(Doom II) Rush: Map 05 - Vile House (UV-Max Speedrun in 3:10)
Runner: D0M0
Date: 2022-09-24
IWAD: Doom2.wad
PWAD: rush.wad
Category: UV-Max
Map: 05 (Vile House)
Source Port: DSDA-Doom v0.24.3
Time: 3:10.57
Holy Moly! This map was a pain to speedrun! That's not to say I don't love the level though. It's not as free roam and slaughtery as map 3 or map 4 however it's got something to it that I just simply enjoy. Maybe it's the aesthetics of the map, being in the "vile house" and fighting the many arch viles. It all just blends well together and it helps me enjoy it.
Speedrunning this level is a pain, as I said earlier on. However, it's only due to one specific part of it. The rest of it on the other hand is a walk in the park.
The arch-vile jump is what turns the speedrun from very simple to much more difficult. A lot of my previous attempts the martian would refuse to zap me meaning the rest of the monsters would chip me down or would zap me multiple times in a row, not giving me enough time to progress. What also made the arch vile jump annoying was the fact I had to cross a specific linedef when grabbing the red key, since it would unlock the door that locked behind you after the first room. The fact I somehow skipped this linedef caused me to lose 2 perfect runs, which was just devastating. I feel sorry for the people who fall the same fate I have met many times on this map.
The problem with this map is that it's tedious to UV-Max majority of the time, however playing casually is what makes the experience so much better. I felt like the vile jump was not the right way to do it, which of course it isn't. However, since I was speedrunning, I had to for once embrace that I was skipping the platforming pillars in the level. And thank god I did skip the pillars, since it's basically impossible to do in a speedrun anyways unless you clear out the whole room.
Archi, if you're reading this, i'm sorry if it feels like I didn't like this map. I was stressed after failing countless runs on this map, and the tricks I needed to pull off further exhausted me.
I really like this map for the overall looks and fights and it almost feels like a stepping stone for the next couple levels, which I will say, are going to get harder! Stay tuned for map 6, it won't be pleasant!
Link to wad: https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/rush
Link to sourceport (DSDA): https://github.com/kraflab/dsda-doom
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