2022 A Doom Odyssey - E2M7: Osore (UVMax 10:33)
Source Port: GzDoom
UVMax, Pistol Start, No Saves
SoundFont Combo by @GoranObal
Executable file of the SoundFont Cover:
https://drive.google.com/drive/folders/18OlguN5IWmHqfKeKsuNHCkYxXohZr8nS?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
2022 A Doom Odyssey on idgames: https://www.doomworld.com/forum/topic/131349-2022ado-released-now-on-idgames/
Map Author: Paul Corfiatis @pcorf
Song Name: Claustrophobia (Paul Corfiatis)
Difficulty: 8.5
Design: 8
*Unofficial World Record*
Like much of the episode, this map's title comes from Japanese, where osore (おそれ) means "fear". (Doom Wiki)
I knew something like this had to come. Original Odyssey gave me some of the cruelest challenges I have ever faced. Maps like Obituary Written, Hell Unleashed, and especially Odious Grounds. Maps that seep with pure evil. A starve of health and ammo, an abundance of cacos and barons, damaging floor everywhere, fights in tight corridors, and required use of careful infighting and/or berserk. To defeat them, requires nothing short of perfect execution, precise routing, and undying determination. This map was cut from the same cloth as those. In fact, those maps would just be a textile in this blanket of torture. And we are getting this already in episode 2? I can't imagine what terrors the rest of this wad holds.
This run took me 50 attempts and almost 5 hours. I made lots and lots of revisions on my route, but this is what I came up with. I think it could be done in under 10 but this is the best I am going to do right now.
My original strategy I grabbed the berserk immediately to help clear the pinkies and lost souls, but I knew I needed that berserk for the health, so instead I would rush through spawning everything and flipping switches and then grab it. Don't flip the last switch to raise the bridge yet though, I need that room to maneuver. Without the bridge there, the pit of water becomes a bloodbath. I invite every last one of the cacodemons to face me in the gauntlet. I know my strengths, and if I can punch out a whole bunch of cacodemons to save some rockets I am going to. Then use the imps to distract the baron to punch him in the back (and do this again a bit later), and then punch out another baron in a tight corridor, except this time you're the one being shot in the back since there's a wave of monsters spawning behind you. Get through all of that with perfect execution, and you're like 1/3rd through. The rest of the map does not get much easier, and you're kidding yourself if you think you're getting armor any time soon. The main hub room is rough, so many imp turrets, so much hitscan on the ground, and then a bunch of cacos and a baron to further block your path and catch you off guard. There are several secrets but you have to be very selective on when to grab them. The invuln can be used to clear either the left or right room, I chose the right. The chainsaw is a huge burden so try to only grab it once you don't plan on using berserk much more. The final area equips you with 2 beefy secrets so you should not really die past that point, but now the challenge is just clearing a lot of annoyingly placed enemies as fast as possible and with efficient ammo usage. The cacodemons behind the fence is the worst part. Projectiles hit the wall 90% of the time, but the chaingun is too slow on its own, so no choice but to waste a few rockets. Hopefully after all this you haven't wasted all your cells and rockets, because you still need enough to rush the final room.
Yeesh. Yea I have a lot to say about this one. It consumed me for hours when I was already exhausted and half asleep. But I needed a run I would be proud to post, and I got it. This map is just as cruel and sadistic as it is beautiful and finely crafted. Everything was placed with a purpose, and that purpose is to be just barely possible. It gives me an incredible sense of dread, and it is the kind that I know is intentional, and for that I give it high praise. This map was designed to be evil, and there is no better proof to that than this midi. Good lord this midi is amazing. Amazing work Paul. One of the best map-midi pairings i can think of, on par with Odious Grounds and Hot Ash.
I am terrified and excited to continue, but beating this was a big boost of confidence.