[Doom 2] Doom Core Map14 "Magnum opus" UV-max 06:23

Channel:
Subscribers:
550
Published on ● Video Link: https://www.youtube.com/watch?v=IcpLCNiXWHI



Duration: 6:47
886 views
9


Pwad: dcv
Iwad: Doom2
Map: 14
Name: Magnum opus
Map author: Michael Jan Krizik (Valkiriforce)
Skill: Ultra Violence
Category: UV-max
Time: 06:23
Kill count: 232
Executed with: PrBoom v2.5.1.1 -complevel 2
Video rec.&editing: Fraps3.2.3 + Sony vegas10
Made by / credits to: myself

Secrets:
1) 03:59 blue armour
2) 04:10 supercharge

once again, thanks to the author for the help in finding the second secret.. regarding that, I had started to speedrun this map before I knew of the sphere pillar, and I scored a 06:29 with 50% secrets, which looked pretty awesome. it's important, time&ammo-wise, that the order in the spawning room with the knights, cyberdemon and revenants, is lucky. In this run the cyber spawned among the latest but was trapped and fried by the revs. this saved at least 100-200 cells in the process. Alternatively, the cyber may spawn very early and help clearing the monsters for you, resulting in 20-30second saved. once that room was passed, I played rather "normal", no mistakes, a lucky shoot opened one of the doors to the cliff, but nothing else big happened. Actually the map is rather easy after the spawning room. I never died in the second half of the map. The maze part can be solved by looking and taking notes of the numbers on the pillars in the outside area with the bridge and the "river". Each pillar has a different palette texture, which you'll have to repeat in order, to get past the labyrinth which otherwise will be deadly. Each time you step in the wrong sequence, you are teleported in a small room with 2 chaingunners, one in front and one behind you, and a teleport line to return and restart the "enter code" section. When I first saw the code-maze I was rather worried about this map not being uv-maxable below 10minutes, so I checked out if the mapper planned a killing-system for all the chaingunners leftover there. And valkiriforce did so, once you walk around the latest rooms, some elevators start to wipe out all the enemies in those small rooms. Some attention is required for the archvile and the hellknights near the end, to don't die in some silly way, but all went fair. All in all, under 6:30 is pretty good I'd say, and I'm happy i improved the early 6:29 I had; in that run the cyberdemon spawned like... immediately and I exited that room with 500+ cells, leaving me the fun to use plasma basically all the rest of the run.







Tags:
doom
doom2
run
wad
teleport
kills
frag
secret
complevel
megawad
map
level
dsda
speedrunning
speedrun
record
uv
max
speed
ultra
violence
id
software
HQ
gameplay
hell
on
earth
marine
custom
pwad
iwad
fps
games
hero
doomworld
community
Doom II: Hell On Earth
Doom (video Game)
Id Software
First-person
Shooter
doomcore
dcv.wad
Michael
Jan
Krizik
magnum
opus
14



Other Statistics

Doom II: Hell on Earth Statistics For blob1024

Currently, blob1024 has 217,803 views for Doom II: Hell on Earth across 275 videos. Roughly a days worth of Doom II: Hell on Earth videos were uploaded to his channel, roughly 72.68% of the content that blob1024 has uploaded to YouTube.