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Ultimate Doom: Degeneration I UV max in 3:58

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Published on Mar 28, 2014

WAD Title: Degeneration I
Filename: DEGENRTE.WAD (in dmdeg1.zip)
Level(s): E2M1
Author: Brian J. Rowan
Year: 1994
URL: http://www.doomworld.com/idgames/inde...

Demo Category: UV max (100% Kills and Secrets; "Ultra-Violence" skill)
Time: 3:58
Player: Eric "The Green Herring" Baker
Recorded With: Ultimate Doom.exe v1.9
Recorded On: January 2, 2013
Video Recorded With: DOSBox 0.74

Demo Download: https://dl.dropboxusercontent.com/u/6...

It's another 1994 level, which runs on E2M1 (not E2M6 as the author's text file claims). Compared to the "Dan & Dave," the previous level I recorded on, it's clear that the author has a much better grasp of level editing and design, in that at least he was able to make a layout all by himself. It's very flat, though, and the first of the locked doors is an E1M1-style secret door for no apparent reason. There are also some odd design decisions, like a secret door opened by a switch in a completely different area that isn't even remotely connected to it. But at least he was able to demonstrate honest-to-God creativity!

Maxing it can get a little annoying at the start. Your first course of action in this route is to enter a secret teleporter (unlocked using the first secret) so that you can acquire the rocket launcher, the backpack, and some ammo. In this room are three imps. You cannot turn to shoot each of them right when you get there because you're locked in place for one second after a teleport. Either before you recover or after, at least one of them will step on the teleport pad. Should you kill the other imps and then leave, you will have to swiftly turn to catch the surviving imp before he teleports away—assuming he doesn't do it before you're unlocked. If he does this or you don't spot him fast enough, you'll have to chase him back into the teleport. And so on, and so forth; you essentially end up playing "teleport tag" until you manage to shoot him. Thus, this makes the start of the level rather luck-based; you'll need to be fortunate enough to prevent it from happening if you want a fast time.

Luckily, the rest of the level isn't as bothersome. In fact, one secret allows you to teleport into a monster teleporter storage so that you can kill everyone who hasn't teleported out yet and make your life easier. You /will/, however, have to play the level with maximum gamma correction if you want to kill the demons in the computer room quickly after the room goes dark, and to not get annoyed by the flashing light area where the blue key is.

My first exit was 4:44, which I got in nine minutes. When I resumed two days later, I got 4:21 within seven minutes, followed by the final time of 3:58 within 22. I tried for 21 more minutes to beat it, but was unable to. There are still some unfortunate errors in this, but I wanted to move on to the next WAD in my campaign. Enjoy?

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