Okuplok Slaughter Map Completed in 1:39:48.57 [TAS]

Pwad:         oku2v31.wad
Map:          01
Skill:        4
Category:     UV-MAX, Almost Reality
Source Port:  dsda-doom 0.29.4
Time:         1:39:48
Complevel:    9
Completed:    2026-05-06
Author:       l0l1nd3r
YouTube:      https://youtu.be/Et9MpbZJbBI

Results of -timedemo -levelstat -analysis:
Timed 210019 gametics in 5641 realtics = 1303.1 frames per second
MAP01 - 99:48.57 (99:48)  K: 23211/23211  I: 48/48  S: 0/0
almost_reality 1
100k 1
100s 1
signature 1

Every TAS trick that dsda-doom enables was used: keyframes, SR-50 on turns, slow motion, full automap, fullbright, segmenting, tracking crosshair, advanced HUD, etc., etc.

I'm even faster than last time. Here I thought I was done with this map, but with Coincident popping up in my YouTube feed with Okuplok practice runs and streams, I decided to give this another go. Plus, I was just a tad salty with Red Recluse beating my time, so I thought, "time to take back the top spot."

A quick rundown:
Imp Stairs, Mastermind Prison, Arch-Vile Cave: A short pause after grabbing the rocket launcher, backpack, and megasphere ensures an infight between the Mancs on the cliff and the Revs guarding the Red Skull Door. Push through the Imps, not too slow, not too fast, and get into the Mastermind Prison. Get Mastermind to infight while waiting for Barrons to get out of the way. Once the path to the Arch-Vile Cave is open, I plasma down the far Arachnotron while moving to get the Cyber out of hiding. Push to Mancubus cliff to open the Arch-Vile trap and quickly retreat into the Mastermind Prison. I clean up from here before moving on.

Mancubus Cliff:
There's plenty of room to ledge hang to open up the Caco trap as quickly as possible. The gate at the end takes over four minutes to open, so I take my time and wait for Caco fireballs to catch up, before retreating to the closed-off Arch-Vile Cave to kite the Cacodemons back for a pincer. It was at this time that I noticed I missed an Imp on the imp stairs...

Blood Oasis:
I waste no time once the gate opens, grabbing the red skull and getting the fight going. I rocket some imps to push behind them to open the exit. The fight in the Blood Oasis pretty much handles itself while I go to clear the Arch-Viles blocking the second half of the Mancubus Cliff. With the Arch-Viles out of the way, I return to clean up the Blood Oasis and two Cacodemons that got stuck on the Mancubus Cliff. That imp I missed ultimately met an untimely demise to a revenant missile, due to the mancs and revs infighting.

Pinky Descent:
Down and back up the stairs double-time. It's thanks to RNG manipulation that the Arch-Viles didn't target me. The top of the stairs is the best place to rain death upon the pinkies, while keeping an eye out for the Pain Elementals. Once I run out of rockets, I jump down with the Plasma Rifle blazing to finish off the rest of the pinkies, then rocket down the Arch-Viles and burn down a Cyber.

Platforming to the Commando Bridge:
Four revenants survived the infighting. Because it's a TAS, I can platform and shoot simultaneously.

Commando Bridge:
Grab the Invisibility, hit the switch, retreat. Rocket down some revs, burn down the Cyber from behind, and rocket some Arch-Viles.

Marble Dungeon:
Take control of the blood pit area with the BFG. I want to use all the Cells here, as well as the Cells from the ground floor of the next fight.

Imp Lifts:
Rocket far Arch-Viles, careful not to knock the Barrons off the platforms while methodically making my way to the top level.

Revenant Hallways:
Cyberdemons are my friends. :) Until they're not. Then they have outlived their usefulness. Between Cyberdemon rockets and my own, the revenants never have a chance to get past the gates, of which, before they open, I bust out the BFG and burn everything down. Twice.

Barron Attic:
Six Cyberdemons are just enough to help me clean up some Barrons.

Crimson Colosseum:
It's still possible to be hit by the Spider Masterminds even with the Arachnotrons blocking them. I look for an opportunity to start the second fight as quickly as possible, and I can refrain from using the BFG to pass through the Hell Knights. Instead, I burn some cells while keeping four shots in reserve for the Commando Snake later.

Commando Snake:
I fire two of my four remaining BFG shots back into the empty colosseum to use the tracers on the commandos that pop up. The rest is RNG manipulation and two-shotting a Cyberdemon when he gets close.

Castle Siege, Toxic Courtyard, Imp Canyon:
I run all three of these fights together. Once I have the inside courtyard open, the Spider Mastermind would not cooperate and let met me get close, so I trip only one linedef to open the co-op teleporter and execute another BFG timed tracer to shoot the Mastermind from behind. I start the fight inside and casually walk out (precise line-skip) through still open gate to gather more cells from outside, while letting the Revs and Mancs fight each other. I return and avoid monsters while hitting buttons. When it's time to open the Imp Canyon fight, I trigger the gate to close so I don't softlock.

One thing to note about the Imp Canyon is that all the monsters are set to Ambush. I move to the South-East parapet to make sure all the Revenants on the nearest cliff wake up. I've had trouble with a few not waking up before. I then get outside after aggroing some Barrons away from the corners to keep them infighting with the Mancs and then wake up more imps, retreat, then push through the imp canyon and open the Mausoleum at the end of the canyon. I make another retreat to clear the Toxic Courtyard, mop up, and push back to the Mausoleum, where at least half of the pinkies didn't make it out.

Mausoleum:
I copied Red Recluse's strategy by simply ignoring the Spider Masterminds and going straight for the switch. I start shooting right away, and work my way behind the revs on the top floor opposite the hell knights down below. I don't want to linger too long, or else the stairs get blocked. Once the way is clear, I head for the Invulnerability and Arch-Vile trap. Instead of fighting the Arch-Viles and getting bounced around, I manage to escape without getting bounced and immediately head for the Torture Square.

Torture Square:
One rocket gets the Cyberdemon aggroed to me, where I lead him in to infight with the Spider Mastermind. This fight is stupidly easy, and I retreat once the gate opens. I eventually return to mop up later after getting more monsters in the Mausoleum to fight each other. The rest of the fights are cleanup and balancing damage output while being fast.

Nuclear Ossuary:
I leave a few barons and hell knights alive to get the cacodemons taken care of, since I need to return for rockets anyway. I may as well have something to shoot while backtracking. Once on the lower level of the Nuclear Ossuary, I couldn't get the revs to give me an opening, so I brute-forced my way through.

Rusty Roundabout:
Not much is going on here, except to get lucky and have a Cyber in the center cage instead of arch-viles. I bring the other cyberdemon down as well, so he's out of the way, too.

Revenant Snake:
No point in clearing this one too fast since the gate takes way too long to open. I burn some cells, but make sure to keep a full 600 for use on the Hell Knights in the Lava Park:

Lava Park:
I burn the 600 cells I brought from the Revenant Snake exclusively on the Hell Knights, go to the arch-vile towers, where the Rocket Launcher works better than the BFG. I only need to dive for cover once, and it's not to avoid the Arch-Viles trying to zap me. I then burn all the cells from the north arch-vile tower on the hell knights, followed by burning 600 of the 800 cells from the south arch-vile tower. The last 200 I use on the surprise Arch-Viles on the stairs leading to the Hell Knight Bridge. Before finishing off the Hell Knights, I finish off the Reveneants, who are fighting with the Mancs up in the Archie-Condo.

Lava Park - Part 2:
Had some insane luck with the Arch-Vile getting hit by a revenant. Made cleanup super easy.

Lift to Archie Condo.
I thought to copy Red Recluse, but my plan worked better. Clean out the arch-viles and revenants. Save the pinkies for later.

Archie Condo:
I push past the Mancs as soon as there's an opening, making sure to save 80 cells for the first condo. The rest is precision cleanup.

Revanant pikaboo:
More time is wasted waiting for the gate to open. It's almost impossible to 2-shot the cybers because they're almost always on the blockmap.

Barron Crusher:
Run through, making sure to tag the line-def. It's easy to skip.

Crossfire Arena:
There are way too many Cyberdemons, and they will quickly kill all the Hell Knights. Once I get some space, I start laying into them.

Spider den:
In this fight, I tank the floor damage to get the cells in order and finish it faster. This fight is also the toughest one to figure out. I know how it's done, but it's tough to find a good opening.

Skeletal Cavern:
Pump rockets into revenants, and push through with the BFG. It takes a little bit of RNG manipulation to take down the viles on the platform.

Caco Pit:
There are 8 Arch-Viles mixed in with 192 Revenants. The Arch-Viles always find a way to shuffle to the front of their monster closet. I circle the platform to hunt down the Arch-Viles and make them less of a threat. If anything triggers an Arch-vile's pain state, it will snipe me from orbit if it gets the chance. Once 7 of the 8 arch-viles are down, I burn cells on anything that moves, saving 600 cells for the next fight.

Hell's Keep Outside:
SR-50 between the pinikes to the gate, followed by SR-50 to either the east or west corner. Slowly circle while pumping rockets into the pinkies. If done right, the opposite revenant platform should have a side almost completely cleared. I burn cells on the revenants while kiting around a huge death ball of rev-missiles. Once chased off one platform, I return to the other platform to repeat the process. A few stragglers get out and about, and more make it inside the keep. The cyberdemons are not an issue and will quickly die.

Hell's Keep Inside:
One-shot the spider mastermind, grab the blue skull, and immediately go to wake up the cyberdemons. Hook around the monsters that made it in from the last fight and start laying into the pinkies. The trick to clearing this fight quickly is to build enough space to get a few good BFG shots into the four revenant corners, while making sure not to grab too many cells from any one location. Once only a few remaining Cacos remain, I grab the inulnerability to finish the inside and open the exit. After the arch-viles are taken care of, I eliminate any stragglers and SR-50 to the exit.


Timed Viddump: 19871.91 seconds
