[Doom II] Japanese Community Project (JPCP) - MAP16: Forlorn Defense Line (UV-Max)
Game: Doom II
WAD: Japanese Community Pack (JPCP)
Mode: UV-Tyson
Source Port: Zandronum 2.1.2
Recorded using Bandicam
MAP16 is another MAP06 kind of Map: There are many ways to clear it, but some are more safer than others. It took quite a few attempts to get down a path that would help me get an early Rocket Launcher since I kept getting stuck in the Blue Keycard balcony and the Archvile in the armory was no help either. I beat this map approximately 4 times and came close quite a few. This was sadly the least messy of my runs.
This run has it's share of screwups (getting into the Backpack. Archvile bullshit and getting the Red Keycard were up there), but this is around the average time that I can complete this level in.
As for Tatsurdcacocaco as a Map Maker, he tends to focus more heavily on movement style maps. Which reflects in his playstyle (he relies heavily on movement and agility to get through maps). This map is a testament to his playstyle: Smart movement is key!
MAP STATS
==========
Map: 16 - Forlorn Defense Line
MIDI: Heretic OST - Hell's Maw (E1M8)
Author: Tatsurdcacocaco
Enemies: 185
Secrets: 4
SECRETS
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1) In the hallway with the Rocket Launcher, there is a switch at the end. This switch drops the wall to reveal the Supershotgun Room. Before dropping down, hit the blue panel on the far wall with a Pistol bullet. This will lift a panel on the ground below to reveal a Box of Rockets.
2) Before entering the Blue Keycard structure, hug the edge of the structure from where the Mancubus was standing. You will eventually come to a Baron of Hell emblem. This emblem can be raised to reveal a compartment with Energy Cells.
3) In the Blue Keycard facility, you will enter a sewer and a switch. Press the switch button to reveal compartments containing Specters and Chaingunners. The wall of the compartment closest to the switch has an off texture wall inside (it is grey vs the brown). This wall can be raised to reveal MegaArmor.
4) In the cavern with the Red Keycard, there is an elevator in the pool in front of it that will take up back up if you fall. When lowered, this elevator also lowers a section of the rock wall nearby. In order to make it into the secret in time, you need to lower the elevator from the ground above. Stand at an angle and activate the elevator. Once inside, follow the water flow to a waterfall that will eventually lower to reveal a Soulsphere.
TIPS
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- Ammo wise, you will be without a Backpack for half the level and Shells will be more commonplace than Bullets, Rockets and Cells. Try to use the Shotgun-class weapons as much as possible so you aren't ammo starving for the Final Attack.
- When trying to take the 1st Combat Armor from the bunker, get the Chaingun first. It will be faster and safer at killing the Shotgunners than the Shotgun will.
- Before entering the Blue Keycard building, slay the Archvile inside the armory and blast some Revenants with the Launcher. This will save you A LOT of headaches when you get the Blue Keycard.
- When getting the Backpack, it is recommended to slay the Mancubus that is camping in front of the door. Save the Berserk Pack as a life line.
- Once you remove the blockade with the Keycards, quickly grab the rockets and cells, but leave the Soulsphere for later use (Secret #4 should ensure you got high health). From the wall closest to the Berserk Pack, use rockets to slay some of the Chaingunners until the air spawn. Once they do, slay the nearest Pain Elemental and Cacodemon then get the other 2. Once the air is dead, work your way through the enemies, using Rockets and Cells to kill them all. The Green Armor, Soulsphere and Berserk Pack will help you through this part.
- Pain Elementals and Archviles are the biggest threats in the level. Keep them under control by any means necessary!
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