DOOM II: Junkfood map 03 UV Max -cl9 [01:55.23] [Fluuschoen]
player: Fluuschoen aka Freiya
source port: DSDA-Doom v0.25.6
rendered from: DSDA-Doom v0.25.6
settings: -iwad doom2.wad -pwad junkfood.wad -warp 3 -skill 4 -complevel 9 -shorttics -nomusic
map: Junkfood map 03 (The Melted Cheese Level of Hell) by noreason
category: UV Max
time: 01:55.23
demo date: 05/15/2023
render date: 05/15/2023
recorded with: OBS Studio 26.1.1
mouse: G-Wolves HSK Stardust @ hexa Grips / Omron D2F-01F switches / blue scroll wheel / Hyperglide MX-2
pad: Artisan Ninja FX Hien XSOFT L Wine Red
monitor: LG 24GM77-B @ 144 Hz / DAS on / Motion 240 off
keyboard: Akko 3068B Plus (TTC Gold Blue)
mouse settings: 1600 cpi | 1000 Hz | angle snapping: off | Win: 6/11 | EPP: off | MarkC accelfix
ingame sens: 7/2/7, accel 0 (3/1/3 in Crispy) | mouse strafe divisor: 4 | vertical mouse movement: no | carry fractional ticks: no | mouse stuttering correction: yes | -shorttics
ingame resolution: 1176 x 664 @ uncapped fps | OpenGL/Indexed | Gamma 4 | Translucency 100%
sound: Portmidi | 24 channels | disable sound cutoffs: yes | -nomusic
If you can activate the first switch to open up the second room without the cyber royally fuck you over with his random stumbling, you have a good chance to complete the level in one piece. Don't waste too much time here, I think 13-14 secs at this point is good pace.
Depending on health, you can skip the first Supercharge (or even thinning out the pinky herd more, but it seems it's pretty important to leave a few mancubi at the final switch to help with the infighting), and can go straight to the second switch through the zombiemen. I like to finish this task early, because I lost a few good runs to forgetting it; this is the reason for the quick killing of the Cyber at the end of the corridor as well, not to mention you don't really want too much cramped combat here without more boxes of plasma ammo. If you need to replenish your HP while you're here, I suggest getting the Supercharge closer to the cybie, because the other one is closer to the blue key and the third switch, so if you have to take a 'charge again during the skirmish in the second room (where you'll probably fight the most), it will be faster to take it.
The revenants are the major pain in the ass, because if you kill too much of them, the infighting will slow down considerably, but if you kill too few, they can easily cross your plans. Don't forget to avoid the spider masterminds (and cybies in the second room); if you have a little luck, those two watermelon heads will butcher the flock nicely. Sometimes they keep on living and shooting in the late stage of the level, and it happened that a mastermind was the last monster outside of the cybies and that one mancubus near the exit.
I found that picking up the blue key too early might not be good to your health (mainly because of revenants and their homing projectiles), as the monsters will block the path and you'll eventually run out of something. Maybe it's doable soundly, haven't experimented with it much, but having a little patience seems to be the better choice. And there's also the fact, the two cybies are more than zero, and their rockets can deal major damage to the horde, which you want to keep in center of the second room as much as you can (so they eat more friendly rockets). The last part is two-shotting the remaining cybers in the first room.
Hmmm... just got an idea, but won't share it yet. : ]
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