(Doom II) Rush 2: Map 01 - Re-enter (UV-Max) [w/ Commentary]
Runner: D0M0
Date: 2023-03-18
IWAD: Doom2.wad
PWAD: r2_6maps_v2.wad
Category: UV-Max
Map: 01 (Re-enter)
Source Port: DSDA-Doom v0.24.3 (MacOS Build)
Time: 6:01.23
Complevel 11 (MBF Compatible)
DISCLAIMER:
The unexpected sequel by Archi has arrived! Supposedly this wad was going to be 12 new maps that were much more challenging than the original Rush (I'd say it's as hard as Alien Vendetta, if not maybe even harder). However, it's not finalised, meaning that not all maps have been added to this wad. Respectively, that is up to Archi.
Therefore, I will not be speedrunning these maps, as due to the wad not being finalised, there isn't exactly any competition, nor does it sound like a smart idea when these maps could get updated in the future. I am only playing the current 6 maps that are available because I am not the most patient person and anything Rush related will instantly hook me.
COMMENTS:
This first map is easily Rush related. There is a resemblance from the past maps that fit with this one, such as the style and the monster placement, however Archi this time has been able to conjure up some cruel traps and fights that you can dig your teeth into. Difficulty wise this map is like playing the second half of the original rush, so for improving players, this is just the right wake up call for what's to come.
My strategy to beating this quick and efficiently is to simply skip the first two fights and let infighting sort it all out for you. Usually over half of the monsters end up dying and it makes for an easier clean up. The rocket launcher in these fights will be your best friend, make good use of it! You don't get a backpack in this map and you will use up ammo pretty damn fast, so keep track of your rockets since there's plenty of boxes lying around.
The main attraction to this level is the red brick base you enter in. The fight that starts instantly can be quite a pain to deal with if you don't wake up the pinkies quickly enough. What i would do is first grab the soulsphere and then fall back and fire rockets, since you will cross the pinkies' lines of sight, which will cause a blockade for the revenant missiles.
After that, you have the arch vile box. My god can this fight get messy. Kill them as soon as possible, since the lost souls that spawn in will be relentless in getting in your way, making face rockets nearly inevitable, depending on how you play it. But you can't stand there for too long, as a cyberdemon will shell you from behind. It's map 1 and you already see the first cyberdemon.
Luckily you get a BFG, so depending on when you got the plasma rifle secret with all the cells, you could either go back to clean up or just kill the cyberdemon if you have sufficient ammo. Either way, i don't think it'll make a difference as to which one is more efficient.
Overall this map is punchy, straight to the point slaughter and very nostalgic to those who enjoyed the original 12 maps a decade ago. The midi as well absolutely kicks ass for a starting map, as it does for Rush, and it's also made me realise that Archi is brilliant when it comes to fitting midis in maps. This map is everything I wanted in a sequel and much more, and for that reason I will play it on a regular basis.
Link to wad: https://www.doomworld.com/forum/topic/100425-rush-2-2020-12-31-update-map06-added/?tab=comments#comment-1869329
Link to sourceport (DSDA): https://github.com/kraflab/dsda-doom
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