[Doom II] Japanese Community Project (JPCP) - MAP13: Bad Morning (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
The concept of the map is strange: You are basically waking up from your "bed" and you fight your way through a facility of switches, acid, boxes and demons to get to the next bedroom where the exit is.
This map is quite enemy packed and large, but it isn't super difficult or confusing like the previous maps. There are a few points the level gets dangerous, primarily in the first area (I wanted to get the SSG before slaying anything worthwhile) and the final area. However, you do get enough Rockets and Cells to decimate everything and infighting also helps.
MAP STATS
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Map: 13 - Bad Morning
Author: Namsan
MIDI: Perfect Dark - Carrington Villa
Enemies: 312
Secrets: 7
SECRETS
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1) In the room with the Health Bonuses and Green Acid (the 3rd switch that opens the caverns), the waterfall of acid can be lowered to reveal Armor Bonuses and a Berserk Pack
2) Upon entering the cavern system, the door to your left reveals a room with lava and a snake path. Behind the barrel (where the Chainsaw is), there is a switch inside an indent towards the wall. Hit the switch with an impact weapon to reveal a room in the lava that has Megaarmor and a Medkit. Lower the wall along the snake path to get back up.
3) In the cavern system, there is a door behind a setup of Health Bonuses and hanging body parts. There should be 6 Imps and a Backpack in here. Facing the Backpack, the wall to your right can be raised to reveal a Soulsphere.
4) In the room with the boxes before the Parking Lot, there will be a candle in front of a set of brown boxes. These boxes are an elevator that can take you up to a switch. Pressing the switch opens up a passage on the other side of the room (where the Baron of Hell was standing). The passage leads to a Hex room with a Bulk Energy Cell, Computer Map, Rockets and 36 Health Bonuses
5) In the 2nd acid room (the one behind the red wall you lower in the caverns), there is a switch that lowers walls in the acid to reveal an ambush. One of the walls in front of some Stimpacks has a Stop sign with a No Personnel symbol on it. This wall doubles as a switch that will raise a wall at the top of the staircase in the acid pools. Past the wall and up the stairs is a Green Armor and a collection of Armor Bonuses. Pick up the Green Armor before going for the bonuses.
6) In the room with the Caged Mancubus (the room with the switch that lowers the barricade to the Blue Keycard), one of the walls in the corners has wiring and circuitry. This wall doubles as a switch that reveals a compartment with 4 Backpacks.
7) In the warped outdoor region, there is a series of chained up corpses on the island with the Yellow Skull Key. One of the chained up corpses is a Cacodemon in the back corner. Shooting the corpse with an impact weapon will raise a wall to reveal a Soulsphere nearby.
TIPS
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- Infighting will help you at various points in the level. Take advantage of it, especially at the start!
- You will get Rockets and Cells more than Shells and Bullets. Try to use Rockets as often as you can to slay harder to kill targets.
- If you are planning on leaving the demons in the first area for later, make sure you keep tabs on enemies that leave the area. The last thing you want is 1 demon to leave the area and then mess up your run when you go outside. By the time you open the Blue and Red Keycard switches and slay the Archvile/Revenant ambush, your kill count should be 218/312 (factoring in Lost Souls).
- In the outdoor portion, try to stretch out your Partial Invisibilites. Use 1 when you first enter and try to get the Yellow Skullkey with it. Use the 2nd one when you get it and need to clean up the Revenants and Cacodemons.
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