[Doom 2] Doom Core Map16 "Fistful of lead" UV-max 14:21

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Duration: 14:42
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Pwad: dcv
Iwad: Doom2
Map: 16
Name: Fistful of lead
Map author: Michael Jan Krizik (Valkiriforce)
Skill: Ultra Violence
Category: UV-max
Time: 14:21
Kill count: 472
Executed with: PrBoom v2.5.1.1 -complevel 2
Video rec.&editing: Fraps3.2.3 + Sony vegas10
Made by / credits to: myself

Secrets:
1) 07:45 zerk pack
2) 11:07 the outer passages are marked secrets
3) 11:12 second secret
4) 11:33 zerk pack
5) 12:45 large bonus area with plenty cells

oh my.. what a huge nasty map :) the map is a large squared area with several buildings inside. There are several top bonuses, such as megaspheres, supercharges and armous, but the number of enemies in the "town" and the annoying quantity of hitscanner EVERYWHERE, makes the map speedrunning fairly tough. My biggest trouble and time-waste here, was to plan a proper route. The level has a few good zones to aim first to, depending on player's preferences. I took the SSG and RL the fastest, and then I focused on the keys before collecting additional bonuses and cells. Picking the "best" order is also connected to how monster infights in the open area, because they may require more ammo sometimes. My route was relatively poor ammo-wise, and you see very often in the run me out of rockets and cells in the first half. There are PLENTY of rockets, and thats why I went for the rocket launcher the earliest I could. In some areas I prefer those to plasma and BFG anyway. The area before the cyber and a few other, forces the speedrunner to either play careful or to go for a 200% armour bonus to play aggressively. The cyberdemon fight itself is tricky too.. by the time you reach the area you can't have the BFG yet, but only the plasma, and only if you decide to take it soon. Dodging the rockets landing on cyb's platform is hard, there's small room for those actions and the enemies infighting on top with the 2 barons, won't last long. Otherwise you could have left him behind.. but for me it wasn't worth trying. Additionally, picking up the redkey can be deadly, because it opens a door blocking 4 archviles and several Pain Elementals. Shooting and waking those may mean to have hordes of lost souls and half map resurrected. The surrounding of the vile's spawn, are filled up with trees and similar obstacles, which I used in my advantage to avoid lost souls eating my neck while using rockets (which happens constantly otherwise). In my older route I had cleared most of mancu and spiders (visiting inner buildings earlier) by the time redkey was picked, which meant I could start use rockets from very very far without worries. In the demo instead, I kept silent untill I was close to the archviles, to control where they'd move to avoid resurrecting. Additionally, this new route let me have some more rockets to clear the outside before going to the final yellow key room. I arrived with just 200 cells there, but enough to blast the revenants without risking too much. I also failed the silly jump for the invulnerability, but I survived without. All in all pretty decent time.. wouldn't surprise me to see this time improved down to 13minutes~ I died and failed various time before scoring this time, and the previous valid exits with older route were above 15 and 16minutes.







Tags:
doom
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dsda
speedrunning
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Doom II: Hell On Earth
Doom (video Game)
Id Software
First-person
Shooter
doomcore
dcv.wad
Michael
Jan
Krizik
Fistful
of
lead
16



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