Filename      : d5da3.wad
Title         : Dubzzz's 5Minute Design Assembly #3
Map           : MAP23
Category      : UV-MAX
Exe           : dsda-doom 0.29.4 -complevel 9
Time          : 2:03.06
Author        : Ravendesk
Date          : 2025
Youtube video : https://youtu.be/ON-SmYE7cC4

Comments: Very tricky map, it's way harder than it looks. It may seem like a pure mechanical skill map at first, just dodge revs perfectly and you are good, but it's actually more complicated than that. The main problem is that the hallway is not that long and you can just completely run out of space if revenants decide to push you. To mitigate that you want to stay close to the revenants so they fire more and move less - this also makes it more likely for them to keep a straight line formation instead of spreading out randomly - and this helps to do more splash damage and pain chance them more often, the latter slowing them down even more. Staying too close though makes it harder to dodge their projectiles, so this is a tricky tradeoff between the amount of space you win and the health you risk to lose. The space however is way more valuable for the second half of the run (after the first 100 rockets are spent), because at this point you have your back against the wall and you can't dodge as effectively by going backwards and forwards, so the more space you have for the second half the less likely you will get undodgeable rev patterns near the end of your run.

I found that the distance I keep in the demo is more or less ideal and also I believe it's best to dodge projectiles aggressively with smaller amplitude of backwards-forwards movements instead of waiting for more missiles to accumulate and doing large leaps back and then forward. Often in slaughter it's best to do minimal movements when playing space management fights, but here I think it's best to do active small back and forth dodging loops because this makes you stay closer to the revs on average and it slows them down. Doing all that I started getting way more attempts at the second half that had decent survival chances even though I had to restart a bit more often in the first half.

You can still get completely screwed over by very unlucky firing patterns and damage rolls or by stray revs deciding to run forward and never fire, but the more good attempts you get the more likely you will get the exit.

I got two exits in this map, first one after ~500 attempts and the second one after 50 more attempts. I felt like I understood the map much better after the first clear so I wanted to get another exit to confirm that (this is the second one).
