Filename : bsal1m1830.lmp, bsal1m1830.txt
Date     : 03.01.2024
Iwad     : doom2.wad
Pwad     : bsal2023.wad
Game     : Doom2
Exe      : DSDA Doom 0.26.2 -complevel 2
Category : UV-Max
Map(s)   : MAP01
Skill    : 4 (UV)
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Nickname : alexsa2015sa
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Map 01 - 18:30
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Description:

The lmp is recorded against an incorrectly named .wad file because the demo author is a dummy who renames the new files all the time instead of replacing old versions with correct ones. It should sync anyways.

Attempts: ~57 first recording, ~140 to improve result
The attempt is fairly mediocre, even if it is an improvement over 4-minute-longer first successful demo attempt. It doesn't share the fail level of losing 150hp to revenant punches in open field, but I catch all the fireballs all the time and by the final 5 minutes I have a brain shutdown as I run around in search of ammo while my cells are forgotten.

The map is a tense ammo-deprived slog with SSG placed far out of the main route, and generally forgiving mistakes up until finale, at which point it becomes explicitly murderous and your misuse of secret rockets will earn a lot of pain. SSG is a mandatory early segment because main ammo are shells and it's hard to argue with 50% more ammo. This time I saved most of those and the invulnerability run was quite successful, until I managed to fail a clean archvile kill and there are three tons of mancubi meat wandering about. And of course I miss the exit door; any good player who manages to actually repeat this stupid route will improve the result by ~1 minute before optimisation.

I haven't actually routed an UV speed here, but one of three keys is extraneous and considering how much time it consumes I suggest ditching both the yellow key and the SSG; just the blue and the red keys, plus maybe the rocket secret to clear your way through. But that's just theorycrafting; feel free to prove me wrong.