(Doom II) Sunder: Map 01 - Python (UV-Max Speedrun in 3:57)
Runner: D0M0
Date: 2023-06-08
IWAD: Doom2.wad
PWAD: sunder.wad
Category: UV-Max
Map: 01 (Python)
Source Port: DSDA-Doom v0.25.2 (MacOS Build)
Time: 3:57.11
Complevel 9 (Boom Compatible)
Attempts: 210
Happy birthday to me and welcome to the first map of season 2! Sunder is no joke wad, this is for experienced doom players only. Insane Gazebo takes no prisoners with this giant slaughter fest of a wad! 22 maps (so far) that are all unique, offer challenging combat situations and a unique and very detailed theme per map.
This wad will be a side project for me to complete. I will not regularly attempt this wad as it is too hard for me to focus on. Plus I have other wads like The Lost Magic and Crumpets to finish (which I will do in a week's time).
Starting off with this map. Going into it I thought map1 wasn't going to be bad at all in terms of speed-running. Oh boy was I wrong! The map itself isn't so challenging, the combat scenarios can get extremely messy though. The main technique when it comes towards beating this map is crowd control. You really need to manipulate monster movement at the start (along with the occasional infighting, especially with the arch viles).
What I tend to do is grab the shotgun and strafe towards the first switch, I then go back to the starting room, grab the backpack and remaining shells and hide. Note that I also shoot when I hit the switch. This is so the imps in the other room wake up and will start their chase action. By hiding in the starting room, I can manipulate the imp movement and cause most of them to move out of the hallway they're originally stuck in. I then further manipulated the movement by going back up the staircase and hiding towards the window overlooking the imps. When you feel confident, head down, try and avoid the vile and hell knights, and shotgun your way through (hopefully) the small crowd of imps that remain in the hallway. You now have a super shotgun and can initiate the second phase of the fight.
Welcome to the hardest part of the map. Rely heavily on infighting here. The mancubus and viles can be relentless whilst you're pressing the switch. What's worse is that if you do not rely on infighting or take too long, you can get cornered very easily. The monsters will block your route as the hallways you can traverse through are tiny. There's lots of viles roaming around as well as mancubi (along with a cyberdemon, however the big man isn't much of a threat). Try and move through the enemies if you can, get stray projectiles to hit other enemies and provoke infighting as much as you can. It can help you squeeze out to the outside part of the map.
Once you reach the outside, congrats, from here you can initiate the final phase, and easily beat the map. The last phase isn't too bad, just keep track of the cacodemons and arachnotrons, try and save rockets for the remaining arch-viles inside the building. Press the switch that reveals the exit, ssg the cyber to death and rocket the remaining enemies. From there you're good to move on.
3:57 is a very mediocre time in terms of reflecting off other times. I could have easily lowered the time if I had spent more attempts on the map, but due to the lack of remaining time to get this published, I had to stick with this run. It's not all too bad and it beats my practice run (which took around 4 minutes).
Map 2 is also pretty easy in terms of the rest of the ad, but we'll see how easy it actually is to speedrun. But that won't be for another while!
Link to wad: https://www.doomworld.com/forum/topic/46002-sunder-map20-appears-finally/
Link to sourceport (DSDA): https://github.com/kraflab/dsda-doom
Link to archive: https://dsdarchive.com/wads/sunder
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