[Doom II] Japanese Community Project (JPCP) - MAP11: My Fav (UV-Max) @Hellwolf36
[Doom II] Japanese Community Project (JPCP) - MAP11: My Fav (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

Map11 is probably one of the most trippiest visual experiences I have ever seen using Doom II's engine; This is well done for a standard Megawad Map. You basically go through Sections with interesting puzzles and challenges to eventually re-open the Exit at the Start. The real challenge is not screwing up with the puzzles (some have deadly consequences) and ammo conservation is a definite must as there isn't much for pickups. Overall, this map wasn't terribly difficult to get the hang of.


MAP STATS
==========
Map: 11 - My Fav
Author: Nanka Kurashiki
MIDI: Doom II Tech Wars - Map07
Enemies: 145
Secrets: 3


SECRETS
========
1) In the start of the Blue Section, go right and you will find 2 Shotgunners in the next room. Across from them is a pentagram being covered by 3 doodads. Shoot the pentagram with an impact weapon and a teleporter will open next door. Use it and you will be teleported to the Soulsphere in the large room and telefrag the Cacodemon there (there is an invisible wall preventing you from attracting it). However, you will spawn another Cacodemon and the walls will recede, leaving you vulnerable.

2) Before the Torch Puzzle in the Blue Section, you will find 2 Shotgunners camping next to a pillar of blue slime. The blue slime can be walked through to pickup a Bulk Energy Cell.

3) In the Red Section, there is a circular room (after you slay the 2 Barons of Hell and get the Berserk pack). Go left and halfway you will open a room that will contain an ambush. The back wall has a section you can walk through, taking you to a teleporter for a Green Armor.

TIPS
====
- This map's ammo supplies are somewhat scarce and you won't have a Supershotgun till the Yellow Section, you will have to resort to infighting to kill, especially in the Green, Red and Main Section. For efficency purposes, kill everything you can find in the Color Sections and save the Elevator monsters for between Red and Gray Sections.

- In the Green Section, all the green water is a damage floor. Try to use your Radiation Suit for what it is worth.

- In the Green Section's maze, you will find a BFG9000 all alone. DO NOT ATTEMPT TO PICK THIS UP. If you do, you will be teleported to a voodoo doll and kill yourself via telefrag.

- In the Blue Section, you will find a series of squares with a torch in the center of each. Only stay on the plain torches (the one with just the wooden base, not the fancy looking one with metal. Stepping on anything else will teleport you to a voodoo doll and you will kill yourself via telefrag

- In the Yellow Section, be aware of your surroundings. Archviles and Chaingunners can catch you off guard in these parts and its easy to get lost.

- It is best to leave the monsters in the Elevator until you come back with the Supershotgun or Rocket Launcher. Try to slay at least the Revenants and Demons before going to Orange and use infighting to pick off as much as possible. You have until completing the Red Section and going into Gray to slay them all.

- When you reach the Gray Section, you will find a sign saying "Do you like Caco?" Hit the Y Switch. Hitting N will force a Voodoo Doll of yourself to get crushed, killing you.

- When you reach the Light Puzzle, the solution is your path through the level: Green, Blue, Orange, Yellow, Red. Repeat the pattern to reach the exit. Make an incorrect guess or fall and you get teleported to a dark room with a damaging floor. Move to escape quickly.
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[Doom II] Japanese Community Project (JPCP) - MAP11: My Fav (UV-Max)

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