Doom Speed Demo Archive
https://dsdarchive.com/

Iwad:      DOOM2.WAD
Movie:     Episode 1
Skill:     4
Category:  UV Tyson
Exe:       dsda-doom 0.29.4 -complevel 2 (sometimes XDRE v2.22)

Time:      19:02

Author:    Keykhosrau

Disclaimer: This is a Tool-Assisted Speedrun!!!!!
Video: https://youtu.be/EJizQYJxBRU

Comments:
This demo is essentially a work-in-progress for the upcoming world-first D2ALL Tyson TAS. It's going to take time as I would rather a 30ty would be high-effort and fun to watch if it is a TAS; I don't want to waste anyone's time! It's also nice to have something to show for it after about a month of work. Let's hope I remain motivated and with the mental stamina to see it through to the end!

My goals for time-saving was to achieve at least half of the Tyson ILs for each map. Given I had the chainsaw, most of the time this was easy. Some maps were proven to be challenging in that regard. 

I want to give a massive thank you to the Hell on Earth community. So many people to name!!! Almostmatt1 and alps for their TASing advice, j4rio for the routing advice and the Tyson ILs, Zero-Master for the idea of using the Cyberdemon for Map08, and Billa for general advice. Soooo sorry if I missed out on anyone! I've got the 30tyx coming up, so I can get even more credits in for that one. I'm sure I'll have to draw on even more expertise for that one. :)

Tools used: All of them!

Times:
Map01 - 0:32.89 // 0:32 
Map02 - 0:56.46 // 1:28
Map03 - 1:15.97 // 2:43
Map04 - 0:55.71 // 3:38
Map05 - 1:44.83 // 5:22
Map06 - 2:27.69 // 7:49
Map07 - 0:58.94 // 8:47
Map08 - 3:42.63 // 12:29
Map09 - 3:08.89 // 15:37
Map10 - 3:25.69 // 19:02

Some map comments (Warning - quite long, may want to paste into a word processor for better formatting):
Map01 and Map02: Quite happy with these. The chainsaw is going to cause humungous time saves throughout the demo. Just cut off for this demo but Map11 will probably cut off swathes of time (we'll have to see). Because I am using the chainsaw, these maps are going to be built so that none of the teeth are wasted and I can position myself to be able to move onto the next monster. I’ve achieved something that would be way faster than slo-mo as a result. Sorry for no wallruns at the start! :,(
Map03: At first I had gotten 1:19, which was not good as its not half the I. Then I brought it down to 1:15 by replaying the transit between the two blue-key corridors to be faster by hopping over the pit. Just barely at 1:15.97, with the extra 0.97 secs rounded away. Also near the beginning is some sort of elastic/wallrun to collide with the first imp.
Map04: I did not expect to do so well on this map, under a minute and well under half for this map. Looper’s Max IL TAS had set a high bar for this map, so I needed to replicate that level of efficiency somewhat. Infighting, barrels, telefragging, you name it.
Map05: Kind of a troubling map, even in spite of the introduction of the Berserk and it being used on a bunch of imps. The lifts (waste tunnels?) were a major hassle to optimise; trying to get the imps out of there. There is also the issue of the monster spread for when you encounter them (which is probably why I don’t use the chainsaw on zombies, it’s because I couldn’t get a nice RNG monster spread when using it. You have to switch back immediately to the Berserk anyways, so it might cancel out the time saved. By doing a 2-punch caco and a .000000 glide, I just managed to get half the IL for this one.
Map06: Having the chainsaw for this map was hugely beneficial. The IL time was cut by nearly a quarter. Still, sometimes it is beneficial to use other strats (telefragging the last Hell Knight).
Map07: Less than ideal Berserk damage rolls since the janky large hitboxes of the Fatsos and the Arachnos don’t allow you to flail around as much. Also, there is no monsters left near the end to influence RNG with. I tried to hit them in a round-robin fashion but that doesn’t always work out. Speaking of which, sometimes it is required to stun the Arachnos which doesn’t always align with high dmg rolls. There is a zero-press at the end too to get 58 secs instead of 59. Time would been better spent trying to get better Berserk RNG. ;)
Map08: The same strategy from my TAS IL. I think I did slightly better here, at the very least I could wake up the hallway Baron until later because I already have a Chainsaw. There are parts that could be better but I had one incident (the last baron in the infighting arena made its way onto the Invuln platform) which saved so much time and it was impossible (would’ve taken a really long) to replicate by going a faster way, so it would’ve been not faster overall. The joys of RNG. 
Map09: Triggering infighting and coming back later is ever so slightly faster than doing it right away (thanks j4rio for encouraging trying that out) with the first room with all the Mancubi. I would call it a “lift pit” but there are so many pits in this level. Quite a nice display of the Berserk. Overall, a fun map to do and to optimise.
Map10: This map was not fun to route and not fun to optimise; the map with the most monsters on Ultra-Violence, you essentially need to understand fluid dynamics in Doom and how the monsters herd themselves based on where you are on the map and the obstacles on the map. This means welling them up so that they infight a lot when you go into the crowd and also to prevent any stray monsters going into a room that would be unsatisfactory to come back into. The latter point caused so many restarts and so many segments created that made the whole map take the most amount of time out of any map so far, surpassing Map08’s intensity. This includes having to do the tedious Cyber fight over and over, being built each time. I think this makes DSDA’s build mode a bit more intuitive than using a head-to-head fight, and a lot of this monster dynamics were only comprehensible with IDDT visualisation. 
