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Скачать с ютуб Doom II: Sunder - Map 31 (House of Corrosion) UV-Max in в хорошем качестве

Doom II: Sunder - Map 31 (House of Corrosion) UV-Max in 2 года назад


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Doom II: Sunder - Map 31 (House of Corrosion) UV-Max in

Runner: Zero-Master Date: 2022-01-29 IWAD: Doom2.wad PWAD: Sunder 2407.wad Category: UV-Max Map: 31 (House of Corrosion) Source Port: DSDA-Doom v0.22.5 Time: 28:40.26 Description: This level feels quite short, which is strange as it's the 4th longest sunder demo I've done so far, but a lot of it is very simple. I'm sure getting under 25 minutes is not difficult, but I'm not going to aim for a really good time for a first exit or since demo might likely desync in future versions. Only has one fight that is kind of difficult with exception of the very start. Both of those sections went terrible. The second cyberdemon was slow and the other fight became a mess as I allowed the arch-viles to resurrect too much, not to mention ammo management wasn't that good and my route isn't that good either. Should have dealt with the pain elementals in some other way perhaps so they can't fill the room up with lost souls. I also allowed the arch-viles to resurrect a lot of monsters in the tunnels, but that's intentional as I want splash damage to deal with them, clearly improvement can be made to the route there. Also I am embarrassed of those platforming sections, almost looks like it's the first time I'm playing the game or something. I wouldn't even call the section by the mastermind platforming as it's so easy. I had one run that was faster, but I fell off there like an idiot. In the final fight it's nearly impossible to die so that's a bit annoying, but then I did this on the next attempt past the first cyberdemon so I don't feel too bad about it. Also lost a run in the other room with the thin pillars + I didn't practice those much so that explains why it's so bad. Now only long levels remain and I expect to take a bit of time to complete them, map32 route is starting to look good though. I'm quite sure map 16 will be the hardest out of them to max. Route/Strategy: I run between the 2 revs to wake up the cyberdemon first while keeping the hell knights asleep as long as possible, this usually gives me enough time to bring the cyberdemon out of his room and I can run between the hell knights to safety. Hopefully everything lines up nicely for me to just run in an activate the switch and leave the room while the cyberdemon kills everything in the room by himself. Obviously get the next cyberdemon infighting with the hell knights. I just try to pick off the ones moving to the side of the center and hopefully it doesn't get out of control where I get boxed in by hell knights not aggroed on the cyberdemon. For the revenants I just use rockets with the cyberdemon to clear them out quickly. Everything until the 4 megasphere room is straightforward. There I will grab ammo, a megasphere and sit behind one of the cyberdemon while I wait a short moment for the first switch to become available. Then I just need to get to the first room I entered and wait for the second switch. I don't really have much use for the megaspheres so I will pick another one up if I have taken any significant damage. So then I can just leave this area and most likely the monsters will all get stuck and infight a bit. There is a chance they start moving into the starting area, if there's a lot of monsters then it's probably best to start over. Yellow key runthrough is simple, then I stock up on ammo for the next part. The tunnels are usually no problem, need to just sit back and spam rockets and plasma all day. There's a chance I get blocked and killed by the arch-viles at the end. Once done here I will clear out the 4 megasphere room from the other path, if I'm lucky the cyberdemons are dead. Hell knights have very low chance of throwing projectiles through the gap, but revenants can so they need to be killed first. The next room is the hardest, it's not that bad though as long as we don't get unlucky. My route here relies on getting good splash damage on the arch-viles while they resurrect stuff, which is pretty slow. I hope to get the viles out of the room they are in so that I can run in there and just use rockets to kill everything from a somewhat safe place. It would be much faster to stay in the open of course. Arch-vile room past the chaingunners I sit on top of one of the teleport locations to block an arch-vile from immediately entering the room. Then I can just safely use plasma to kill them. Once I get back to megasphere room I just go straight for the invulnerability and clear everything with it. Next section is easy as you can kill the mastermind with plasma without even seeing it as the hitbox is so massive. Final area has so many megaspheres that I could probably face rocket myself 5 times and still get away with it. Just take care of the arachnotrons first, use all cells then pick up another 600 cells to clear the pain elementals. Then just a lot of rocket spam. Final arch-viles are no problem since I have so many cells and a megasphere easily available.

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