Iwad:      doom2.wad
Pwad:      doghouse.wad
Map:       MAP20
Skill:     4
Category:  UV Max
Exe:       dsda-doom 0.29.4 -complevel 9
Date:	   October 1, 2026
Video:     https://youtu.be/iUzhFUa9dPY

Time:      60:45.40

Author:    hobop7614

Comments:


This is the "cheesemore" (haha) counterpart to the "cheeseless*" 1:32:30 run I did of this map. If you want more details about the individual fights/strategies you'll have to read the text file from that demo.

I don't think I can quite say that I'm "happy"  with the run. I'm slightly disappointed that I didn't even get sub 1 hour and there are plenty of (mostly) small time losses spread across the run and my cell usage/routing wasn't very good, but for now I'm satisfied enough, and I think I've spent enough time in this map for the foreseeable future, so it'll do.
I am certainly happy however that I got this run as quickly as I did, unlike the cheeseless* run, for which I won the Nobel prize due to the many new ways of choking a run I invented.
I had some deaths in the first 3 minutes and had to reset one run because I forgot to kill/weaken the viles before triggering the grindy hallway fight, but this was the first run that got past that part so I'll consider it an honorary first attempt.

I think this is my favorite run I've routed so far. I think there are definitely further optimizations possible, and I didn't really do any testing in regards to how much time is saved by doing x or y thing. but the route contains a lot of fun little "tricks". 

I play the first part of the map pacifist to avoid the teleporting enemies, but this causes some annoyances, like it's possible to get blocked by lost souls when you come back from the outside area, though I try to minimize the chance by not spending too much time near the secret hallway.
After that, when you have to do the second arch-vile jump, there's a chance multiple viles will target you and blast you into space. There's an invisible wall behind the pillars (I'm assuming to try to prevent you from AVJing over it), but there's still a little gap to the right through which you can squeeze.

When you make a sound in the secret area it doesn't propagate outside of the arena, so the teleporting monsters outside won't appear. Only when I make a sound in the little staircase through which you leave the arena, will they teleport in.
Waiting to make a sound allows the five cybers from earlier, which you can see above you in the secret area, to pile up and be in a good position to infight with the revenants. The alternate option would be to trigger the teleporting monsters before entering the secret area and have the cybers infight with the monsters from the "one-sided sandwich" fight but I felt like this didn't work as well, mainly because I found that the revenants from the stairs spread around too much and are more of a nuisance during the cleanup later.

I forgot to grab the mega from the "timed revenant cage" fight before going to the grindy hallway but it luckily didn't matter. You can use more rockets on the viles beforehand, but I found that about 60 rockets is enough to weaken them to the point that they aren't much of a threat when they are let free. 
I always struggle a bit with the early part of this fight when all the barons are in front lol, even though I really shouldn't. I think it's maybe a combination of losing focus and prioritizing "macro" positioning too much compared to actually dodging.

The fight with the flyers didn't go very well but it's still not much of an issue to survive, though I think it did lose me some time later since they spread around more, making the cleanup less efficient.

During the invuln room part of the giga super secret fight I tried to be a bit more aggressive with guiding the cybers' rockets into the crowd, though this does increase the risk of getting hit by a rocket because of the infighting, and you can see some close calls to my left.
One of the more costly mistakes (I think) I made in the run happened during the escape from the invuln room. It took forever for me to actually escape since I held back on holding down the BFG trigger even though there was no reason to preserve ammo lol.
Normally I would try to escape while the invuln was still active, but because it wore off I had to wait around a bit, which in turn allowed more monsters to get farther away from the invuln room.
Leaving earlier means that most of the monsters will clump up nicely next to the cybers in the invuln room and the other cybers will clump up near the arena's exit. I think (I didn't actually test the difference) this makes for a faster cleanup. In this demo I think the total amount of time spent on this fight is about equal compared to my other demo without an early escape, though with this route I can refill cells so ultimately it's still worth doing I think.

After leaving the giga fight and doing some cleanup I went to the rev cage area and both grabbed the mega and waited around a bit to lure the cyber in the other room away from the entrance.

I had some close calls in the following section, especially the rocket that got soooooo close to hitting me when I was on the damaging floor trying to get to the teleporter (maybe I deserved to die there lol), but I managed to pull through.

The finale went much much better than during my first demo. No real close calls and this time I felt comfortable rushing the viles during the fourth phase. I did play a bit cautiously during the fifth phase.

It's possible I'll return to improve this run/route at some point in the future.