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

Iwad:      DOOM2.WAD
Pwad:      mcdoom_ssp.wad
Map:       MAP42
Skill:     4
Category:  UV-Max
Exe:       dsda-doom v0.29.4 
Complevel: 21
Time:      8:48.57
Date:      11/10/2026
Author:    Matepro665

Comments:

453 attempts. Goal time was 11:00, this demo was 2 minutes and 12 seconds faster.

What a crazy, incredible, hazardous, absurd, mad and hard map this was. Every room had its own trick you had to solve, and the chance to die in any time is always present, even having a strategy. What I'm mostly happy is that the real hard parts were at the start and at the end.

The start is absolutely consistent with the right timings and setups, but I always ended up falling by stupid things, failing the rocket jump because of too much impulse or very low of it, slippering after the rocket jump, failing the jump to the tiny ledge and going to early or too late in the AVJ. Surviving the start of platforming is a good progress, but then you have to deal with the pacifist cyber room, which can be resumed like this: pray the cybers don't activate fast monsters and walk to you. The way you tackle it is up to you, I decided to not make a noise until the last cyber. If you deal with this, you can rest a bit. Well, sort of.

The chaingunner room after some attempts became like 90% consistent, just hold your fire until they take a lot of health, after that spam bullets to the closed area while you make the outside chaingunners infight and hope you don't waste the medikits. If you get around 90-100 kills, the fight should be done, just don't screw your health. The baron room is one of my favorites due to the possibility of making multikills, and the room isn't that bad with good hoarding. Finally, clearing the first hub, is the key room, which only has the problem of the jump to the third switch, the rest is chill.

The second half of the map is "gentle" until the last fight. The city room is very normal except you miss the shootable switch, but that's unlikely to happen. The mastermind room can see scary, but rushing the switches and hiding behind the crushers (if they're activated) helps a lot. And save all the blue armor you can, seriously.

After all of this, we get into the magnum opus of the map: the revenant room. And, if have to be honest, I thought I would have less attempts on it in practice, seemed pretty straightforward, but believe me, the room is pray and if there are stray rockets, they don't explode the barrels. And the rockets you eat they aren't high damage rolls. That's why the blue armor matters here. Everything can go clean, but in the final wave you need the revs to get into the center withut being aggressive and then, punch until they're dead.

My hardest map without a doubt, at least OOE26 wasn't too hard until the platforming, and that one is a bit forgiving. This map isn't. Also, world record HELL YEAH I DON'T HAVE TO RUN THIS AGAIN LMAO