*This is a tool-assisted speedrun!*

For https://dsdarchive.com/

Author: RockyGaming4725
Date: July 23, 2026
IWAD: doom.wad
PWAD:
Map(s): E3M7
Skill: 4
Category: UV Speed (4p Co-op)
Sourceport (Tool): XDRE-R v2.24
Sourceport (Video): DSDA Doom 0.29.4
YouTube: https://youtu.be/mLyxqR-P48Q

Time: 12.49
Comments:

So I guess pl03ox2323 wasn't my last demo.
I stumbled upon this route when looking at potential void glides within episode 3.

*Breakdown of the route*
	- Player 1 starts the furthest ahead. Their movement should be very optimal since they are the bottleneck in this run. I honestly didn't optimize it too much, though, maybe a few frames could be saved. The player runs and enters the void near the edge of the map. There might be another entry spot more north but this one was the only one I figured was worth trying, due to the lack of a rocket launcher and demons to use. The glide itself is like the e1m8 glide Matt found. Basically, instead of using a rocket launcher to build enough speed, the diagonal wall is used instead. This usually requires the diagonal wall to be quite long, as it can take some time to build speed, and it also makes the positioning a bit easier to do manually. I will say I didn't really use brute force to get optimal timing on the position, so there's probably 2-3 frames to shave off there. I did need to brute force the tic of the glide, but earlier in testing I didn't need to, it's a fairly forgiving glide. After the glide, the player runs north and jumps a gap in the void using a wallrun to make it to the switch that raises the bridge in the exit area. The jump is somewhat precise, but very easy to with XDRE. The switch press was obviously brute forced.

	- Player 2 has a simple job. Help players 3 and 4 enter the void by acting as a blocking object. Nothing new - this style of void glide has been known, and the location of these glides were found by JCD who has a 2-player co-op TAS of this map.
	
	- Player 3 enters the void. Instead of pressing the red switch that opens all of the doors, they position themself to set up Player 4 for a void re-entry. A .000000 trick is done because there's only a 32 unit gap between the closest wall Player 3 can be on, and the correct position Player 4 can be in for the re-entry. There's *some* wiggle room for Player 4, but to be safe, I put Player 3 as far back as possible. Player 3 also wakes up the crowd of zombies by the re-entry location.

	- Player 4 enters the void, following Player 3. After Player 3 positions themself, Player 4 gets in position for re-entry. This, and building enough speed, can be done quite quickly, but unfortunately, the zombies need to walk away from the location of re-entry to give the player enough room to pass through. Some rng manipulation makes this doable. There's also no rush to re-enter, since there's still the need to wait for Player 1 to raise the bridge. After re-entry, it's as simple as getting on top of the bridge, opening the exit door, and running through.

 *General comments*
 	I don't believe so, but it may be worth checking if the re-entry can be done single player, without a rocket. There's a chance the player can get stuck even without another player blocking them from below, but I don't think so. The re-entry should definitely be possible with a rocket launcher, though. 200/200 health + rocket launcher is doable but takes some time. Waiting for a pinky to get to the glide spot is also a time loss, so in an IL, it's unlikely. In an episode run, it could be a massive skip, though (if the re-entry is doable single-player). There's also no need to raise the bridge if you have enough health to rocket jump.
 	I'm quite happy with this route working. Two unique void glides + one re-entry makes it a really cool run. I also realized it's not really needed to re-entry, since the red doors can be opened from the void, making a teleporter to the final room accessible. But a re-entry is flashier, so :)

*Other potential void glides in episode 3*
	I found one in e3m2 that is most likely only a time save in an episode run, or maybe a co-op run. I might tinker around and make a 3p nomo TAS of it. The problem is the re-entry needs a rocket boost, or a damage boost from another player. So unfortunately, 3 players minimum, or a somewhat costly detour to grab the rocket launcher. I guess I'll take a rough look at what a nomo IL could look like before thinking about making the co-op TAS.
	

Rocky
rockygaming4725@gmail.com
