48 this time, maybe I'll
try for another.

Ideal times beside the maps if known
Map01: Under 20 sec. If more, restarted.
A few things can go wrong here and it hinges on the lowering bars jump to the YK. You can
die waiting, get hit when in the air and miss it, the baron moves to the edge so you don't 
get on the platform, you get on the platform and the baron kills you, or you don't have 
enough health to actually make it to the exit. Once in a while the mastermind spawns in
which is a total block. Sometimes the revs trap you at the end or the vile bounces you
off the ledge. 

Map02: 23 seconds or less. 25+ is ugly.
That cyber demon. Unpredictable and the stopper of SO MANY ATTEMPTS. I ended up trying 
to think of a way to make it more predictable to get past this map because this was a wall.
So here I try to bait the cyber into attacking and causing infighting as I realized doing 
that only costs a few seconds and could make it a more reliable exit. Didn't work in this
instance.

Map03: 38 seconds or less
I actually dislike this map a lot. The jump to the rev platform can go wrong in a bunch 
of ways and end up looking ugly. In this version of DSDA the cacos and pain elemental have
a tendency to bunch up by the blue key. I don't recall previous versions having that happen.
Definitely sucks and I have died many times getting pinned. The record for this is 27 seconds!
I think my absolute best in these attempts was 31. Crazy good time.

Map04: 25 seconds
Mostly a reliable map. Sometimes the BFG spam area goes wrong, in this instance I got pinned
by a wandering manc AND hell knight, and that is highly unusual and of course killed my time.

Map05: 22 seconds
Another mostly reliable map. The trick to this one is that the exit archvile will almost 
always prep an attack when you're going by for the exit and if you open the door the timing
is you are going to get blasted. So I divert to the armour and extra health just in case 
for time and a bit of buffing in case the hell nobles attack when I'm accessing it. You can
plasma spam the wall to skip through around 15 seconds but I never got it reliably and got 
hit with snot too often.

Map06: 25 seconds
ABSOLUTE FUCKING WALL.
If I get past this map I usually settle in for a longer run. This is the first real "fuck
you" map if you try to take it fast, if you're doing it slow it's whatever. You must play
pacifist to reliably get past the revs and monsters blocking using infinite height in the
end room. The cyber very quickly shifts targets to you when opening the blue gate which
is not a reliable open either. The archvile can hit you if you're not careful but I would
expect to get hit most of the time and hope the revs don't block me or attack me before 
getting into the tele. Going into the end room with 50% or less HP usually means death.

Map07: 25 second or less
Found a reliable pathing. No sweat here.

Map08: 40 seconds
Sometimes this map can get you at the end. The first rush at the beginning can drain your
HP fast. I took this more aggressively than the first run as a way of cutting down time.
However I dun goofed on this one. Spent too much time killing the mancs because I was 
getting hit too often on the other side. One of the more ugly instances.

Map09: 30 seconds
Mostly reliable. Decided to rush more here. Shaved 20 seconds off the previous d2all by 
not trying to force a path clear.

Map10: 25 seconds
Mostly reliable. Couple runs actually I got gunned down at the exit so I took it a little
more carefully.

E1 time: 
Anything under 5 minutes is okay. 4:30 is good. Best was 4:13. Under 4 is possible.
Obviously this ugly e1 is 5 minutes so on the high side but given it is 30 seconds in the
whole run, I continued.

Map11: 
First real time save. Previous run was 2:40.77 (total 8:41) vs this time 0:45.83 (total 5:45).
More aggressive basically. I was hitting map18 usually around the 12 minute mark (paid 
attention here because that's when runs start getting harder) so I just took 01-15 more true
UV-Speed. Mostly reliable map, I took to getting the blue armour to be faster but you don't
really need it. Could shave time further.

Map12:
Actually lost time on this map but still better than previous run.
Sometimes the rockets just don't favour you but I also took things slow because the spider 
had been sniping me the past few runs and I wanted a better guarantee against that,
so got the armour. 

Map13: 
Bigger time save here. First d2all 2:48.74 (13:07) vs 1:36.43 (8:11). Similar principle
to map11, just more aggressive but still took it slower than I could've.

Map14:
No issue here, 25 seconds or less. Interestingly difference is that the revs used to bunch up
in a negative way now they mostly don't. Sometimes the archvile might hit you at a bad time
or the revs do block you but overall this is a reliable exit.

Map15:
Previous d2all didn't get the invuln to run through. I know what that's like to fail! In
my other attempts that happened twice, but the time I exited I still had a time of 1:30
or some such. The invuln jump is maybe 50-50. Due to the angle and all the other stuff
going on, sometimes it just doesn't pan out. It is nice to be able to take all your stuff
to the next map though.

Map16:
Big time save here. 3:59.80 (20:53) vs 1:39.63 (10:43). And still could've gone faster.
Carrying stuff over the map is reliable, without carrying... A bit less. The first part 
of the map is low on HP and there is a bunch of hitscanners pinning you down against the 
mancs. You can run and grab the megasphere from the mastermind platform if you sr 50. 
Plasma is the greatest friend here, but also you need to position the cyber in a way it 
doesn't trap you near the exit because that can stop it.

Map17:
I don't think I've ever lost a run on this map? Maybe once? Get the blue armour without
alerting the zombies, chaingun and rockets, soulsphere and run towards exit.

Map18:
Another big time save. I realized I could be more aggressive here and still could eve more.
4:32.26 (25:47) vs 1:52.40 (12:58). Going faster actually made this from unreliable to more
reliable. Conserve the extra rockets for the archvile by the end area and it should be fine.

Map19:
WALL NUMBER 2
So I really messed this one up but still saved big time. 1st d2 all 8:17.86 (34:04) vs 5:09.23 
(18:07). This map is not reliable and one mistake can throw the rhythm off completely (as here).
Usually I was getting through this in 3 minutes... Which is still slow compared to individual
level records but given where you're at in the run I tend to play a bit more conservative in
order to advance. The archviles at the top can surprise you and the cyber at the end can 
easily catch you. The beginning can be frantic. The spectres are almost invisible. I try to 
save the manc in the cyber room to distract it while the gate lowers so I only have to
face it once. Didn't pan out this time and that definitely threw me off when I heard it early.

Map20:
WALL NUMBER 3
Bit of a time save here. The beginning here dictates the map. You stand to lose a lot of HP
quickly and are undergunned. Monsters you leave alone at first can come back to haunt you
and before this run I had a couple goofs on this map so I took it slower. Get as much as 
you can to fight the cyber to get it occupied and you can whittle its HP.

E2 time: should be around 20 minutes at this point.

Map21:
Somewhat reliable, there were a few times I didn't pass this map and I made sure to adjust.
In IL format you can really slam this map but again I want a guarantee at this point in the 
run. Save as many rockets as you can for the blood trap and save 1 bfg shot for the final
door. Those chaingunners and archvile have gotten me with that exit door open and that is
super disappointing.

Map22:
Mostly reliable rocket exit. I lost time on this because I didn't want face rockets, but
accidentally woke up the mancs who usually go die to the SMM or cybers. I also did a poor 
job with the rocket through wall. If you don't manage it with rockets, go get the plasma.
If you can't do it with either... You may not survive the map.

Map23:
Mostly reliable. I split this time in half. Nothing of note. Hell's decent.

Map24:
I might've died here once before and nearly did this time! I was shocked, this is normally
an easy map. Shame, lost time due to that and subsequent nerves.

Map25:
This map can catch you off guard. I like to get the archvile infighting with a baron but
sometimes that doesn't pan out. If I was running more pacifist that would've been more
beneficial. I goofed a bit on this spending too much time with the PE's who sometimes
spit out way more souls than they should. I nearly shit myself when I saw the extra vile
coming up to the PE side, that had never happened before and that meant unpredictable. Lost
time trying to rectify that. Usually fastest way to clear out the imp corridor but I had 
forgotten to get it with the vile coming up the wrong way. Health and ammo in short supply,
thoughts and prayers.

Time at this point: Had 2 runs get here at 26 minutes, so I was 4 minutes slower than 
previous times.

Map26: 
HUGE WALL. THE WALL JUST GOT 10 FEET TALLER.
Any time a run got this far, this is where the nerves REALLY started to kick in. This map
is definitely unforgiving and a simple mistake ends the entire thing. I got here 2 times 
a couple days prior, both at the 26 minute mark, so I know a sub 35, maybe sub 30 run is
possible. Anyway, there are 2 tricks here. First is once the cyber is dead, don't hit the 
switch unless you plan on running out, which might not be the brightest move. Not hitting
the switch lets you take some time with the chainsaw and cut up the pinkies and take care
of the vile. Second is the shoot-through-wall exit. You can hit barrels or aim carefully with 
plasma and just hit the romero head. That means you can go into the next map with current 
stats and weapons. I just... did a bad job of it. Lost a lot of time here. But grabbing 
that soulsphere is important here because.....

Map27
BARBED WIRE AT THE TOP OF MAP26'S WALL
When I made this map I forgot to put health in the first 3/4 of the map. Ammo and weapons
are sparse and its very very easy to take big hits and die. You lose time in 26 to make this
map easier. I took it slow again because I haven't played/ground out the later maps in a long
while. I actually forgot how this was supposed to go. Overall though barring the archvile 
slowing me down a bit it was alright. If you jump back out of the final arena area and
re-lower the bars it allows you to escape. However I forgot that was pointless because 
if you snipe the chaingunner from the button area earlier you don't need to fire in there
and the monsters don't come.

Map28
Mostly reliable map, I just forgot how to play it. I should've done some episode or IL runs
in advance. Should've just sped through instead of rocketing through the gate.

Map29
I've dashed a run here before but realistically I shouldn't take my time by the blue key,
that's just nerves and wanting guarantees. Sometimes the revs can surprise you and the cyber
can definitely catch you. Didn't bother killing it this time. Still shaved 5 minutes off 
previous run 2:22.69 (46:08) vs 7:03.06 (76:45).

Map30
Again, played it safe, should've just ran hard. Got the jitters and almost died! Look at
that, jesus. I would've been heart broken. 

