Doom II: Sunder - Map 13 (Obsidian Nightmare) UV-Max in 26:07
Runner: Zero-Master
Date: 2022-01-11
IWAD: Doom2.wad
PWAD: Sunder.wad
Category: UV-Max
Map: 13 (Obsidian Nightmare)
Source Port: DSDA-Doom v0.22.5
Time: 26:07.71
Description:
6 minutes and 58 seconds faster than the previous record. Uses map05 midi instead of the bladerunner ending title as it got copyrighted and forces ads in the middle of the video.
This run is very slow and that's ignoring all the parts where you have to wait around. The start is basically UV-Speed and then turn around at the exit. There are lots of different tricks and even more that are possible. My best practice attempts were close to under 20 minutes, but with a more aggressive route in the "final" fight you could save a lot more time. I have no interest in trying to get a good time here, partially because the route needs some improvements still and there's just many different things I'd rather do then try to rush so many cyberdemons and arch-viles.
With my route this level isn't much of a problem once you get the first arch-vile jump. There's a decent chance you'll get blocked off by a couple of hell knights or cacodemons when you try to leave the upcoming lock in room, but once you're past that it's mostly about not messing up the cyber/vile/caco fight and not getting unlucky when you exit the 5x2 pain elemental room... which was very close here. Of course the other cyberdemons can be annoying as well.. yellow key cyber, 2x tunnel cybers unless you want to fight them on the damage floor and maybe even the cyber at the start are all annoying.
Ammo management was pretty poor here as well. Another route possibility would be to do a north glide to get to the BFG quicker, one could maybe find a setup that would make it possible to get it quickly so you don't have to fight the imps.
There's a chance for each pain elemental pair to get stuck where they will move along each other forever. There's only one thing you can do to prevent this, which would be to activate the switch that opens up their teleporters and fire for the first time once they are able to move through. This is obviously completely useless in a max, so the next best thing is to just minimize the time between when you fire for the first time and when you get to that point. Most my practice attempts (60-70%) have them telelport, so it's not too bad.
Route/Strategy:
Obviously the plan here was always going to be to get the BFG as quickly as possible and then get out.
The easiest way out of the starting area is to arch-vile jump. Then you can easily grab the rocket launcher and get the other cyberdemon in the room to start infighting. Now run around the other way to the other arch-vile, ideally you want him to infight, but having him attack while he can't see you by the switch is good enough. The pillar can be opened simply by pressing the switch from the side and once in the next room nothing will teleport since I haven't fired yet.
Half the time there will be hellknights and/or cacodemons on the way up the stairs and they'll probably kill you. But, once you get past you should be good until you reach the next area. It's pretty easy to open up the bars to the final area since nothing will teleport in on the left side, you can wait out the two lowering pillars or just press the one switch through the second pillar.
For the other side you teleport into a separate section so you can fire here without waking anything up, with a few rockets it's pretty easy to get through.
For the final room you get locked in if you cross the linedef near the edge, but it doesn't extend all the way into the wall. Since it is exactly 32 units from the wall it's possible to run around it, but requires you to get perfectly close to the wall. A couple of cyberdemons and arch-viles are already awake and will teleport in once you enter the room even if you haven't fired. Those are the viles that are in the bottom right where at least 1 of them need to run into a section where it is hard to get out so I don't end up killing them all. I'll sit up by the first switch and just let infighting do some work, would of course be much faster to not do that. Once the room is clear I use the remaining vile to jump out by again getting perfectly close to the wall, so when I get hit it will give me some momentum towards the wall making it easy to not go too far and activating the linedef that closes the room.
The rest is just clean up :)
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