WAD: Sunlust
Map: D2All
Skill: 4
Category: UV-Max
Exe: Woof 15.3.0
Time: 4:51:15

Author: 	Kinetic & J4C
Demo Date:	May 15th, 2026
Attempts:       7
Practice:	~18 hrs
Grind:		10-11 hrs
Goal:           4:59:59
Satisfaction:   :D :D :D

- complevel 9

Comments: 

[Kinetic]

After doing the lv01 co-op UV-Max with shock, I decided I wanted to do another co-op run with someone. Sunlust D2All UV-Max seemed like a great candidate to do with someone since I knew it had co-op extras and it plays really well, and I already had experience with it before. J4C is pretty much the perfect person for me to partner up with for a run like it, since geographically speaking we are fairly close to one another, which limits connection issues, he's a great player, and he also plays a lot of doom and demos like me so that we can both clear our evenings to play doom together.

The routing process went pretty smooth. Sunlust generally adds a ton of extra powerups, particularly supercharges, and ammo/health pickups, when in co-op, with not too many extra enemies. If there are lots of extra enemies, it's usually a bunch of random zombiemen or hitscanners put in empty areas that are no threat. Most maps just have a couple extra viles or cybers or tougher enemies, but really the solo D2All, even when not going for time, is probably harder. The most notable co-op monster addition is the extra cyber in the finale of Map15, which basically makes the fight RNG. It didn't kill me either time we got that far however. The biggest issue we had in routing was actually Map26, solely because the game crashed whenever we entered it. Upon further inspection, it was because every single map in Sunlust had co-op starts placed in it, except for Map26. We decided to email Ribbiks about approving a patch wad I had made with inserted co-op starts for Map26, and he obliged. Map25 also had an issue with co-op imps in teleport closets that are liable to getting stuck and not spawning in, which we encountered in practice and in a previous attempt, but thankfully everything spawned in just fine this time. It's impossible to control as far as I know, and we were prepared to submit a run that exited even if some of those monsters never teleported in. The only other routing issue we had was in Map05 where we once both triggered two of the armor bonus pedestals at the same time, and it broke the exit for us, so we had to be conscious of that in attempts.

The biggest difficulty is mainly trying to take out encounters together without accidentally killing one another, particularly with BFG and RL. We would sit in a VC or call together and call-out what we're doing if we were doing something dangerous or important, so communication was the #1 most important thing in this demo. This was a stark contrast from shock and I's lv01 demo where it's such a short run and we're speedrunning it, and both of us have our own routes that aren't really intersecting, so there is no reason to really communicate mid-run. In this run, J4C and I also would communicate a lot at the end of maps about our resource status, to try and make sure we distributed leftovers in a map evenly.

I think this run turned out very well. The first non-mandatory death we took was on Map18, so we made it very far with neither of us dying. I think both of us handled each other dying very well, especially when I died early in Map24 and J4C was left to do the hardest parts of the map by himself. I totally sold on him on Map25, suggesting he take the somewhat shitty closer position to the noble wall in one of the most dangerous encounters in the entire run. In J4C's Map30 death, he opened UDB to tell me where the switch back up teleported the player at the cathedral, so that way I wouldn't accidentally spawn into the horde of enemies and get ripped to shreds.

Overall a lot of fun and glad to do this.

[J4C]

Big thanks to Kinetic for reaching out to me to do this with him, I had a lot of fun with routing, practicing, and running this. 
Coming up with ways to either split up and tackle separate parts of the map or just concentrate fire to melt whatever ambush is coming
was one of my favorite parts of this, especially in MAP05, MAP14, MAP15, MAP20, and MAP28, and several others I'm not remembering because
2 AM.

Really glad those imps or whatever decided to behave in MAP25 too, there's a chance they don't spawn, so it was cool to have all possible kills 
(one AV in MAP07 never spawns because he's set to ambush).