DOOM II: The 10x10 Project map 08 UV Max -cl9 [10:30.43] [Fluuschoen]
player: Fluuschoen aka Freiya
source port: DSDA-Doom v0.24.2
rendered from: DSDA-Doom v0.18.0
settings: -iwad doom2.wad -pwad 10x10.wad -skill 4 -complevel 9 -shorttics
map: The 10x10 Project map 08 (Cocoa Puffs Breath) by lunchlunch
category: UV Max
time: 10:30.43
demo date: 11/01/2022
render date: 11/01/2022
mouse: Pulsar Xlite
pad: Artisan Zero Classic XSOFT L
monitor: LG 24GM77-B @ 144 Hz / DAS on / Motion 240 off
keyboard: Ducky One 2 Mini RGB (MX Speed Silver)
mouse settings: 1600 cpi | 1000 Hz | angle snapping: off | Win: 6/11 | EPP: off | MarkC accelfix
ingame sens: 7/2/7, accel 0 (3/1/3 in Crispy), carry fractional ticks: off
ingame resolution: 1280 x 960 @ uncapped fps
Having played some NoSp2, I started to appreciate slaughter a bit, and found this cool, short mapset for Boom, called The 10x10 Project, made by lunchlunch. The premise of it is to use limited number of textures, but boy, it sure doesn't look like it, the aesthetics and the geometry are both awesome. Finished the megawad, and I really liked the big fight at the end of map 08, where ~1400 monsters spawn in at the press of a button.
I became somewhat comfy with it after a few attempts, so I figured I try to UV Max the level. At the start, kill all the enemies except the Hell Knight (you'll come back later). If you don't, the monsters will fuck you over from an elevated platform, when you initiate the first fight in the next room, which is probably the hardest, because if you want to do it relatively quickly, you have to let loose almost everything as soon as you can, so the infighting can be a bit more heavy. Stray Cyber rockets and the spiders are the main concern, but if you manage to survive, you have a good chance of finishing the map in one piece. After killing the first Cyber, it's better to have a few (about 6-8) rockets in reserve for traversing the staring area again, you'll clean it up much faster with them.
The second fight is the Hell Knights, two spiders and a Mancubus, the key here, is to slay as many Knights as you can standing at the switch/Supercharge, otherwise you'll get surrounded fast. I usually have around 100/100 stack before I initiate the encounter, and after pushing the switch, I shoot a few rockets (watch out for the splash damage), then I take the Supercharge. You can empty your rocket launcher, the next room will have enough ammunition.
The third fight is the Hell Knights, Imps and two (three) Arch-Viles. Start with rocketing the Imps (3 should be enough), then stand still where the Viles' spell can't hit you, and use rockets to decimate the Knights right in front of you, then finish the Viles.
One good way to start the last, big fight (after taking the secret Supercharge, right at the left side of the door), is to approach the large Imp horde with the Cyber in the back in front of you, shoot 2-3 BFG balls, then circle back from the right, killing a few Mancubi in the process.
The next step is destroying as many Imps as you can on the cliffs, but beware of the Arch-vile. Then you have to basically run in circles around the huge area. There are plenty of supplies and plasma ammo (be sure to know how much cells you have at all times), so you don't need anything else besides your trusty BFG. Press the left click, and don't release it until the last fucker perishes.
I'm certain that you can shave off at least a minute from this run, with better execution and less wandering around in the last area (I could have activated the switches MUCH sooner...). I'm surely gonna try that.
The WAD's topic on Doomworld: https://www.doomworld.com/forum/topic/125783-the-10x10-project-cl9-idgames/
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