Doom II: Death in Excess - Map 32 (Extirpation) UV-Max in 37:02

Channel:
Subscribers:
1,210
Published on ● Video Link: https://www.youtube.com/watch?v=F-Y_u3eQNzQ



Duration: 37:20
1,019 views
34


Runner: Dan
Date: 2022-03-12
IWAD: Doom2.wad
PWAD: DiE.wad
Category: UV-Max
Map: 32 (Extirpation)
Source Port: DSDA-Doom v0.24.2
Time: 37:02.69
Description:
My favourite map from DiE, glad to finally get an exit on it. Sub 35 is quite achievable with a little less wandering around and some more aggression, but I'm happy with this time.

Route/Strategy:
Stutter step at the start to try and get good infighting going. Don't shoot at the imps - keeping them around to tank manc fireballs improves the survivability of the manc wave drastically. Most resets will still happen to the mancs anyway, but this easily doubles the success rate.

Pathing I take for the baron/HK wave is very consistent - almost never got stuck unless I made a mistake. Grab 2nd invuln at ~1:43ish as the cybers get released. Circle strafe and grab the 3rd invuln as the imps are released.

This pathing for the cybers seems to be pretty consistent as well - if you just try and circle strafe rather than cutting through the middle of the barons, the cybers will often just wall you in and prevent you from grabbing the next invuln.

Circle strafe until you get the voodoo doll invuln and the next set of walls comes down & immediately rush the switches. You want to hit 4 switches per invuln ideally, but it can be difficult as the cybs and viles like to throw you around as you're trying to hit each switch. I got very lucky here to get to the 5th invuln.

From here I skip the outdoor fight. Ideally it would be best to do the revenant fight first, because that's the one that's most likely to kill you (even more than the conveyor room). But you need as much invuln as possible for that fight. If I try and go there now, monsters will slow me down too much and I'll lose a lot of the invuln time for the rev fight.I also can't do the conveyor fight first because it's in the NE corner of the map, meaning all cybers will move to the NE section of the outdoor arena. They get clogged up here and don't like to move back into the middle, which makes cleaning them up take ages.So instead I go to the easiest wing first. There's no value to an invuln for the start of this wing, and it's also on the west side of the map (where cybs won't get stuck).

Clear the vile/imp closet at the start of the next fight and wait for the cybers on your left to close in. Once they appear push towards the imps and grab the megasphere here before going back to the original closet. From here you can just BFG spam until most of the big closets are empty. I like to clear the viles out ASAP. This is a little risky, but it's early enough in the run and saves enough time that I think it's worth it.

Head up stairs and try and get some infighting going between the cacos and cybers. This was a waste of time I think. Probably best to just clear out any PEs close to the window and then immediately drop down to the next fight. The next fight is the easiest fight in the map, nothing much to say here.

Next I go to the revenant room. This room is pure RNG, even coming into it with an invuln. The first few circles around the room (where you're actively BFGing through revs) are extremely dangerous. I play this mostly on the fly. No real strategy I found to make it more consistent. Died I think 8 times here during attempts.

Last wing is the conveyor wing. One of my all time favourite fights. The strategy I use here is reasonably consistent. Use the invuln to clear out a bit of the rev closet, then move up to the rocket stash and start clearing out imps. Stay here for as long as I can - either until I see viles spawning with the imps, or I start getting too much pressure from the revs. Take the conveyor down, grab the megasphere inside the HK closet, then push into the corner with all the pillars (sniping any viles you see on the way). Stay in this corner for as long as humanly possible. It's very safe and there's a ton of ammo The short pillar with the fire torch blocks projectiles, so just dance around it until revs start pushing in on you. Once they do grab the mega and ammo and push out to the right down towards the large cell stack in the other corner. This is the most dangerous part, and I nearly died making this run (2% health :)). From here if you've managed to camp in these two spots for long enough, you should be able to start circle strafing and the fight is won. Just make sure not to aggro too many viles at once. Only died here once when using this route.

Final fight *should* be free. You have more than enough ammo and invulns to deal with the room. But I was super nervous at this point, being the first attempt at the finale. My invuln management was terrible (grabbed more than one without realising it) and I nearly got myself killed multiple times. My attempted dive in on the cybers to grab an invuln just as mine was running out was particularly stupid. Got *extremely* lucky here.







Other Statistics

Doom II: Hell on Earth Statistics For Dan

Dan currently has 314,842 views spread across 113 videos for Doom II: Hell on Earth. His channel currently has around 21 hours worth of content for Doom II: Hell on Earth, or 97.47% of the total watchable video on Dan's YouTube channel.