[Doom II] Japanese Community Project (JPCP) - MAP23: Thermal Disposal Place (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
MAP23 isn't too difficult at first glance, but the problem was trying to UV-Max this map as fast as possible, which always adds onto the difficulty in any map. In order for this to be done, I have had to slip past monsters with minimal damage until I get better weapons, primarily the Supershotgun and Rockets. All kinds of tricks have to be exploited in order to do this map successfully and quickly.
But given my experiments, it is a lot more faster to get the Blue Keycard first over the Red Keycard, due to the Backpack and having a Plasma Rifle speeds things up on the Red Path.
MAP STATS
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Map: 23 - Thermal Disposal Place
Author: Guna
MIDI: Rise of the Triad OST - Chant
Enemies: 318
Secrets: 6
SECRETS
========
1) At the start to your left is a pile of boxes with a Rocket Launcher and some Rockets on it. Behind these boxes is a switch that will lower the Rocket Launcher Box down to ground level. Grabbing the Launcher counts as a Secret.
2) Halfway into the Blue Path, you will press a switch that was guarded by an Archvile. This switch allows you to continue the level but also reveals a switch in the previous room you came from (it is to the left of the doorway when heading back). Pressing it will open a door to the left on the way back. Inside is Green Armor, 2 Stimpacks and 2 Energy Cells.
3) On the way back, you will find 2 Cacodemons and 2 Pain Elementals coming out of large compartment that was revealed when you pressed the Archvile switch. Slay all the enemies and you will find a tiny button to the right of the hanging torso texture. Shooting this button with a Pistol or Chaingun will open up a door back in the Archvile Room. Inside is a Medkit, Box of Bullets and a Yellow Keycard (you will need this later).
4) Near the end of the Blue Path, you will find a Lost Soul come out of a tiny compartment on the wall. Before this is a series of screens. The one with the red text doubles as a switch. It will open up a compartment up the hall to reveal a Computer Map.
5) In the Red Path's first room, there is a red button that will reveal the Supershotgun and open up the next room. Face the button and to your right is a wall in the corner that has a distorted texture. This wall can be lowered to reveal a switch. Pressing the switch counts as a Secret. It will open up 2 doorways to the pillboxes where the Shotgunners and Chaingunners were attacking you from so you can pick up their weaponry. Inside the pillboxes are also 2 Medkits, a Bulk Energy Cell and a Box of Rockets.
6) Before you enter the final room, there are 2 rooms you can pick up supplies from. One has a MegaArmor, Medkits and ammo. The other one has to be unlocked with the Yellow Keycard. Inside this locked room is a BFG and some Energy Cells.
TIPS
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- Off the bat, try to claim the Green Armor from 2nd room. Use any means to get it, but try to avoid damage if possible so you don't take the Medkits from the other side.
- Regardless of which path you take, you will have to evade the more tougher monsters and deal with them at a later time to conserve time and ammo.
- Which path you take first is up to you. Both have strengths and weaknesses. The Blue Path is the only way to get a Backpack and a Plasma Rifle, plus the Yellow Keycard sooner, but you need to work through a longer path. The Red Path has the earliest Supershotgun and the only way to get the Berserk Pack for the level, at the cost of a lack of advanced weaponry and a slower time. Regardless of which path you do first, the other path will be a lot easier to handle.
- When you grab the Keycard at the end of that path. The 2nd room will flood with monsters. In both cases you get Imps, but the Blue Path gives you Revenants and Mancubi, while the other has Demons and Hell Knights. Regardless, use your advanced weaponry on the higher health enemies and try to mix infighting to save rounds. Beware of projectiles and when using rockets!
- In the final room, grab the Soulsphere before you trigger the Spider Mastermind and monster flood. Once it spawns, fire your weapon if you are Invisible. Try to get the Spider Mastermind and monsters to infight and use your BFG from Secret 6 to kill groups of Imps or to smite Barons when you can get an opening. Don't spam or go overboard with the BFG. You will need to save 120 Energy Cells to finish off the Spider Mastermind and the Archviles that get involved at the end before they get dangerous. Finish off any stray Imps with the BFG or conventional firearms. Make sure you keep an eye on your Health while you are fighting.
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