blueskullFor very long time I assumed that hiding in the room leading to the fight was the worst possible idea. But it turned out to be the best idea.
This run was terrible I must admit, but it is the best strategy for this fight that found. It's the third time I was able to beat this fight using this strategy and it took only few attempts.
397 attempts to find this strat - at least those I counted. Probably there was about 500 attempts in total.
33rd attempt - I somehow managed to single segment this but it was pure luck.
397th and 398th attempt was first and second single segment using this strategy (yes, two in a row). Then a couple more tries (about 10) to record a video for YouTube.
[Doom II] Profane Promiseland - skill issue fightblueskull2025-06-14 | For very long time I assumed that hiding in the room leading to the fight was the worst possible idea. But it turned out to be the best idea.
This run was terrible I must admit, but it is the best strategy for this fight that found. It's the third time I was able to beat this fight using this strategy and it took only few attempts.
397 attempts to find this strat - at least those I counted. Probably there was about 500 attempts in total.
33rd attempt - I somehow managed to single segment this but it was pure luck.
397th and 398th attempt was first and second single segment using this strategy (yes, two in a row). Then a couple more tries (about 10) to record a video for YouTube.
Enjoy!Doom II: Dark Tartarus - Map 24 - Revive Station - UV-MAX in 22:15blueskull2025-09-30 | Map: TAT24 PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 23 - Nowhere - UV-MAX in 39:29blueskull2025-09-26 | 1 secret is co-op only - a wall opens in the starting area but there is no way back there in single player. 1 caco is stuck in a teleporter room outside of the map and because of that impossible to kill.
Map: TAT23 PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 22 - Facing World - 99% in 10:05blueskull2025-09-22 | My goal here was to be as close to UV-MAX as possible. So I decided to finish the level only after having 0 monsters alive at some point in time. I ended up with 283/283 kills when I headed for the exit.
Map: TAT22 PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 21 - The Killers Breed - UV-MAX in 24:49blueskull2025-09-19 | Map: TAT21 PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 20 - Frozen Throne - UV-MAX in 21:00blueskull2025-09-15 | Map: TAT20 PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 19 - Dimensions - UV-MAX in 20:59blueskull2025-09-12 | Map: TAT19 PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 18 - Contra - UV-MAX in 14:47blueskull2025-09-08 | Two secret sectors are inside walls thus impossible to tag. They are part of the secret path behind the start of the map leading to the platforming section.
Map: TAT18 PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 17 - Rituals and Ceremonies - UV-MAX in 28:25blueskull2025-09-05 | Map: TAT17 PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 16 - Lake Rumor - UV-MAX in 10:29blueskull2025-09-01 | 3 monsters (2 cacos and pain elemental) are impossible to kill due to broken teleporter.
Map: TAT16 PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 32 - The Cursed Marine - UV-MAX in 2:42blueskull2025-08-30 | Map: TAT32 PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 31 - Return to Wolfenstein - UV-MAX in 7:59blueskull2025-08-29 | Map: TAT31 PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 15 - Path of Light - UV-MAX in 9:23blueskull2025-08-18 | Map: TAT15 PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 14 - Doors of Troll - UV-MAX in 11:32blueskull2025-08-11 | Map: TAT14 PWAD: Tartaru5.wad Source port: GZDoom v4.2.4[Doom II] Profane Promiseland - skill issue fight - strategy 2 - success twice in a rowblueskull2025-07-29 | After some modifications to the first strategy and some practice: youtu.be/4iasHdEt1og @Coincident here's what I meant during your stream. I'm using your idea to wait longer near SE edge of the arena. Waiting on the NE side near cybers is redundant now. Going out of the starting room is still risky. Maybe you'll have some ideas how to increase survivability there. Unfortunately after these 2 successful attempts I died several times due to stray rockets and poor ammo and health management at the beginning.
0:00 - Attempt 1 6:30 - Attempt 2[Doom II] Profane Promiseland - skill issue fight - strategy 2 - practiceblueskull2025-07-29 | Let's say that with this strategy we can count 3 main phases: 1. from start to getting back to the staring room, with subphases: 1.a. initial 30 seconds, killing manc in the corner so they don't block you later in phase 1.e. 1.b. luring revs more to the middle by switching sides 1.c. luring cacos away from the start by staying far to the east 1.d. getting through revs that infight cybers (if needed use SE mega) 1.e. getting through the middle and through the cacos to the starting area. 2. starting room 3. cleanup
Attempts: 1. 0:00 - 5:47 - success 2. 5:49 - 7:33 - surrounded by cacos (1.e.) 3. 7:37 - 8:43 - cyber rocket (1.d.) 4. 8:47 - 10:19 - bad dodging and blocked by cacos in the middle (1.e.) 5. 10:22 - 11:22 - splash damage and rev missle, maybe I would survive with blue armor (1.d.) 6. 11:33 - 14:16 - failed to get out in phase 2 7. 14:21 - 14:44 - skill issue :) (1.a.) 8. 14:45 - 15:53 - mastermind (1.e.) 9. 15:59 - 22:24 - success 10. 22:26 - 23:57 - bad dodging, bad movement pattern on the stimpack path (I didn't get 100 health and blue armor), bad BFG - I think that was skill issue too (1.e.) 11. 24:00 - 27:51 - death during cleanup, if I took the mega after leaving starting room then it would be a success (3.) 12. 27:55 - 31:12 - death while leaving phase 2 13. 31:20 - 38:16 - success
Main problems: - transition from phase 2 to phase 3 - stray rockets
Here are another 2 successful attempst: youtu.be/CBhwzmMgoKsDoom II: Dark Tartarus - Map 13 - Pancaked - UV-MAX in 13:49blueskull2025-07-21 | Map: TAT13 PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 12 - The Last Settlement - UV-MAX in 13:27blueskull2025-07-15 | Map: TAT12 PWAD: Tartaru5.wad Source port: GZDoom v4.2.4[Doom II] Profane Promiseland RC1 - ITYTD 100% - Segment 5/5blueskull2025-07-04 | NOTE: What I play is RC1 version of this WAD. There is a new version without differences in monsters on idgames.
0:00 - Skill issue fight 9:15 - Final fight 29:00 - Secret fight 39:00 - Missing monsters[Doom II] Profane Promiseland RC1 - ITYTD 100% - Segment 4/5blueskull2025-07-02 | NOTE: What I play is RC1 version of this WAD. There is a new version without differences in monsters on idgames.
0:00 - Initial fight, first wave 12:35 - Initial fight, second wave 27:05 - Setup for next fight. Lure some revs (or imps if they are still alive) to block the door while you trigger linedef for the next fight. Then you can just leave. 30:08 - Outdoor area, the other side, first wave 48:23 - Outdoor area, the other side, second wave. If you leave a caco in the corridor in front of other monsters it will block the corridor. 59:50 - Yellow skull key 1:06:28 - Yellow skull key switch. A thought that came to me after recording: I think it would be a good idea to use here a radiation suit from the outdoor area. I took it at 57:14 but that was a waste. 1:10:10 - Second outdoor area, first wave. Leave some lost souls and/or pain elementals to block the bars for the next room while you trigger linedef that should close those bars. 1:19:03 - Second outdoor area, second wave 1:25:25 - Second outdoor area, third wave. Open the door and trigger linedef for the next fight (in front of the teleporter). Keep making sound so the monsters outside wake up. You have to wait a bit until walls outside lower enough. 1:30:18 - Cave leading to the start of the next segment[Doom II] Profane Promiseland RC1 - ITYTD 100% - Segment 3/5blueskull2025-07-01 | NOTE: What I play is RC1 version of this WAD. There is a new version without differences in monsters on idgames.
0:00 - Blue skull key fight 10:35 - 'Coffe break' 12:56 - Fight before rev snake 22:50 - Rev snake 27:30 - Return to the starting area 34:43 - Blue skull key door. I rushed in with the BFG and triggered linedefs that reveal monsters inside the room. The linedefs are also supposed to block you inside, but by triggering them like that the cacos block the door so they stay open. After the fight trigger all linedefs (I didn't) before using button to open the door, otherwise you will be soft locked if you trigger it before getting yellow key 40:00 - Cleanup before the cave 45:45 - Cave cleanup 57:35 - Penultimate fight. After you enter next section and trigger linedef thas spawns revs, you can leave the area. It's best to keep at least 2 BFG shoots for this. 1:03:15 - Final fight - first wave. Just don't go too far and the door won't close behind you. 1:09:43 - First wave cleanup. At this point the door will close. 1:12:10 - Final fight - second wave. First I start some infighting. Then I come back to the start. I took my time here. 1:24:35 - Final cleanup and platforming to the start of the next segment.[Doom II] Profane Promiseland RC1 - ITYTD 100% - Segment 2/5blueskull2025-06-29 | NOTE: What I play is RC1 version of this WAD. There is a new version without differences in monsters on idgames.
0:00 - After a short while you can leave this fight and come back later 1:05 - Cacos in the starting area 4:02 - Opening path to the western part of the map 14:00 - Entering western part of the map 22:00 - Lava cave cleanup 26:30 - Entering arena with plaftorming and damaging floor 42:33 - First switch 46:05 - Second switch 50:30 - Archviles[Doom II] Profane Promiseland RC1 - ITYTD 100% - Segment 1/5blueskull2025-06-26 | NOTE: What I play is RC1 version of this WAD. There is a new version without differences in monsters on idgames.
3:00 - After initial cleanup, pain elementals awake. 14:00 - After pain elementals cleanup. This is why you cannot rush for the BFG from the start. On UV you can get BFG in less than 1 minute. 18:00 - Cybers on the left - without them entering sewer part is much easier. 22:00 - Fight for the BFG. 29:50 - Entering sewers - I tried to trigger linedefs that lower elevators but somehow I missed some of them and after reentering this part later the lifts are permanently lowered. 32:55 - I realized that I forgot to shoot inside the tunnel to wake up the rest of the monsters. 35:20 - Sewer fight with hell knights - you can just leave. Then I make sure that the bars are blocked by monsters as I trigger all of linedefs that raise them. This is where missing monsters (some revs and cybers) should teleport but for some reason they don't on ITYTD. I will show it at the end of the final segment. 37:50 - Sewer fight with mancs and revs. 44:40 - Next fight after the sewers. There is probably too many revs for HNTR, but on ITYTD with half damage it's doable. 47:25 - Caco corridor. Another fight that would be very difficult without half damage. Especially because there are no cells and you have to tank some close rockets. 49:30 - Return to the starting area. 1:04:00 - Entering next part of the map, another group of pain elementals. 1:10:00 - Penultimate fight of the segment. For the second wave I hide behind the first switch. I can stay there because all the cacos are outside of archviles range. Order of megaspheres is important as well - I died here during my first attempt because I took them in wrong order and didn't make it to the other side of the arena. 1:25:55 - Some cleanup before next segment.[Doom II] Profane Promiseland - easy rev snake and fight beforeblueskull2025-06-08 | Fight before the rev snake - pacifist was most consistent and easiest for me. After hell knight cage is clear I woke up very specific rev next to the cyber, so when the cyber starts infighting it is most likely to hit revs on both corners. Sometimes he deals with all the revs. In the rev snake use the invul to clear the side opposite to the entrance. Then there is a safe spot next to the entrance. Revs will try to punch instead of shooting missiles.Doom II: Dark Tartarus - Map 11 - Hex - UV-MAX in 13:33blueskull2020-05-01 | Dark Tartarus v5 is a 43 maps long megawad created by Pla and released in 2015. It features levels that provide challenging battles and unique atmosphere. Each level is difficult and interesting in its own way.
Hex - one of my favourite maps. Very challenging, definitely the most difficult up to this point. Amazing battles: the library full of archviles and revenants, stealthy archviles hidden in the floor and brilliant final battle where you just know in the back of your head that something bad will happen once the walls are finally lowered. And if you don't want to take a part in that fight then you can almost entirely skip it - just get to the lift and exit. Great athmosphere, very satisfying to play and to beat.
PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 10 - Skyscraper - UV-MAX in 8:41blueskull2020-04-28 | Dark Tartarus v5 is a 43 maps long megawad created by Pla and released in 2015. It features levels that provide challenging battles and unique atmosphere. Each level is difficult and interesting in its own way.
Very unique map, relatively short but challenging. You have to move carefully to avoid falling off and at the same time move quickly to avoid a lot of projectiles that are flying everywhere (especially homing ones). Luckily, there is only 5 hit scan enemies. Once you reach certain points in the map teleports are revealed that allow you to fast travel. And as usual, you can relay on some infighting, especially cyberdemons with hell knights (although sometimes it's tricky to get them to infight without dying).
PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 09 - Extreme Caution - UV-MAX in 3:58blueskull2020-04-20 | Dark Tartarus v5 is a 43 maps long megawad created by Pla and released in 2015. It features levels that provide challenging battles and unique atmosphere. Each level is difficult and interesting in its own way.
Even though it is a very short map it is also very action packed. You have plenty of health and ammo and no time to stand still. You need some luck to get past those spooky stealth revenants. Fortunately, there are light amplification goggles that make it much easier. I would say that it is a pretty easy map, especially when you know what you're doing and if you're not in a rush like I was. I very liked that one and I'm very happy with my time on this.
PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 08 - Ground Zero - UV-MAX in 11:21blueskull2020-04-14 | Dark Tartarus v5 is a 43 maps long megawad created by Pla and released in 2015. It features levels that provide challenging battles and unique atmosphere. Each level is difficult and interesting in its own way.
I'd say this is a medium easy map. First room can be quite frustrating if you relay on the berserk only. Good thing that you can skip the very first fight and go back there with some weapons. After that a little bit of punching and a room full of exploding barrels. Cyberdemon guarding blue key can be a pain sometimes. You don't need to spend too much time in the outer area - cybers will kill most of demons and barons. Secret corridor and secret megaspheres were very helpful - the one with cyberdemon in a very small room can be quite nasty. Other secrets are not that useful: chaingunners may as well not be tagged as one, backpacks and goggles didn't make much difference.
PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 07 - Open Season - UV-MAX in 22:14blueskull2020-04-12 | Dark Tartarus v5 is a 43 maps long megawad created by Pla and released in 2015. It features levels that provide challenging battles and unique atmosphere. Each level is difficult and interesting in its own way.
Very unique and atmospheric map - a dark maze with a hub that connects already visited parts of the level. This is basically a "Dead Simple" map. It means that when you kill all mancubi all sectors tagged as 666 will lower. Similarly, sectors tagged as 667 will raise when you kill all arachnotrons (although there is no spider on this map). In this case you have to kill three mancubi to access secret area behind lava wall. There you get a mega map that helps a lot to track down enemies, especially those resurrected by teleporting archviles. Additionally when you get the map the maze rearranges itself revealing new paths.
It's quite a challenge to get 100% kills on this map - mostly because of the archvile trap at the beginning. There is over 100 of them. All you have to do is to kill as many archviles as possible and get to another invulnerability sphere within 30 seconds without getting stuck in a corner (and that is the tricky part).
PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Okuplok Slaughter Map - UV-MAX in 44 saves - Part 7: The Final Stretchblueskull2020-02-02 | Okuplok about his map: "I'm going to make a long grindy slaughter map and surpass Holy Hell's monster count. Why? Because I can."
And he did as he said. 23216 monsters placed on an enormous map taking about 5 hours of non tool assisted gameplay. First time I played it I saved a lot: kill some monsters - save, get through a gap between enemies - save, damaging floor didn’t hurt - save, low damage roll - save, etc... But afterwards I realized that in that way the map is not hard or challenging - it is simply boring and it is kind of tool assisted gameplay. Hence I decided to try to beat it saving only between fights, minimizing the number of saves and making it a real challenge. So here it is: Okuplok Slaughter Map done in 44 saves only!
Final part, the last 3 battles. Nothing too crazy. Enjoy :)
In this part I saved 2 times: 43. 12:30 - entering the final section of the map 44. 26:15 - final battle
PWAD: oku2v31.wad Source port: GZDoom v4.2.4 Compatibility mode: Doom (strict)Doom II: Okuplok Slaughter Map - UV-MAX in 44 saves - Part 6: The most difficult fight of the mapblueskull2020-01-26 | Okuplok about his map: "I'm going to make a long grindy slaughter map and surpass Holy Hell's monster count. Why? Because I can."
And he did as he said. 23216 monsters placed on an enormous map taking about 5 hours of non tool assisted gameplay. First time I played it I saved a lot: kill some monsters - save, get through a gap between enemies - save, damaging floor didn’t hurt - save, low damage roll - save, etc... But afterwards I realized that in that way the map is not hard or challenging - it is simply boring and it is kind of tool assisted gameplay. Hence I decided to try to beat it saving only between fights, minimizing the number of saves and making it a real challenge. So here it is: Okuplok Slaughter Map done in 44 saves only!
That is definitely the hardest part of the map. That room took me at least twice that much time as the revenant corridor to beat. Hell knights quickly fill the center of the room making no space to move from one side to the other. The only way to do it is to run between them and cyberdemons. And as they infight it is barely possible to survive. Once hell knights are dead the only problem is to get some ammo. When at least one cage is empty, killing the rest of the cyberdemons isn't a problem. For the next section I managed save full healt and armor so it was quite easy (compared to the previous one it was a piece of cake). From time to time you just need to get some BFG ammo and health guarded by archviles. I didn't attack them before everything else was dead so I didn't have to watch out for them too.
In this part I saved 5 times. Below are listed all the saves: 38. 3:15 - revenants after entering next section 39. 4:58 - the most difficult fight of the map; 8:00 - all hell knights are dead; 18:00 - finally got access to some ammo so it goes faster 40. 25:45 - revenants, cacodemons and arachnotrons 41. 37:05 - revenants in caves (never loaded) 42. 44:17 - end of part 6
PWAD: oku2v31.wad Source port: GZDoom v4.2.4 Compatibility mode: Doom (strict)Doom II: Okuplok Slaughter Map - UV-MAX in 44 saves - Part 5: Flooded with Hell Knightsblueskull2020-01-19 | Okuplok about his map: "I'm going to make a long grindy slaughter map and surpass Holy Hell's monster count. Why? Because I can."
And he did as he said. 23216 monsters placed on an enormous map taking about 5 hours of non tool assisted gameplay. First time I played it I saved a lot: kill some monsters - save, get through a gap between enemies - save, damaging floor didn’t hurt - save, low damage roll - save, etc... But afterwards I realized that in that way the map is not hard or challenging - it is simply boring and it is kind of tool assisted gameplay. Hence I decided to try to beat it saving only between fights, minimizing the number of saves and making it a real challenge. So here it is: Okuplok Slaughter Map done in 44 saves only!
This part is focused on the next huge open area. Again, most common enemy is hell knight (they never get boring). First step is to recover after surviving the revenant corridor. Unfortunately I messed up and made a very bad save. Thus I had to make an extra one after defeating the viles... The second part, i.e. fight with demons and mancubi is quite easy. After that there is that corridor slowly getting flooded with hell knights and surrounded by cacodemons. I have only one thing to say about it: be quick or be dead. Afterwards, there are also some revenants.
In this part I saved 7 times. Below are listed all the saves: 31. 10:52 - before attempting to kill archviles (terrible choice to save then) 32. 11:23 - after I finally killed them (no more with that low health) 33. 18:00 - teleport to the next section 34. 26:32 - releasing hell knights and cacodemons 35. 38:48 - before revenants 36. 45:47 - after the revenants (rather redundant save) 37. 47:42 - end of part 5
PWAD: oku2v31.wad Source port: GZDoom v4.2.4 Compatibility mode: Doom (strict)Doom II: Dark Tartarus - Map 06 - WOW: Finished - UV-MAX in 12:19blueskull2020-01-12 | Dark Tartarus v5 is a 43 maps long megawad created by Pla and released in 2015. It features levels that provide challenging battles and unique atmosphere. Each level is difficult and interesting in its own way.
Quite dynamic and difficult map. Over 500 barons of hell that infight with 30 cyberdemons and some other monsters and you have to run between them and their projectiles. By shooting hidden switch at the beginning you can open area that is completly optional but it makes it a little bit easier to deal with the secret. Of course the biggest threat are archviles running freely between corpses of all of those dead barons of hell.
PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Okuplok Slaughter Map - UV-MAX in 44 saves - Part 4: The Revenant Corridorblueskull2020-01-09 | Doom II: Okuplok Slaughter Map - UV-MAX in 44 saves - Part 4: The Revenant Corridor
Okuplok about his map: "I'm going to make a long grindy slaughter map and surpass Holy Hell's monster count. Why? Because I can."
And he did as he said. 23216 monsters placed on an enormous map taking about 5 hours of non tool assisted gameplay. First time I played it I saved a lot: kill some monsters - save, get through a gap between enemies - save, damaging floor didn’t hurt - save, low damage roll - save, etc... But afterwards I realized that in that way the map is not hard or challenging - it is simply boring and it is kind of tool assisted gameplay. Hence I decided to try to beat it saving only between fights, minimizing the number of saves and making it a real challenge. So here it is: Okuplok Slaughter Map done in 44 saves only!
The beginning isn't too difficult. Just some arachnotrons, pain elementals and two spider masterminds. Next, hell knights and revenants. I let the hell knights to come closer before I shot so they would block the stairs for a little while. Then it was just a matter of not getting blocked inside the corridor or getting caught by an archvile while running out to restock ammo. After that the easiest part of the map: 30 seconds of being invulnerable. Then some imps and hell knights in a circle (not so difficult, just looks bad). Then some barons and revs in the next section. Unfortunately I woke some of them up while killing cacodemons. Because of that I had to shoot some rockets to the wall before getting down there, otherwise I would be blocked. At this point I've tried to save as much health, armor and cells as possible.
At the end of this part I finally reached THE revenant corridor. It was difficult. The worst thing about it is that it's just so random. Sometimes cyberdemons wouldn't focus on revenants at all, sometimes there were so many missiles that it wasn't possible to move without getting killed within seconds. But eventually it is possible to do without tools. There's no real strategy for this room, but I wasn't just running and hoping for the best. You have to constanly scan the area and watch your every step to not run into missiles. You have to use BFG efficiently to get rid of as much revs as possible in the shortest time (and be cafeful not to hit cyberdemons with tracers). Finally you have to constantly reduce the amount of homing missiles which I did by walking for a brief moment by the wall every time I reached the other end of the corridor.
In this part I saved 7 times. Below are listed all the saves: 24. 2:33 - before releasing hell knights and revenants 25. 17:32 - invulnerability, archviles, imps (never loaded) 26. 22:54 - circle of hell knights 27. 33:12 - before jumping down to the next section 28. 37:08 - final room before revenant corridor 29. 39:55 - the revenant corridor 30. 43:00 - end of part 4
PWAD: oku2v31.wad Source port: GZDoom v4.2.4 Compatibility mode: Doom (strict)Doom II: Dark Tartarus - Map 05 - The Gate - UV-MAX in 7:57blueskull2020-01-07 | Dark Tartarus v5 is a 43 maps long megawad created by Pla and released in 2015. It features levels that provide challenging battles and unique atmosphere. Each level is difficult and interesting in its own way.
Secret area on the other side of the gate isn't too hard to deal with: just find a gap between cyberdemons, burn yourself a little bit in the lava pool to make them gather around the center of the room and finally just circle strafe and shoot them till they all die. Due to the way the BFG tracers work during circle strafing especially effective is shooting to where you've been. Before nearly every shot I'm turning right about 90° to get the most out of the tracers. Thanks to the invulnerabilities the outside area is fairly easy. Very nice map.
PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Okuplok Slaughter Map - UV-MAX in 44 saves - Part 3: Stream of Imps and Demonsblueskull2020-01-05 | Okuplok about his map: "I'm going to make a long grindy slaughter map and surpass Holy Hell's monster count. Why? Because I can."
And he did as he said. 23216 monsters placed on an enormous map taking about 5 hours of non tool assisted gameplay. First time I played it I saved a lot: kill some monsters - save, get through a gap between enemies - save, damaging floor didn’t hurt - save, low damage roll - save, etc... But afterwards I realized that in that way the map is not hard or challenging - it is simply boring and it is kind of tool assisted gameplay. Hence I decided to try to beat it saving only between fights, minimizing the number of saves and making it a real challenge. So here it is: Okuplok Slaughter Map done in 44 saves only!
At the beginning you have to somehow lure barons and cyberdemons to the middle and then manage to kill archviles in the caves at the same time dodging revenant missiles. At first I have tried to do this simultaneously but I spent too much time trying to do this without success. So I took my time and first killed everything what was still alive in the middle before attacking the archviles (somehow the cyberdemons won - usually they all die quite quickly). I was worried about the next section before I got there. I knew what awaits there but what I didn't realize was that I can get rid of the revenants before releasing mancubi. When I found that out then it turned out to actually be a piece of cake. After that the only thing left to do was to get to the next building...
In this part I saved 4 times. Below are listed all the saves: 20. 14:58 - entering the castle 21. 21:00 - releasing the mancubi 22. 34:03 - releasing the imps 23. 49:50 - end of part 3
PWAD: oku2v31.wad Source port: GZDoom v4.2.4 Compatibility mode: Doom (strict)Doom II: Dark Tartarus - Map 04 - Nothing Special - UV-MAX in 14:05blueskull2020-01-03 | Dark Tartarus v5 is a 43 maps long megawad created by Pla and released in 2015. It features levels that provide challenging battles and unique atmosphere. Each level is difficult and interesting in its own way.
Another map of Dark Tartarus. Outdoor area with cyberdemons is a little tricky because due to the background it is sometimes hard to see rockets. One secret requires rocket jumping so it might be troublesome as well. Final area is easy if you use all 4 invulnerabilities for it. Unfortunately, the last secret is unreachable - it is located where the final invulnerability is but you cannot trigger it.
PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Okuplok Slaughter Map - UV-MAX in 44 saves - Part 2: Hell Knight Madnessblueskull2020-01-02 | Okuplok about his map: "I'm going to make a long grindy slaughter map and surpass Holy Hell's monster count. Why? Because I can."
And he did as he said. 23216 monsters placed on an enormous map taking about 5 hours of non tool assisted gameplay. First time I played it I saved a lot: kill some monsters - save, get through a gap between enemies - save, damaging floor didn’t hurt - save, low damage roll - save, etc... But afterwards I realized that in that way the map is not hard or challenging - it is simply boring and it is kind of tool assisted gameplay. Hence I decided to try to beat it saving only between fights, minimizing the number of saves and making it a real challenge. So here it is: Okuplok Slaughter Map done in 44 saves only!
At the beginning you finally get the BFG. But you don't get it for free. The room soon is flooded with hell knights. In the next room you have a tedious task of killing caged archviles. Then two revenant corridors. Later some minor fight with barons and cyberdemons - just before big red arena that gets flooded with hell knight from two sides and is constantly shooted by mancubi. And finally some chaingunners before entering new section of the map.
In this part I saved 8 times. Below are listed all the saves: 12. 7:11 - after grabbing the BFG and clearing the room from hell knights 13. 17:10 - at the top of the next section, before the first revenant corridor 14. 19:32 - before the second corridor 15. 22:10 - after both corridors 16. 23:59 - entering the red arena 17. 26:04 - just before releasing hell knights and mancubi (never loaded) 18. 37:43 - chaingunners 19. 39:01 - end of part 2
PWAD: oku2v31.wad Source port: GZDoom v4.2.4 Compatibility mode: Doom (strict)Doom II: Dark Tartarus - Map 03 - Lunatics Game - UV-MAX in 8:35blueskull2019-12-31 | Dark Tartarus v5 is a 43 maps long megawad created by Pla and released in 2015. It features levels that provide challenging battles and unique atmosphere. Each level is difficult and interesting in its own way.
This is the very first cyberfest in Dark Tartarus. Quite short, easy and enjoyable map. Thanks to 3 secret invulnerability spheres you can run in front of the cyberdemons and make the most of the tracers. The secret area full of megaspheres, hell knights and cyberdemons isn't too difficult as long as you go there invulnerable and don't accidentally take the partial invisibility in the middle. There is also part of the map that you cannot access playing alone. After you cross certain linedefs walls open in the starting area which you cannot access later.
PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Okuplok Slaughter Map - UV-MAX in 44 saves - Part 1: The Mancubi Cliffblueskull2019-12-29 | Okuplok about his map: "I'm going to make a long grindy slaughter map and surpass Holy Hell's monster count. Why? Because I can."
And he did as he said. 23216 monsters placed on an enormous map taking about 5 hours of non tool assisted gameplay. First time I played it I saved a lot: kill some monsters - save, get through a gap between enemies - save, damaging floor didn’t hurt - save, low damage roll - save, etc... But afterwards I realized that in that way the map is not hard or challenging - it is simply boring and it is kind of tool assisted gameplay. Hence I decided to try to beat it saving only between fights, minimizing the number of saves and making it a real challenge. So here it is: Okuplok Slaughter Map done in 44 saves only!
This part is only the beginning. Here I conquer the Mancubi Cliff. In this part I saved 11 times (a little too much I can say now). Below are listed all the saves: 1. 00:44 - after getting safely to the spider mastermind room 2. 03:07 - after killing revenants and barons of hell 3. 06:18 - after killing all the imps, pain elementals and archviles 4. 15:29 - before releasing cacodemons (I forgot to take the super shotgun, never loaded the save) 5. 22:34 - revenants before the red skull key arena 6. 24:00 - red skull key arena 7. 29:06 - the rest of the mancubi 8. 32:42 - demons and pain elementals 9. 40:50 - some platforming 10. 41:24 - final section of this part 11. 44:32 - end of part 1
PWAD: oku2v31.wad Source port: GZDoom v4.2.4 Compatibility mode: Doom (strict)Doom II: Dark Tartarus - Map 02 - Final Destination - UV-MAX in 14:31blueskull2019-12-24 | Dark Tartarus v5 is a 43 maps long megawad created by Pla and released in 2015. It features levels that provide challenging battles and unique atmosphere. Each level is difficult and interesting in its own way.
Final Destination is the second map of Dark Tartarus and the first one where you can set yourself against archviles in an open area. This fight is not difficult - there are certainly more challenging ones later on. Usually archviles on the pyramids are the most troublesome as they are hard to hit. This time however most of them got killed by the cyberdemons.
PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 01 - Arch Bridge - UV-MAX in 7:28blueskull2019-12-17 | Dark Tartarus v5 is a 43 maps long megawad created by Pla and released in 2015. It features levels that provide challenging battles and unique atmosphere. Each level is difficult and interesting in its own way.
First map is an interesting opening to the Dark Tartarus experience: easy fights, plenty of ammo and iconing 'bridge' full of archviles.
PWAD: Tartaru5.wad Source port: GZDoom v4.2.4Doom II: Dark Tartarus - Map 38 - Skull Hunt - UV MAX in 51:10blueskull2019-05-27 | 61% in 24:39: youtu.be/2MevQ9qcFk4Doom II: Dark Tartarus - Map 36 - Behind the Sky - UV MAX in 28:25blueskull2019-05-23 | 59% kills in 9:23 - youtu.be/WOH6oi7gRg0Doom II: Dark Tartarus - Map 40 - Horrible Things - 91% in 15:28blueskull2019-05-22 | Alternative path gameplay: youtu.be/iUIgjwbFMKIDoom II: Dark Tartarus - Map 41 - UV MAX in 5:06blueskull2019-05-18 | Nightmare! gameplay: youtu.be/3YgJY7jMkiYoiDoom II: Dark Tartarus - Map 41 - Nightmare! in 7:46blueskull2019-05-12 | UV-MAX in 5:06: youtu.be/f_BsYqDANZcDoom II: Dark Tartarus - Map 29 - Dark Tartarus - UV MAX in 1:04:35blueskull2019-05-03 | 49% kills in 24:18 - youtu.be/cFaO50gYxnADoom II: Dark Tartarus - Map 35 - Devils Tower - UV MAX in 58:06blueskull2019-05-03 | 74% kills in 26:49 - youtu.be/DTsU8kSDr_YDoom II: Dark Tartarus - Map 29 - Dark Tartarus in 24:18blueskull2019-05-01 | UV-MAX in 1:04:35 - youtu.be/rY7RshtO2U0