Rating is available when the video has been rented.
This feature is not available right now. Please try again later.
Published on Jan 2, 2012
Pwad: dcv Iwad: Doom2 Map: 24 Name: Beyond the firestorm Map author: Michael Jan Krizik (Valkiriforce) Skill: Ultra Violence Category: UV-max Time: 11:45 Kill count: 349 Executed with: PrBoom v22.214.171.124 -complevel 2 Video rec.&editing: Fraps3.4.7 + Sony vegas10+ Avidemux2.5 Made by / credits to: myself
Secrets: 1) 01:48 supercharge, use the face texture, then shoot at the switch 2) 06:10 run backwards for the megasphere 3) 09:46 didn't get the meaning of this area, beside escaping the building
Pretty long map, with totally different kind of fights in each portion of the level. The beginning is made of tricky rooms with either hitscanners or PE/Archviles. The starting plasma/rocket allows the player to choose the preferred weapon to use in harder moments, but there aren't plenty of ammo right away. once the first part is done and the redkey reached, the scale of the fights starts to change. There are lots of rockets and several mancubus, which I dodged to care of them later on, when I could take the megasphere to be safer. After that, the large final area is crowded with more mancubus and spiders than before but I also decided to leave them behind to make use of infighting to save time. Now large packs of cells and rockets are reachable, and gives way more freedom weapo-wise. But sadly, despite the larger quantity of ammo, things aren't exactly getting easier at all. The second half of map has very scarce medikits or health bonus, and the rooms are more dangerous. In particular the yk room can be badass, the archvile can be covered by the PEs and cacos, and the ghostbug may occur (in my first exit of 12:22 I had a "caco ghost" which cost quite some rockets). Additionally the monsters you left alive may pay you a visit from the back because the doors are not closing any longer here. After the hundreds (or more?) knights are released, you either destroy them all with rockets or wake the cybedemons up and let those 2 help you in the clearing. That was my choice, even if time-wise it's not such a great advantage (from my test it was a dozen of second faster everytime only), but doing so I could count on infighting damaging the cybers, and therefore less cells consumption to kill them. This way I could use largely plasma all the time. The cybers sadly took less damage than expected from the knights this time, but exiting in less than 12min is quite nice.