[Doom II] Japanese Community Project (JPCP) MAP19: Remind (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
My first video in 720p in-game resolution (I had to set the Aspect Ratio to 16:9, which after all this time I didn't realize was the problem) and the level just happens to be Nanka's 2nd map (she made Map11, which is one of my top 3's for this WAD).
Nanka shows off her visual experience skills with this one. It is still good, but not as good as I thought of Map11 and this one is pretty dark.
The level overall isn't difficult. The only 2 challenging parts is getting out with the Blue Keycard and destroying the Cyberdemon at the final room. Other than that, it isn't super difficult.
MAP STATS
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Map: 19 - Remind
Author: Nanka Kurashiki
MIDI: James Paddock - Pollutants
Enemies: 202
Secrets: 5
SECRETS
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1) After you claim the Blue Keycard, the room before it will have an added section that will have a Imp and Demon tag team ambush. Go into the room next door (the one with the switch that allows you to collect the Keycard) and activate the panel with the red monitor on it. This will open a compartment back in the previous room that contains a Box of Rockets.
2) As you are heading towards the Blue Keycard Door, you will find a series of boxes stacked next to a wall on the way through the caverns. There is a small grey box standing alone. On one side is a massive switch. Pressing it will lower a platform a bit deeper in the cave (it is behind the column with the Imps perched on an alcove) that will allow you to get a Rocket Launcher, some Rockets and a few Health Bonuses.
3) Eventually, you will press a switch that will reveal a set of Demons, Cacodemons and Hell Knights. On the other side of this is a staircase going upwards to the Red Skull Key. Along the right hand wall, you will find there is a section with no Red Column inside it. The wall here can be raised to reveal a set of Rockets. There is another Elevator in here that takes you up to a strip of Health Bonuses.
4 & 5) At the end of the Health Bonus strip in Secret #3, there is a pentagram switch on the far wall. Shoot it with a pistol. Once you open and go past the Red Skull Key door, you will find some Imps guarding 2 Boxes of Bullets. Go through this tunnel and you will find some Medkits and Plasma Cells. If you collected Secret #1 from earlier, another wall have raised to reveal a teleporter to a Megasphere.
TIPS
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- Mastery of Berserk Fists is recommended to save ammo. Use them to punch out Demons and Specters or any other easily exposed demons. You will need all the Rockets and Cells you can muster for the final attack.
- At the start, there are 4 Specters. Make sure they are KO'ed before leaving the tunnels.
- Do not enter the Blue Keycard building without the Supershotgun from outside. This will assist you when cutting through the Chaingunners and Revenants inside. Use the doors and angles of the doorway to slay the enemies safely.
- Once you take the Red Skull Key, slay the Archvile fast so it doesn't raise any Barons.
- In the final room, get the Cyberdemon to fire rockets at the Barons and Hell Knights. The splash damage should be enough to cause an infight to divert the Cyberdemon's attention. While distracted, kill everything along the outer ring and then slay the Cyberdemon with Plasma Rifle rounds.
- Once you claim the Yellow Skull Key, quickly rush the Pain Elementals to keep the Lost Soul count minimal, then clean up the room of all monsters before you throw the 2 switches for the exit.
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