WAD: Sunlust
Map: 23
Skill: 4
Category: UV-Max
Exe: Dsda-Doom 0.29.4
Time: 2:55

Author: 	Kinetic
Demo Date:	March 10th, 2026
Attempts:       932
Practice:	30 min
Grind:		7 hr 11 min
Goal:           2:59
Satisfaction:   :D	

- complevel 9

Comments: 

I am not sure if this is the optimal route for the map, and it probably isn't since there's so many options and small changes to the start of a run will have domino effects later. I made this route myself, then watche j4rio's demo, and I incorporated how he releases the chaingunners from the YC area early on, since I believe it makes picking up the other cards later easier.

This was fairly frustrating to run. I really like Tyson gameplay in the setting of completing challenge runs without playing for time, but in speedruns it's pretty horrible. It always feels like the game is giving you subpar punching luck, and trying to punch out enemies fast is really tricky, especially in a map like this where health isn't really scarce, but you can loose health extremely quickly. The compounding frustrating issue of this run is the curvy geometry and having to slip around monsters a lot, particularly at the beginning. Anyone grinding this will experience an insane amount of elastic collisions that can lead to things like bouncing off a revenant that then shoots you since you got bounced out of bait range, or bouncing off a wall that prevents you from reaching a lift on time. The start is pretty reset-heavy, since there is not much room to move in the area with the manc and 2 revs, and then the jump to the teleport with the rev on top of the platform is just rng whether you get it or not, since the rev can just block you over and over.

I had two 3:00s and I think a 3:01, all of which pissed me off because the littlest things went wrong at the end. The pace up until the I trip the finale is pretty good, but then things started going a bit sideways. The vile at the exit I banked on dying in 4 rockets, and he survived, costing me an entire BFG shot basically. I had only planned on using 3 BFGs at the finale trap in the route, but near the end of attempts I was more partial to using 4 BFG shots, since it just cleans everything up there so much faster and safer. Anyways, that part ended up going pretty fast, and I got good luck with the vile positioning where the RC area was while cleaning up. Overall the cleanup felt a bit sluggish and awkward, but it was good enough in the end I guess.