
Doom II: Sunder - Map 07 (Hollow Icon) UV-Max in 12:32
Runner: Zero-Master
Date: 2021-11-20
IWAD: Doom2.wad
PWAD: Sunder.wad
Category: UV-Max
Map: 07 (Hollow Icon)
Source Port (Demo): Woof v7.0.0
Source Port (Video): DSDA-Doom v0.21.2
Time: 12:32.94
Description:
102 seconds faster than the previous record.
Would have done this sooner, but I've been experiencing some pain in my left (keyboard) arm lately that gets annoying quickly when attempting to record demos. Not to mention you need a bit of luck to get through the level with this route... oh and missing monsters, a couple of runs ruined by a single monster hiding somewhere, but that's my fault. Managed to get some work done on the routes for map08 and map09 meanwhile.
As for this run, I was really unlucky here getting blocked on my way back to the start, when I dropped down to 54/54 I was just hoping I'd get killed since there is no way I'm getting under 13 minutes when I have to take everything safe... somehow it worked out through pure luck, unfortunately it looks ugly.. then again it's nearly 30 seconds under my goal time, got saved by amazing infighting again like map05. I've had practice attempts using save/load that were 11:XX, would probably have been within reach if it wasn't for the damage I took, but it looks difficult.
Route/Strategy:
Basically go UV-Speed until 0.2 second before the exit, turn around and go back to the start and clear everything out with BFG.
It's easier to clear out the initial revenants with the SSG, but it's a bit faster with RL if you manage to land nearly every rocket. If you miss a few rockets you have to switch to SSG anyways, so I prefer to use it right away. The next rooms you just want to get through them as quickly as possible, while also taking out the cacodemons before continuing. Cacodemons can open up the door into the double cyber room, so when you cross the linedef after blue key door that permanently opens the door it'll close if it was already open. You want that door to be open so it's easier to just run through here on the way back, otherwise you will get blocked.
For blue key room it's easy enough to clear out the revenants first before opening up the BFG. I fire to wake up the cyberdemons and hopefully get some of them to walk down into the corridor and get to the other side for better infighting. Then I just hope to get lucky and run around the hell knights/barons for the BFG before going to blue key. Once I've activated the switch after blue key door I tried jumping down to the left and go straight to the switch, but frequently I failed dragging the monsters away, so I decided to just go out on the other side and run around instead as it works more often and it doesn't cost much time.
I leave the megasphere behind for later and grab 600 cells in the next room. I do a linedef skip on the linedef that closes the door into the previous room, once closed it cannot be opened, so the big time save here is that I can just continue on to the end of the level instead of being forced to clear out everything up until this point. Activating the 3 switches in this room is difficult, there's a good chance I end up dead here, but it has to be done as it saves too much time.
For the final room I grab the megasphere and hope that it lasts until I can get back to the one I left behind. I wait for a while to try and get the cyberdemons and masterminds to move away from the second switch a bit, but I don't want to wait too long. I have to get to the exit quickly because once the imps up top are dead there is no way I'm getting past the revenants without clearing out the entire area. So this part is completely luck based and there's also a good chance I die here. If all goes to plan I'll reach the exit and cross the linedef that opens up the door into the previous area. Then I'll run to the other side of this area as I need to drag some monsters away from the door. I might try to kill a few pain elementals, but most of them are left alive and I just have to hope they die to infighting.
So we're about half way throuh, but the rest of the route is simple. Get back to the megasphere that was left behind and go clear the starting area. Then just clear the rest of the level :)
This route requires a lot of luck for a good time. I kind of got a bit bored looking for route improvements, so it might be possible to do better. Obviously taking even more risk during the early parts would save quite a bit of time, but the route is awful enough as it is.
Definitely not a route I'd recommend unless attempting to set a record.
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