(Doom II) Crumpets 2: Map 02 - A Happy Duck (UV-Max Speedrun in 2:09)

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Published on ● Video Link: https://www.youtube.com/watch?v=OyS5QA6xpv4



Duration: 2:29
31 views
5


Runner: D0M0
Date: 2024-02-22
IWAD: Doom2.wad
PWAD: cr2.wad
Category: UV-Max
Map: 02 (A Happy Duck)
Source Port: DSDA-Doom v0.24.3 (MacOS Build)
Time: 2:09.31
Complevel 9 (Boom Compatible)

Attempts: 64

I know you may be thinking that this is a sudden jump to a new WAD, and trust me, I would absolutely agree with you here. But since I made a video on the first crumpets, I thought that playing the second one should be an urgent priority.

At first I made the assumption that Crumpets 1 and 2 were very similar to each other, but oh boy was I slightly wrong. The main gimmick that's really carried over is the fact all the maps were made as speedmaps. The unique gameplay that the first crumpets offered is simply gone, no claustrophobic fights, no ammo dehydration, no monster limit, and really no ruins like structures. This is all set in a desolate environment, where nature is your arena.

This first map in terms of casual playthrough is really easy, and is absolutely no problem to beat. I reckon a lot of people from various skill levels would be able to ease their way through this one. Speedrunning on the other hand becomes slightly complicated.

Player Andrea holds the record for this map at 2:05, which originally I was trying to beat. But when you get to a certain point with these maps, since there is little options for routing, you have to rely heavily on rng related time saves. I settled with 2:09 because I really wasn't willing to grind much more for a lower time. When you get to a certain point, it becomes really hard to manage.

The route here is maybe a little inconsistent. I didn't do the pacifist strat of riding the lifts, solely because I feared it would actually cause me to lose time since I wouldn't be quick enough to even reach the lift. I also shotgunned the hell knights in the pit since I wanted to save the plasma to deal with the massive imp horde in the yellow key fight. My only reason was that shotgunning them felt super tedious.

There's not really much else to say, however if there is a change of route that significantly lowers time, then I could potentially go for a sub 2 run. Other than that, good map.

Link to wad: https://rbkz.net/doom/
Link to sourceport (DSDA): https://github.com/kraflab/dsda-doom
DSDA Leaderboards: https://dsdarchive.com/wads/cr2




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