H2H-XMas Map 29 UV-Max in 1:40
Map name: Main Branch
Map author: Dave "Mud" Swift
This map is a version of dg-core.wad, but significantly easier because of an extra invul, more health, fewer monsters. Probably too easy in fact, as all of that means the map almost has no chance of dying. Out of all of the maps in H2H that come from external sources/competitions (i.e., 12, 14, 15, 17, and this one), this is probably the second easiest only after map 15. It is more fun than map 15, though, so it does have that going for it, as 15 is easy enough to the point of being grindy, but this one still has fairly fluid movement and entertaining enough gameplay.
That said, the max is a bit annoying for reasons similar to map 28, but even more exacerbated. There's four teleporters on this map, two in the wings of the starting area and two in the area with the exit door. These are not monster blocked and result in very unpredictable monster behavior, making routing a bit of a pain. Even worse, the two on the other side have different destinations on each side of them, which means that if a monster goes in there, you can't even be totally sure where the monster will end up (this also has the unfortunate effect that if you skip those teles and move back, you end up going to the opposite side, an immediate reset if you are running a set route and need to go to the place you intend to).
Besides having to figure out how to not miss any monsters, the route is a bit convoluted in typical H2H fashion. There's five secrets, two soul spheres in starting areas, the two teleporter destinations from the wings, and the plasma gun hallway which is basically free since you definitely need PG anyway. As such, you essentially need to traverse the entire map to max it. The BK is lowered from the switch on the other side opposite, and alongside that, you have to cross both staircases on either side of that room in order to open up closets in the area you teleport to from the BK, which further limits your routing decisions.
Both Veinen (and Dubzzz in dg-core.wad) go right first which brings them closer to that switch and the PG. For Dubzzz, this might make sense because that's also the location of the invul, and the reduction in health and increase in enemies might warrant going that way first, but because you kinda have to cross both staircases in that room anyway, I just go directly left to get the RL and then go through all of the progression needed in the next room (hopefully getting some infighting). Afterwards, I go collect the other side secret which has a good stash of rockets, hopefully telefragging a manc while doing so. Afterwards, I first immediately left thinking I probably need to go through the teles again because monsters would go there anyway, but eventually I realized I was missing out on a lot of rocket blast damage while invulnerable and started rocketing a bunch at that moment until I ran out and thinned out that room. Once I deal with that, I collect the secrets in the starting area and kill the revs in the tunnel (leaving them alive leaves them stuck there, so that seems like a necessary diversion). Afterwards, I pick up the invul and rocket box out the viles, then with this route, I can usually pick off the monsters that teleported out from the bottom, saving time going around there (this time I got a nice few revs there), and use the door to go through to the ending.
In this run, I kinda wasted two rockets due to being a dumbass, but it didn't hurt too bad, although there's a bit of an awkward moment where I have to not rocket the mancs at that moment so I have rockets for the final two. But overall, that part went quick, and there was not a lot of cleanup, which is usually what wastes time here. Last mancs died quickly too. Can definitely be quicker, but I'm cool with this time. About 400 attempts for this.
Captured using DSDA-Doom v0.28.2
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