[Doom II] Japanese Community Project (JPCP) - MAP17: UAC Energy Plant (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Another one of Burabo's Maps. MAP17: Small map, large amount of enemies, many barrels and no BFG abusing. There is a lot of things that can go wrong on this map, ranging from splash damage from barrels and your own rockets, unlucky and/or random projectile hits (especially when using the Invisibilities) to getting stuck in the confined corridors. Caution is advised for this slaughter map!
I had successfully completed this map quite a few times, but this was one was my personal favorite: It was relatively on my average time (actually about 5-6 seconds slower than my fastest), it felt fluid and it has the best Archvile kill I have ever done at 3:22.
MAP STATS
==========
Map: 17 - UAC Power Plant
Author: Burabojunior
MIDI: James Paddock - Running Out of Steam (Harmony Midi Pack - D_STEAM)
Enemies: 500
Secrets: 3
SECRETS
========
1) Inside the 2nd room, there is a long electrical panel spanning across the wall next to the switch. This panel can be lowered to reveal an early Rocket Launcher and some Rockets.
2) In the room with the Supershotgun and the Red Keycard, there is a sealed door with a panel that says LOCKED next to it. To the right of this door is another long electrical panel (contains green indents) that can be raised to reveal a switch. Pressing the switch unlocks the aformented LOCKED door once you pick up the Supershotgun and trigger the Revenants (Doing it before opens the door, but not enough for you to squeeze in). The room contains a Medkit and Backpack. A Switch can be flipped to lower a BFG9000 from a thin column.
3) After throwing the switch behind the Red Keycard Door, clear out the demon horde in the next room. Once the dust settles, to the right is a tunnel that is blocked off by steel bars. In this room is a red rectangular switch that can be pressed to raise them. Past the bars is a balcony with a Berserk Pack at the far end of it.
TIPS
====
- Due to the vast diversity of enemies in this map, infighting should be exploited whenever possible. This run has quite a couple of infighting exploits to prove this.
- Blowing up barrels is mandatory for conserving ammo and thinning out the numbers quickly! Blow up the barrels while enemies are near them to cause massive devastation. Beware of barrels flying back into your face (I had one run where a random barrel did this and killed me).
- Save the BFG9000 rounds for the first 2 Archviles as this Map's tight spaces gives them plenty of corpses to raise and limited dodge space for yourself.
- Use the Partial Invisibility Powerups wisely! They can make (force some monsters to infight with each other, forcing them to kill each other or blow up barrels for you) or break you (it makes some projectiles, especially Revenant Rockets and Mancubi Firebolts harder to dodge).
- Be extremely careful when using the Rocket Launcher in this level! The small corridors and monster varieties can easy cause you to damage or kill yourself with your own rockets. Try to also conserve rockets for speed killing tougher enemies, especially at the end.
- In the final trench, use your Rockets to cut a hole towards the Archvile and kill it first, then everything else. Double check the area when you are done as there should only be 1 monster left when you open the door to the exit.
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