[Doom II] Japanese Community Project (JPCP) - MAP28: HeLLPort (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Back when I finished MAP15, Masa, the creator of this map said he can't wait for me to do this map. When I saw 2 people before this attempt the map, I knew this was going to be a LOOOONG one. I thought I wouldn't be able to complete it and actually considered skipping it at one point,, but the Completionist in me said "No Fucking Way!"
I did a run using Quick Saves and started to develop strategies to safely speed through this run and I learned that this map isn't actually as bad as I thought. The only annoyance to this map is how long it is, but it shows me that Masa takes the best of burabojunior (who makes hard maps) and Nanka (who makes good visiual experiences) and combine them to make this wonderful little treat to reflect on his trip to Venice in 2014.
Also, thanks to Vincent Vega for letting me know what the MIDI is.
MAP STATS
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Map: 28 - HeLLPort
Author: Masa
MIDI: Stuart Rynn - Day of Mourning
Monsters: 700
Secrets: 7
SECRETS
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1) When you navigate through the docks after getting access to the ground where the Yellow Skull Key switch is, you will eventually come across a candle facing out towards a Soulsphere. The ground in front of the candle is invisible and it is an elevated platform allowing you to claim it. Grab a Radsuit before you attempt.
2) After the docks, you will end up in an arena with pillars and a cross in the middle. One of the pillar's stone walls is different from the others. This side doubles as a switch to lower the pillar. Get on top of it and ride it up. Then drop down into the pit with the cross and you will get Rockets and a Soulsphere.
3) In the next part, you will be attacked by Revenants, Chaingunners and Imps. Drop down into the lava pool you will find a MegaArmor tucked in a corner. Ride the elevator back up to continue.
4) In the room with the Yellow Skull Key, there is a pit that you can drop down into. You need to do a Straferun onto the stairframe in order to hop over it and drop down. In the ground, there are 2 Soulspheres and a Bulk Energy Cell
5) At the cargo ship with the Blue Skull Key, walk along the frame of the boat and go around to the back to find 2 Bulk Energy Cells. I recommend taking this secret after you slay all the enemies on the boat.
6) Before you drop down into the Red Skull Key Arena, hug the wall at the base of the staircase and you will see a Health Bonus. Walking towards it spawns a MegaArmor
7) Inside the Arena itself, there are several lava walls with skull emblems on them. The one closest to the Megasphere has no skull emblem on it. This wall doubles as a teleporter that warps you to a platform with an Invulnerability Powerup.
TIPS
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- You will need patience to complete this map! This is the longest and largest map in the JPCP megawad. If you must risk a bit of failure or damage to achieve tasks, then do so.
- No matter what happens, you will leave the first room with 100/100! On the other side, immediately rush the closest Archvile and kill it. Take advantage of the hitscan to make it change targets.
- Archviles are not going to be your friends on this map. You will need to find an opening to use Energy weapons to slay them. Try to also slay tougher enemies away from their spawn points as well.
- On the pier that guards the switch that opens the Yellow Skull Keycard room, it is wise to lure the Revenants to the other side so that the Archvlles don't waste time resurrecting them. You cant afford to waste extra ammo.
- In the Red Skull Key Arena, use the Cyberdemons to help instigate infighting and thin out the numbers. While that is going down, use the BFG and hunt down the Archviles under the cover of Invulnerability. Once these threats are slain, start annihilating the Hell Nobles. Make sure you keep tabs on your Radsuit while fighting in the lava.
-Stretch your powerups wisely. The Invisibility Powerup will be effective in handling some of the more dangerous confrontations. It is useful in the 2nd Arena as well in the final room as you can save Cells by making the Spider Mastermind shred his own minions.
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