[Doom 2] Community Chest 3 Map28 "Token Arch-Vile" UV-max 06:38
Pwad: Cchest3
Iwad: Doom2
Map: 28
Name: Token Arch-Vile
Map author: RJY
Skill: Ultra Violence
Category: UV-max
Time: 06:38
Kill count: 815
Executed with: PrBoom v2.5.0.9 test -complevel 9
Video rec.&editing: Fraps3.2.3 + Sony vegas 9 + Avidemux 2.5
Made by / credits to: myself
Secrets:
There are no secrets area in the level
A very simple-designed but extrimely challenging level. I have no idea why there's no music tho. I used IDMUS and picked one of the most fitting sounds of the wad (map17) for this run ;) map14's music would be a good choice too I guess, but I digress now.
The level is basically a very very large plain area, with some cliffs in the surrounding and splitted in 2 halves, by a poison river. There's a small "hut" with a bridge connecting the 2 parts of the level. After picking up the yellow key, a large amount of monsters starts to spawn, and each time you pass from 1 side of the valley to the other, more and more monster will spawn.
My strategy here is similar to Heretic's who held the DSDA record of 07:57. There is a lot to say about this level still btw. The monster spawning are in a growing order of strenght and number, so if the first spawn is relatively composed by weak enemies, the last wave count several cyberdemons and dozen of barons& revenants instead. In order to get a good time in this map, you have to wake all the monster waves the soonest possible, and cross your finger on a good infighting. There are plenty of medikits and cells+rockets, but in a regular run you'll end out of ammo pretty easily, trust me. The best result here is infact based on several points in my opinion.
While you run through the first half of the map, collecting weapons, you'd best to not *waste* the medikits around, as those may be handy at the first unlucky rocket, monster trapping your run, or anything else going not as expected. Running in circle around the map even just once, increases greatly the amount of monster killing each other, which is very welcome. The most dangerous situations in the level, may varies from revenants aiming you from your back, cyberdemons' missiles not expected as they are shooting other monsters, and the most feared lost soul hordes by PE's, which makes very risky to use your own rockets as well! it was very possible to have also the cyberdemons blocking the exit of the hut and slowing your run as they often "win" the massive fight outside.
In this run I actually used all my ammo, the infight was pretty nice, and I had no problems with lost souls and revenants: all revenants were pushed to the hut exit and wiped, while the PE were killed by cyberdemons and one by plasma spam right before returning to the entrance area to pick the BFG and red skull key. once the final wave of monster is activated, staying some more time in the hut lowers the risk of dying stupidly outside, and increases the chances of surviving and to have enough rockets/cells to clear the monsters on the cliffs. A major route change was needed in order to improve heretic's time btw. Once I picked up the rocket launcher, I literally blasted everything the fastest (note that right before I jumped out of the room, the last imp appeared - perfect timed!) and then straferunned past the cacos and then through the hordes outside. This was obviously damn dangerous and uneasy to do sometimes. If barons or knights are placed wrong, you will be dead meat; same if the cacodemons blocks your "jump" outside and then there's no way you can survive. After every monster is obliterated, return to the bfg spot and frag the archvile which was welcoming you at the very beginning of the level ;)
edit: my record was beaten from Ancalagon with a 05:53
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