Doom II: nosp3 - Map 24 (Scorching Singularity) UV-Max in 16:12

Channel:
Subscribers:
1,210
Published on ● Video Link: https://www.youtube.com/watch?v=gv4hnE3zq8A



Duration: 16:24
1,184 views
44


Runner: Dan
Date: 2022-03-18
IWAD: Doom2.wad
PWAD: nosp3.wad
Category: UV-Max
Map: 24 (Scorching Singularity)
Source Port: DSDA-Doom v0.24.2
Time: 16:12.37

Demo: https://drive.google.com/file/d/1H0ZTE4xF1AlZ-q12boGtM3XvKde4gC17

Description:
I thought this map was impossible the first time I played it casually. And only partly due to accidentally being on cl9 and having viles not get insta-killed.

I do not recommend this route to anyone who values their health.

Route:
Try and bait imps away from the wall so you can wallrun down with plasma and save health. I leave the supercharge here in case the next couple of fights go poorly and I need health during cleanup. Push back and activate the next room. When I hit the main switch, if I'm above 250/250 I'll leave this mega here as well for later. Anything below that and I take the mega to push through the revs/hitscanners. Should have enough health left (~100/100ish) to push through the cacos and pick up a chaingun. This is to avoid autoswitch when killing the viles, and also to just waste enough time for the viles that woke up to make it into the main room and start rezzing stuff. If you try and fight the viles while they aren't distracted they'll just zap you repeatedly, so it's worth waiting here a little bit.

Grab the mega and refill on cells and rush the viles. I'm not sure what determines how many viles wake up during this fight. My movement was fairly consistent, and sometimes I'd have 3 viles other times it would be all 12. This whole section is very RNG, between the viles, the hitscanners/evil marines from the corridor, cybs/revs from the first room - there's a lot that can go wrong. Most attempts ended here.

After most/all the viles in this room are dead (I wouldn't leave more than 1 alive at most, and only if I was very low HP), push out and clear any that didn't wake up. I was very lucky to leave this room at 300/300 - usually it's more like 20HP. This lets me start the next fight without picking up a mega, which is incredibly valuable as this fight is the most prone to killing you. I sit behind the imps at the start and rocket until I hear the cybruisers wake up. Push out and hit the left switch, then refill on cells and health (if needed) and push back to the imps. Revs will start spawning in now, just BFG them and keep them at bay as best you can. From here you're just surviving until the 2nd switch becomes available. Grab health and ammo as needed, kill a couple cybs if you can. Once the TP is available get out to the red key.

You can skip picking up the red key straight away here, push out and clean up the outside. This prevents an extra 6 cybs teleporting in. But the red key is the trigger for the vile wall to be insta-killed, and I have good health so I just grab the red key now and clear most of the cybs before I can rush past and out into the main room to clean up.

For the final fight you need to survive for around a minute before the viles on the ledges get insta-killed. Main risk here is when you have to push through the imps - you're almost guaranteed to eat a big rev ball so you need to get a bit lucky in order to make it to one of the megas in the centre.

After the viles die hit all 3 switches to start the 2nd phase and release the cybs. The middle tube thing lowers revealing 28 viles, so the middle is now off limits. I more or less play pacifist from this point and let the cybs clear everything up.

The left and right sectors where the switches were turn into insta-kill (for you) floors, so you need to be pretty careful there. For some reason I thought the back sector did as well (it doesn't, it stays red). This caused me to make a pretty insane move through the middle of the pack of cybs. By some miracle I survived.

Once the cybs have killed everything it's some fairly slow cleanup. I want to avoid tagging viles with tracers as much as possible and staying out of their range, and it takes a while to safely kill the cybs in this way. You could save a lot of time here, but given how inconsistent the first half of the map was I wanted to take the easy W at this point.

Once all cybs are dead stand at one of the side pillars and just go to town with the super RL against the viles. Make sure not to do this from the closer pillars, otherwise you won't be able to outdps the rez'ing with how much more you need to break LOS.







Other Statistics

Doom II: Hell on Earth Statistics For Dan

Dan currently has 314,842 views spread across 113 videos for Doom II: Hell on Earth. His channel currently has around 21 hours worth of content for Doom II: Hell on Earth, or 97.47% of the total watchable video on Dan's YouTube channel.