(Doom II) Crumpets 2: Map 03 - Foppish Hovel (UV-Max Speedrun in 2:11)
Runner: D0M0
Date: 2024-02-26
IWAD: Doom2.wad
PWAD: cr2.wad
Category: UV-Max
Map: 03 (Hoppish Fovel)
Source Port: DSDA-Doom v0.24.3 (MacOS Build)
Time: 2:11.94
Complevel 9 (Boom Compatible)
Attempts: 393
This is unironically the funniest demo I have pulled off. You wouldn't know it was funny, but behind the screen I was headbanging most of the way through the run to an absolute adrenaline shocker song that came up on my spotify.
Funny moment aside, this run is all thanks to rng.
Playing this casually was slightly more difficult than the previous map, not only that but in terms of trying to find a route. This was probably the hardest part and really I resulted in waiting for someone else to find the route for me. Alas, it worked out, and originally I had achieved a time of 2:34 before I lowered it even further.
I then uploaded a 2:29 run to doomworld, since I thought someone would try and comeback to that. However as of writing this, no progression has been made in lowering the time. And I believe the simple explanation to this is RNG.
This map has pinpoints where RNG severely matters. The first one being with the berserk and revenants. You really need to get good damage rolls here, since it does prove to save a lot of time. I managed to get pretty lucky damage rolls here, however there was one attempt where I managed to kill both revenants in 2 hits, which is the optimal way of doing it. I doubt anyone will grind that out tho.
Secondly, there's the monster allignment when you kill the revenants and hell knights guarding the yellow key. Obviously here they must've partook some form of infighting, in which it saved me approx 10 seconds. But then the cacodemons, fodder and mancubus were all lined up in a way that a BFG shot could kill most of them. I did resort to ssg-ing a few of them, but this ultimately depends on rng since the cacos can go where ever they fell like on the map. Sometimes it can be beneficial and other times it's a curse.
The final bit is straight forward, ssg the mancubus, and then kill the monsters in the final room where the exit is located.
I did the routing differently to the previous runners solely because I felt like the red key could've been accessed way quicker. By doing Kvo's pacifist jump using one of the doors (you could also use the ledge near all the hitscanners, but that's more rng dependant), it saves so much time compared to waiting till the end to claim the BFG.
Another good map, seems like we're on a roll this time!
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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