Demo Category: UV max (100% Kills and Secrets; "Ultra-Violence" skill) and UV speed (just exit the level; "Ultra-Violence" skill) Time: 7:48 (UV max); 0:37 (UV speed; begins at 7:59) Player: Eric "The Green Herring" Baker Recorded With: Ultimate Doom.exe v1.9 Recorded On: January 5, 2012 (UV speed) and January 7, 2011 (UV max) Video Recorded With: DOSBox 0.74
Here are more demos for my first Doom II video collection. This time, they're for the latest single-player level by Spanish author Eye del Cul, released in 2010. It was an entry into the ninth Doom mapping tournament at the Spanish site Arcades 3D, where it took second place. The level has a humorous backstory that starts by quoting the infamous wow.wad's "wounded cyberdemon trapped in an illusio-pit" story; it turns out cyberdemons fall into illusio-pits so often that there's an entire unit dedicated to mercy-killing them, of which you are a member, and the level is set in an orbital station owned by the UAC — here recast as a Caribbean island company that sells illusio-pits. Your job: kill him and every one of the beasts he's got with him. All to the sound of "The Blue Danube."
The actual level is good, and deserving of its high rank. It's a non-linear level where you have to play things smarter than usual if you want to kill everything, lest you run out of ammo early, and it looks good, too. It's worth a try and a bit challenging if you're playing casually, but UV max takes some effort to plan out due to its non-linearity. When it comes to speedrunning, though, there's an integral trick here which lets you get the yellow key early. To do it, just stand on the border in the room where it's located, and walk into the pillar it's on. Congratulations! You just landed the easiest keygrab ever! It's so easy, in fact, I'm amazed the author never noticed it!
UV max was a little tough to plan out due to the level's non-linear nature, which also means this may not be the optimal route. That may be found by later plays, but for now, I'm happy to have beaten my target time of 8:00. With the route I use, the teleporting monsters in the yellow key corridors will end up clustered together in small groups that you can easily dispatch at the appropriate times. You also have a crusher you can use to kill the cyberdemon, triggered by getting the secret soulsphere, but beware that he can occasionally walk out of the way, adding an element of luck. Apart from the key trick, I also thwart a 30-second door by forcing a demon to stand under it before I set it off; when it's blocked, it stays open forever. It may take a bit of time and/or luck to set it up, but it'll let you kill the demons right outside the door once you take care of the ambush, rather than having to wait until it opens again to do so. My previous exit was 8:22.
UV speed can also be tough, as you'll have to slip around the cyberdemon in his illusio-pit to get the red key without dying, and get lucky enough to cut your way through the spectre horde and slip through the other monsters guarding the exit. Even at the start, however, you can have a hard time running through the corridors; this is because they feel incredibly slippery, especially the brief maze around the yellow key, thanks to all the dips in the floor. If you're wondering why some players decry this trend in Doom map detailing, this is part of the reason why. Previous exits included 0:49, 0:45, 0:44, 0:41, and 0:40.