Doom Speed Demo Archive
https://dsdarchive.com/
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IWAD: doom2.wad

IWAD Name: Doom 2

MAP01: Entryway

Category: UV Max Co-op

Player 1: 4shockblast (Green)

Player 2: Kinetic (Indigo)

Exe: Woof v15.3.0 with advanced/extended HUD
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Time: 0:15.94
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4shockblast:

I had honestly noted this demo as a solid co-op entry long before the demo month, or even before I had any experience with co-op at all. This was at one time when I watched pretty much every record for the original games (maybe not in all categories, the details of what I actually looked through are hazy to me now), and I guess this stood out as one of the cleanest co-op entries I saw. Ocelot and Lundqvist's demo had some really clean multikills with SSG/BFG and pretty clean movement on both sides; Ocelot's end movement is especially nice to watch, he really was ahead of his time at the time.

Now, having plenty of experience of actual co-op, when I rewatched it for the demo month, it didn't look quite as perfect as it did back then, since some of the movement is a bit clunky, particularly on Lundqvist's side, and the plasma firing looks slow, but I also know you can't really analyze co-op demos with the same scrutiny as SP demos. There's just a huge inherent challenge that arises from having two players in a game, starting from lag, which inevitably happens, and down to just the fact that you need two players to execute their steps well and get good RNG, so every run takes double the skill/RNG investment. Obviously, back then, this would also be done in doom2.exe, and no in-game restart, so that makes things even more impressive.

Given all that, I wasn't so sure this run would go down a full second at all, but I decided to try it with Garrett a few days ago to see if we could at least tic beat it. We didn't come up with any route changes at the time and just went with the original route (I did Lundqvist's side), and we did get pretty close to the run (I think we had at least one 17.0x); mainly, I think I was able to save some time on Lundqvist's RL secret activation even with that route (Ocelot waits quite some time at the secret). However, the potential for 15 didn't really seem there, so we didn't spend that much time on it, and I decided it would be cool if Kinetic was interested in this run, given the two of us held the last two max records in SP here.

Kinetic quickly came up with an alternative route possibility, which at first glance seemed RNGish to me, but also felt plausible, so we decided to try that. The reroute makes a lot of sense; the big limiting factor at the start is how quickly I can reach the lift, then how quickly I can get through the three imps and back to the RL trigger, so skipping the weapon pickups at the start and going straight there made sense. I didn't try the route before our attempts and just learned as I went; at first, it was horribly reset-heavy right at the start because the BFG pickup is pain with lag on restarts. Even as I learned that, that element never went away, and restarts were incredibly common in the following hallways; this route ends up being far more reset-heavy on my side than the other route because chaingun sucks at getting past the first imp, and it seemed like if I got good movement at the start, that would trigger the imp to block me, probably because then I would be in sight of the imp on the right idle frame right as I got into the hallway. The second imp and zombie also commonly blocked me even if I got past the first imp; no matter what I did there, the imp would end up in the center, or the zombie wouldn't die, and I would get blocked by one or the other. It was therefore quite rare to get a nice time to the lift.

After the lift, my route sort of chills out; killing the three imps fast wasn't a guarantee, but it was more likely, and once I pick up the PG, in theory, the rest is alright, but I could fail either by missing some kill or the first BFG shot not hitting anything too close, which could be really bad for a couple reasons I'll explain in a bit. Both actually happen in the run without being run killers; the BFG shot flies quite far, but not far enough that I don't get the tracers to hit at a good time, and not far enough that the tracers hit Kinetic (though it looks like he got really close to that room before the tracers hit). Then, the BFG shot outside failed to kill all the imps, but I managed to finish off the last imp pretty much just in time (if I got bad damage RNG or didn't react fast enough for some reason, it would be really sad).

Anyway, as Kinetic says below, we did this in Discord VC, and we got 16.0x quick, but it was a struggle to go further; lag would kill plenty of runs, and otherwise, I think fatigue hit at some point, but I didn't want to put off the run until later. Thankfully, it happened that same day, or technically the next one since after midnight :^), and while we're not that far below 16, the final run looks pretty exciting I think, so that's cool. In the end, this took about 3 hours, which ended at 2.7K attempts.

Kinetic:

We saw rapid improvements within the first 30-60 mins or so, going from I believe 21 all the way down to 16.03 and 16.00 fairly early on in the grind. We hit a bit of a wall after that though, not really getting exits that were too close to breaking through. I worked on my inputs for grabbing the weapons for the start throughout the run, and it became pretty good by the end. For the most part, I would consider Player 1's job harder, just to scoot past the enemies in the halls, chaingun the imps at the lift, then not have bad movement/bad BFG shots to close the run. There is some leeway as Player 2, you do not have to be super fast at the start of the run since Player 1's speed to get to the lift and activate the RL secret predetermines how fast Player 2 can go. After the RL door opens though, Player 2 does need to have good movement to the exit. I got better at my movement towards exit near the end of the run, although I know I choked many good exit pace opportunities shock had created for me.

Shock and I were in VC with him streaming his game while we were running this. Several people were talking while we were playing at times, and the grind wasn't looking great after around 2 hours of hitting a wall. I think both of us were on the brink of calling it quits in the session, until Monsieur randomly rejoined the VC and started asking me to watch an IG reel he sent me. While I was telling him I was busy trying to get the run, suddenly I was watching the RL secret door open and was thinking I was going to be late to the secret, and I guess I locked in and the final few seconds of the run were just a total blur. I had no idea if the run was fast or slow since I was in a dead s40 into the RL secret, couldn't calculate in my head if the increased speed into the secret was gaining time, or if not being stationary right by the door as it opened was faster. However, this likely turned out to be crucial for the run, since my movement towards the exit was very fast as a result.

I hit my head on the exit door and thought I had choked the run, but when I saw the white text in the bottom left of the advanced HUD flash blue, and I looked in the top left of the screen and saw a 15.94, I was ecstatic we had gotten it. Electro was also in the VC at the time, and all 4 of us in there were excited to have gotten the run. It was a cool moment for my first time doing co-op.

This was my first time trying a co-op demo, and first time using Woof, so I was looking forward to the experience. It was pretty fun, although this run in particular isn't the most ideal run for engaging co-op play, due to the frequent resets from RNG and lag that prevents hitting time goal. I had downloaded Woof earlier in the week and did Sunlust Map01 UV-Max to familiarize myself with the port and playing in it, as well as testing both player's routes for this run before we attempted it.

Youtube Video: https://www.youtube.com/watch?v=U2W55Vzqfy4

Feb 14, 2026
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Author: 4shockblast
https://www.youtube.com/user/4shockblast

Author: Kinetic
https://www.youtube.com/@kinetic03