2002 A Doom Odyssey - E4M2: Back to Base X (UVMax 6:11)

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Published on ● Video Link: https://www.youtube.com/watch?v=0ElBoxYqUpQ



Duration: 6:25
53 views
5


Source Port: GzDoom
UVMax, Pistol Start, No Saves
SoundFont Combo by @GoranObal
Executable file of the SoundFont Cover:
https://drive.google.com/drive/folders/1hebyW30K1XDDMIErellfVi2C1-ipMkKP?usp=drive_link
ZDoom Hud addon: https://forum.zdoom.org/viewtopic.php?t=60356
Doom II Minor Sprite Fixing Project: https://www.doomworld.com/idgames/graphics/sprfix20
2002 A Doom Odyssey - 10th Anniversary Edition on idgames: https://www.doomworld.com/idgames/levels/doom/Ports/megawads/2002ad10
Map Author: Anthony Soto
Song Name: Mechanical Sadness (Paul Corfiatis)
Difficulty: 4.5
Design: 5

There's a weird thing with episode 4, where each map could have 3 different soundtracks play on them depending on if you're using ZDoom and if you're using the 10th anniversary edition. In the original version, each map reuses songs from earlier in the wad, and which one that is changes based on if you're using ZDoom. The 10th anniversary edition gave each map their own original soundtrack, but it only plays if you're also running ZDoom from what I can tell. I like all the new ones so of course I am using them, but I'll comment on a lot of the tracks individually later.
Anyways, what are we doing back in a techbase? Doesn't even seem like a corrupted techbase. This is much harder than E1 but otherwise it could've fit just fine in there. From what I can gather, the 4th episode is all about trying to save your wife Stephanie, and you have to find her somewhere in hell. So maybe we just came back to the original Techbase area for a quick sweep to see if she was here? I won't read too far into it.
I remember my blind playthrough of this map taking over an hour because I couldn't figure out the blur sphere secret. Turns out, that lift only has 4 chances to lower, because it is triggered by 4 different single-use lindefs. If you accidentally trigger them all and didn't see it lower, you're screwed. That does annoy me quite a lot, especially because it wasn't fixed after 10 years of it being pointed out. I have a hard time believing it was intentional.
The rest of the map is good. It makes very good use of imps, since a whole ton of them always spawn at once, but from multiple angles that can catch you off guard. They actually feel dangerous at times, which is hard to do.







Tags:
Gaming
Doom
Doom II
Speedrun
gameplay



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