[TAS] Doom: 2002 A Doom Odessey - E3M3 UV-Max in 16:09 by Andy Olivera
Pwad: 2002: A DooM Odyssey
Pwad name: 2002ado.wad
Maps: E3M3 - Stronghold of Damnation, by Rory Habich
Exe: DooM Replay Editor
Author: Andy Olivera
Email: andyo@surewest.net
Comments:
THIS...LEVEL...SUCKS!!!
Yeah, it looks okay, though it'd be far better with some light variation, but the gameplay is horrid. All those Cacodemons would be fine if only there were enough ammo to kill them. Unfortunately, you get trapped inside the last area with no ammo in sight. Let's not forget the lack of a Backpack, so you can't carry in enough to kill them. Oh, and did I mention there's no Berserk Pack? So, you're only option is non-Berserking a few dozen Cacodemons with only four Medkits to spare. Good luck with that. But wait; there's more! Remember that "most unreliable monster teleporter ever" from Eternal MAP 6? Well there are FOUR OF THEM here!
With all these rather obvious problems, it's pretty clear to me that nobody, not even the testers, bothered to attempt a 100% Kills run before releasing this. What else can I say, but: epic quality control FAIL!
As for the demo, well, the first 5:30 is the typical near-perfect TAS action I would hope you've come to expect from me. Still, the endless shotgunning of various monsters can get rather dull. Or, at least, it could, if it didn't all happen so quickly. I made a small mistake in that I could've used another 20 Cells on the Cyberdemon, and, sadly, I missed a reality run by a total of maybe five hits: one in the lava after the Red Key (unavoidable, I think); the others upon entering the Blue Key room (to save a second or two). And,
because I know somebody will ask, I tried to straferun over the trigger linedef to allow me to get back out of the last area. Getting in was easy, but getting out seems to be impossible.
At 5:30, I enter the last area: all Cacodemons, all the time! About the only notable thing in this segment, apart from never getting hit, is a rocket that takes out three Cacodemons. This area isn't as optimized as the rest of the demo. I didn't do any damage manipulating, except by watching the blood splats(more damage equals bigger). Worst of all, I still don't know how to effectively manipulate monster movements. This leads to some serious downtime at the tail end of the demo(around 1:30, in total), all of it waiting on the last five monsters.
Now, I can breathe a sigh of relief, having reached the end of this tedious demo. In closing, I'd like to give a special "thanks" to Never Again for suggesting this poorly built level. Should we ever meet in person, you've earned a smack upside the head. :-)
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