[Doom II] Japanese Community Project (JPCP) - MAP21: Search and Destroy (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
MAP21, the 2nd of the Burabo Trifecta. The enemy count is small, but it is made up by challenging arenas to compensate. You must have a coordinated plan if you are to successfully beat this map, especially if you plan to UV-Max as fast as possible. Overall, this is one of Burabo's easier maps.
On an off note, kudos to him for choosing my favorite MIDI from Plutonia II.
MAP STATS
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Map: 21 - Search and Destroy
Author: burabojunior
MIDI: Stuart Rynn - Night Run (Plutonia 2 MAP17)
Enemies: 49
Secrets: 2
SECRETS
========
1) In the second arena, fall into the ditch to the right (your right when facing it) of the Blue Key Door. There is a Medkit, 3 Armor Bonuses and the Secret will register when you pick up the Box of Shells, Rockets and a MegaArmor. There is a teleporter that will take you back up to the arena.
2) Go through the Blue Key Door and before proceeding forward to trigger the Mancubi, look to your right and you should see a tiny red switch. Shoot it with a pistol and a red switch will appear at the far end of the arena. Pressing this will lower a wall to the opposite of the switch. Follow the trench to a Soulsphere.
TIPS
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- Do not go overboard with your Rockets! They will assist you for speed killing the 2nd and 3rd Arenas. Try to use the Supershotgun as the numbers diminish.
- Off the bat, it is recommended to escape from the first arena. There are 8 Imps and an Archvile in the starting room. Escape quickly! This will give you a targeting advantage for the Imps as you can clog them up at the doors to prevent the Archvile from raising them. RNG is a major factor in how much time you waste with this enemy!
- Once you trigger the 2nd arena's enemies, try to escape into the outer water and kill the Revenants, either by rockets or infighting with Arachnotrons and Mancubi (take advantage of this!). Try to do a circular run when you can so that you can slay all 4 Mancubi on the corner towers. Once the entire room is cleared, you should have 17-18 monsters left (18 if none of the monsters in the final arena killed each other via Infighting on your way to Secret #1).
- In the 3rd arena, do a straferun to surf over the Mancubi so you can get on the side with the items. Run along the Rocket Boxes so you can pick them up. Just be aware of your Rocket count and the corpses disrupting your vision.
- In the final arena, try to pick up all the Energy Cells, especially the Bulk one and save the Plasma Rifle to slay the Cyberdemon. Take advantage of the long hallways and pillars to protect yourself and attack when you get an opening with the Rifle. Pay attention to the Cyberdemon's movements and attacks or you will waste Energy Cells or worse: You will take a rocket to the face!
- While fighting the Cyberdemon, if you wish to save time, start throwing switches when you can. You need to press all 6 in order to open the exit.
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