[Doom II] Japanese Community Project (JPCP) - MAP20: Escape From UAC Space Base (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
MAP20, the beginning of the Burabo Trifecta (He designed 20-22). Here I thought MAP06 was frustrating, MAP20 takes it to a all new level for UV-Max rushing. There are a lot of things that can go horribly wrong if you are not observant or swift enough. My troubles were at the Main Entrance to the facility when you get the Yellow Key, the start (there is a lot of RNG bullshit that can go wrong), and the final push to the exit.
MAP STATS
==========
Map: 20 - Escape From UAC Space Base
Author: burabojunior
MIDI: Stuart Rynn - Jailbreak (Speed of Doom MAP33)
Enemies: 225
Secrets: 5
SECRETS
========
1) Outside the entrance of the Main Facility is a series of boxes stacked against a wall. In the back of these boxes is a small nook containing 2 Energy Cell Packs and a Medkit. The latest you can collect this is on the way to the Blue Keycard Door after you claim the Blue Keycard.
2) Once you enter the facility, ascend the stairs to a fork. Keep to the right and climb up the next set of stairs. To the right of this staircase is a lone Shotgunner guarding a pile of boxes. Behind this pile of boxes is a Backpack that counts as a Secret.
3) Once you gain access to the Mancubi Balcony with the Yellow Keycard Elevator, there are a set of terminals at the far end. The blue one doubles as a switch. Pressing it will reveal an elevator behind a pile of metal boxes before the Blue Keycard. The elevator will take you to a Soulsphere.
4) Once you acquire the Blue Keycard, backtrack to the staircase fork, but this time, proceed forward through the winding staircase. Before the second winding stairs is an orange stripe on the ground. Running across this will cause the door opposite of the Blue Keycard Door to rise to reveal a BFG9000. You have to be quick to collect this as the door will shut after a few seconds.
5) Inside the structure before the Red Keycard is 2 large piles of metal boxes. Release the bars with the switch and slay all the Revenants and Demons. Once cleared, the box pile closest to the Red Keycard structure has a path you can walk through that will take you around the back. At the end of the path is a Bulk Energy Cell.
TIPS
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- Off the bat, line up multiple enemies with the Supershotgun so you can maximize your Shell usage. Be careful if you travel through the trench and the 6 Imps will potshot you if you don't kill them. Also, the walls of the trench are very unreliable at stopping Revenant Rockets, so try to use the metal boxes as cover.
- Once you break into the facility, use the Chaingun to blow up barrels and slay the Zombies. Try to save the 2 Medkits at the base of the first stairs for after you get the Yellow Key, but take the Rockets.
- At the Yellow Keycard room, stay away from the window that faces the massive structure next door. There are some Chaingunners that can pick you off that are difficult to see. But you can also get some infighting done early to reduce their numbers. You can kill these guys when you gain access to that room.
- Once the Mancubi, Imps and Chaingunners flood the first room of the facility, try to fight them from the apex of the stairs and take advantage of Mancubi Fireballs and Chaingunner bullets to infight and kill monsters. Make sure you have at least 10 or more Rockets and the Mancubi closest to the elevator dead (the elevator itself is very unsafe to be dodging in) so you can blitz the Mancubi Balcony. Be warned if you attack this from the balcony itself. The elevated platforms will make it difficult to spot Fireballs and they do fly over them.
- Archviles are going to be incredibly annoying in this map. Try to make sure you have cover so you can break the channel. The worst are the pair that spawn after you take the Blue Keycard and the final one. If you can, try to pick off this pair (or at least 1 of them if possible) from the Blue Keycard structure. Use the metal pillars to break the channels. The other side has very limited cover options.
- Save your Energy Cells for the BFG9000. It will be your life saver against mass groups and quickly dispatching Archviles.
- At the Spider Mastermind chamber, slay the 4 Revenants on your side and try to get the 4 on the other to attack the Spider Mastermind to force an infight. They won't last long but it may give you the diversion you need to setup a OHKO with a Point Blank BFG strike. Use the pillars as cover. Before you enter this room, there should be 10 monsters left (9 Revenants and the Mastermind).
- At the end of the level, a voodoo doll of you will get crushed, killing you as well. This was a tactic done in Scythe 1 and 2 to ensure you start the next "part" with 50 bullets and a pistol. Make sure you don't press the Fire button until the Results Screen displays or you will restart the level.
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