Iwad:      Doom 2 (doom2.wad)
Pwad:      id1.wad (Pwad Name: Legacy of Rust)
Map:       MAP13
Skill:     4
Complevel: 21
Category:  UV Max
Exe:       dsda-doom 0.29.4
Advance Hud: YES (Used to show stats and check kill count to know when to progress or not)

Time:      7:11.69
Recording Date: 28/11/2025 (DD/MM/YYYY)

Author:    Random Person

Comments:
After some adjustments from my last run of this map, this is a significant improvement! My PB is 6:58 with saves, so it can be a lot faster if everything aligns properly. The rest of the text document is just an edited version of the my last demo's (of this map) text document but adjusted to fit the context better. 

This is a crazy map to run. The action never stops and almost everything has to align to properly in order for this work. Everything I did had some sort of intention, though there was some improvising due to certain things happening. If there's anything I hate about this map, it's probably the room shapes, they're very awkward to maneuver around and therefore fight in, but overall a really good map and very fun to route.

Overall I'm a lot more proud of this run compared to my last, and is still one of my favorite maps to route and playthrough.

Routing this map was interesting since I took most of my strategies from my UV Speed run of this map with added cleanup and I found that the cleanup wasn't too bad if you routed the map properly. The main strategy was to grab the Calamity Blade first before starting to cleanup, since you're able to herd the monsters in big clumps and deal a ton of damage with the piercing affect of the Calamity Blade.

Proper use of the Calamity blade is key.

Flying enemies were definitely annoying because they can't really get hit by the Calamity Blade and using the Incinerator on them is kind of annoying due to all the knockback. Sucks that there isn't more rockets in this map.

Yellow Key Arena went really smoothly, especially with some adjustments to my strategies compared to last time. You still want to activate the Mindweaver side first to get them to infight which makes cleaning them up a lot easier. Due to their SuperChaingun hit-scan attack, its super easy for them to infight but also makes them really dangerous, which is why I don't take care of them immediately.

The Cyberdemon encounter at the end is honestly probably the easiest part, but can be really slow if the Cyberdemons are out of position. This is why I wake them up early to herd them in a group. You want to be REALLY aggressive with them to maximize the Calamity Blade. If you've seen my MAP 07 run of this same PWAD, then you know you can one-shot a Cybie with the Calamity Blade with 2-3 charges of the Calamity Blade. A group of Cyberdemons is different but you can still time their attacking state to get up as close as possible to deal damage.

The Calamity Blade, compared to the BFG, is extremely position-based and relies a lot good positioning for it to be effective.

I think this map gave me a really strong appreciation for the Calamity Blade and Incinerator, I like how unique they both are without feeling out-of-place in Doom's arsenal. The Incinerator has incredible DPS with the risk of self-damage and short range, while the Calamity Blade's being designed for slaughter without being ridiculously overpowered and its charge mechanic adds so much depth to the weapon similarly to the BFG's projectile and tracers.

Same goes for the enemies, as I feel they all add something without feeling out-of-place within Doom's bestiary, but that discussion is for a different time.