[Doom II] Japanese Community Project (JPCP) - MAP12: Magnetic Force Apparatus (UV-Max) @Hellwolf36
[Doom II] Japanese Community Project (JPCP) - MAP12: Magnetic Force Apparatus (UV-Max)  @Hellwolf36
Uploaded December 2016 | Updated September 2026, 2 hours ago
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam

For a Map with 200+ enemies, I found this to be quite small. However, small maps with large enemy counts usually means much resistance at once, which is what Map04 was like (given as they were both done by burabojunior). It didn't take me long to get the hang of getting through the level in one piece though. The only annoyance was finding every monster, especially the Cacodemons and stragglers.

MAP STATS
==========
Map: 12 - Magnetic Force Apparatus
Author: burabojunior
MIDI: Jonathan Kenneth Sadler - Urban Monsoon
Enemies: 212
Secrets: 1


SECRETS
========
1) Once you raise the elevator to the 3F (The Blue Key switch), fight your way past the zombies and to your right and you will an indent on a biege wall next to the electrical board. This indent can be lowered to reveal another switch which will you allow you to access 4F. Ride the elevator up to a teleporter. There is a Soulsphere at the destination. Grabbing it will return you to the 3F.

TIPS
====
- Take advantage of the Partial Invisibility at the start. The accuracy penalty will make it easier to slay the first set of enemies.

- About 60-70% of the enemies are zombies. The hitscans can be tedious to control but they can be exploited for infighting results.

- Use barrels wisely. They can help you kill Revenants or large groups if the barrel destruction is timed correctly

- When you pick up the first Soulsphere, it is best to camp in the passage to the first teleporter and pick off anything that can attack you. The enemies (including the Chaingunnes) can cause infighting easily

- Once you get the Soulsphere and Blue Key, there will also be 4 Cacodemons that fly around the outside areas. Make sure you keep tabs on them. They can get stuck behind walls and can ruin your run.

- Once you get the Yellow Keycard, infighting can be exploited by Chaingunners to slay Revenants faster. You only get 80 Plasma rounds so use them to break out.

- Try to get the secret before you get the Yellow Keycard. The island can also be used to help kill the 4 Cacodemons that fly around. Doing it after should be reserved for when the heat dies down, especially with the Chaingunners and Revenants.
[Doom II] Japanese Community Project (JPCP) - MAP12: Magnetic Force Apparatus (UV-Max)[Dungeon Defenders II] Mastery III - Temple of the Necrotic (5 Stars)[Doom II] Ancient Aliens - MAP03: Arachnotron Arrival (UV-Max)[Dungeon Defenders II] Mastery VI - Forgotten Ruins (5 Stars)[Dungeon Defenders II] Mastery I - Ramparts Siege (5 Stars)[Doom II] Japanese Community Project (JPCP) - MAP28: HeLLPort (UV-Max)[Dungeon Defenders II] Mastery I - Buried Bastille (5 Stars)[Dungeon Defenders II] Mastery VI - Dragonfall Sewers (5 Stars)[Dungeon Defenders II] Mastery V - Crumbled Bulwark (5 Stars)[Dungeon Defenders II] Mastery VII - The Ramparts (5 Stars)[Dungeon Defenders II] Mastery VII - Assault on the Throne Room (5 Stars)[Dungeon Defenders II] Mastery II - Forgotten Ruins (5 Star, No Cores Lost)
Bamethyst 38 |

[Doom II] Japanese Community Project (JPCP) - MAP12: Magnetic Force Apparatus (UV-Max)

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