[Doom II] Japanese Community Project (JPCP) - MAP10: The Odd Encampment (UV-Max) @Hellwolf36
[Doom II] Japanese Community Project (JPCP) - MAP10: The Odd Encampment (UV-Max)  @Hellwolf36
Uploaded December 2016 | Updated September 2026, 1 hour ago
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam

I found Map10 to be quite the challenge but it was not as sheer annoyance as Map06 was. There are some serious threats in this map, primarily from the Revenant Ambush at the Red Keycard building, the atrium rush and the final attack before the exit. Strategy and smart weapon usage will get you through this map in one piece.

MAP STATS
==========
Map: 10 - The Odd Encampment
Author: Yullie
MIDI: TNT: Evilution - Into the Beast's Belly (Map08)
Enemies: 119
Secrets: 1


SECRETS
========
1) After ascending the elevator to the region where you can grab the Yellow Keycard, turn right and walk towards the wall. You will find there is no fencing and you will fall into a ditch to find 2 Plasma Cells. Use the teleporter to come back up.

TIPS
====
- In the outdoor regions, move fast and try to not get hit by a Revenant rocket. Try to destroy the Chaingunner and the Arachnotron with rockets before you get into the Red Keycard building.

- When you trigger the Revenant attack inside, lure them towards the box and pick them off as they come. Use Rockets sparingly as you can splash yourself if one Revenant walks in. Just be careful if more than 1 walk in or they get stuck on the box pile. Use the Berserk Pack as your lifeline.

- In the Red Keycard room, you must clear out the enemies and then press the 4 switches without walking onto the flashing lines. Walk over them and it will reset the puzzle.

- Your BFG ammo is limited to 2-4 blasts. Use it wisely. I suggest using it in the Atrium rush to slay the Demons and to slay most or all of the Arachnotrons in the final battle. If you got spare rounds, you can use it on the Cacodemons or the Revenant Ambush when you got them running around the box.

- When the Yellow Keycard is collected, you can fire the BFG at the Archvile to cripple it enough so it only takes 1-2 rockets to slay it at the final battle. However, I recommend leaving it for there and use rockets to kill it before it raises anything.

- In the final battle, the tiny crack between your arena and the Archvile is all it needs to channel the fire attack. If you must, use the library as a staging ground to fend off the monsters.
[Doom II] Japanese Community Project (JPCP) - MAP10: The Odd Encampment (UV-Max)[Dungeon Defenders II] Mastery IV - Forest Biome (5 Stars)[Dungeon Defenders II] Mastery VII - The Throne Room (5 Stars)[Dungeon Defenders II] Mastery VII - Forgotten Ruins (5 Stars)[Dungeon Defenders II] Mastery II - Crumbled Bulwark (5 Stars)[Dungeon Defenders II] Mastery VII - Gates of Dragonfall (5 Stars)[Dungeon Defenders II] Mastery III - Dragonfall Bazaar (5 Stars, No Cores Lost)[Dungeon Defenders II] Mastery II - Molten Citadel (5 Stars)[Dungeon Defenders II] Mastery IV - Dragonfall Bazaar (5 Stars, No Cores Lost)[Dungeon Defenders II] Mastery IV - The Throne Room (5 Stars)[Dungeon Defenders II[ Mastery V - Forest Biome (5 Stars)[Dungeon Defenders II] Mastery I - Nimbus Reach (5 Stars, No Nodes/Core Damage)
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[Doom II] Japanese Community Project (JPCP) - MAP10: The Odd Encampment (UV-Max)

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