Doom II: Sunder - Map 03 (The Dreaming Garden) UV-Max in 9:35

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Published on ● Video Link: https://www.youtube.com/watch?v=7JdWWsl_Xfc



Duration: 9:41
31,041 views
1,069


Runner: Zero-Master
IWAD: Doom2.wad
PWAD: Sunder.wad
Category: UV-Max
Map: 03 (The Dreaming Garden)
Source Port (Demo): Woof v7.0.0
Source Port (Video): DSDA-Doom v0.21.2
Time: 9:35

Description:
38 seconds faster than the previous record. This was a lot easier than map 01 and 02, a few improvements to the route made it quite straightforward to beat.

Was surprised by 9:35, I lost about 15 seconds to what I did in practice attempts before red key, then my rockets after red key door felt terrible, and I usually got a low 9 minutes time with save/loading. So I was thinking this was going to be closer to 9:50-10:10. However this run was basically saved by the red key door cyberdemon absolutely destroying those barons in the final area.

Woof displays kill count a bit different than dsda-doom so I checked the monster count when there were a few demons left. I was convinced I had 2 more monsters remaining than I actually did, so I lost 5 seconds to that. Also threw away 1 second to get 100% items because why not.

Route/Strategy:
Get a bit of infighting going between the cyberdemon and hell knights, doesn't really do much, but it's at the start so it's worth doing. After I kill the arch-vile and grab the cells I do a linedef skip on the second linedef which spawns in the barons + revenants, but not the linedef that I need to trigger to progress. Then I do a glide so I can safely kill the cyberdemon. Kill the remaining hell knights + mancs and leave around 100 cells for the 5 revenants, which are much much easier to kill when they are trapped and can easily be accessed by using the teleporter. Then kill the 3 arch-viles, the 2nd arch-vile managed to really irritate me when they sometimes resurrected up to 9 hell knights before I could kill them, absurd.

Now I can trigger the linedef and I just go back to red key, wastes a bit of time running around, but when you can safely land really good rockets on 40 barons+revs so it'll save a lot of time and rockets.

Do a linedef skip on closing the red key door so that the cyberdemon will infight both barons and hell knights that teleport in at that area. Might take a while to get him infighting sometimes, but usually it works out pretty well. Obviously get the next cyberdemon infighting and just try to get as much damage done as possible, you don't want to kill everything as you'll come back here once you get infighting going in the final area. I try to drag the hellknight/baron horde away from the door before going to the switch. There's a linedef on the floor in that room that triggers the second wave of hell knight and mancubus teleports. I can't activate the switch as it can only be used once and it'll open the already open door which would close if I cross the linedef again. So first get some more infighting going with the hell knights and cyber, then activate the linedef for the door and then activate the switch and just hope the cyberdemon doesn't kill you.

For the final area I want the cyberdemon once again to infight, this time with the barons to the left. Usually he'll either be dead or really low on health when I get back. I had enough health and armor this time to just grab the soulsphere, if not I can go straight for the megasphere. Now just activate all the switches in the final room, grab invulnerability and the 2x25 rocket ammo and just kill the arch-viles. I leave to let the cyberdemon in there infight and die while I go clear the other area. Then come back and clean up + grab key and exit.







Tags:
Doom
Speedrun
World Record
100%



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