4shockblast | H2H-XMas Map 24 UV-Max in 2:11 @4shockblast | Uploaded December 2023 | Updated October 2024, 1 hour ago.
Map name: Working Hard
Map author: Dave "Mud" Swift
A strange map, as you might expect from the MUD man. Nine secrets, most of which are just random rooms that open either as part of progression or are literally just part of the progression. The plasma gun and rocket launcher are the only two secrets that seem to have any sort of unique value as well, the rest are just health and ammo, and those two secrets are required (or at least one of them is). The teleporters are completely randomly tagged to different spots; they're not even symmetric across both sides, it's just random. Progression is just a mild key and switch hunt, the map is really quite short (only under a minute even using the normal route), but the way you progress is rather bizarre. It's also very symmetric (as is common in these late H2H maps) and rather plain. Gameplay is alright, just by virtue of good amount of plasma and RL, but it's still a pretty uneventful map IMO.
For speedruns, this map is bad on every category. Veinen's textfile was entirely silent, but max is very painful, even with the plasma bump I discovered, which allows me to get plasma right away. Health is plentiful, but the lack of armor is definitely felt here. It would be super nice not to have to rely on random rev rockets not killing me, at least when I am trying to do some aggressive play here. But the worst part is the awful monster pathing. Monsters end up all over the place, and the max is dependent on how many of those places you check; def one where extended HUD would help, just assuming you were able to get all kills or knew that only some number of kills was left in a consistent spot. As it is, I have to check here and there and everywhere. :^)
The secrets are also super obnoxious; you basically have to traverse the map multiple times just to get them all. It also negates some use of the plasma bump and makes the RL bump sorta useless (possible, but harder, see bonus demo youtube.com/watch?v=2xNDSGMSJhA); I have to go back to actually get on that sector, not just to progress, but also go on both to get the secrets. Really dumb routing experience.
This exit is pretty decent, just things managed to die quickly and group up well. But, of course, I check a few places I don't have to; one doesn't take up much time, but the other takes up a few secs. Sub-2 is probably possible if you just get lucky with everything, but I'd rather not keep running this. About 240ish attempts, 11 exits, of which I believe 4 were proper maxes, and this was the fastest (including non-maxed stuff), so that's cool.
Captured using DSDA-Doom v0.27.4
Map name: Working Hard
Map author: Dave "Mud" Swift
A strange map, as you might expect from the MUD man. Nine secrets, most of which are just random rooms that open either as part of progression or are literally just part of the progression. The plasma gun and rocket launcher are the only two secrets that seem to have any sort of unique value as well, the rest are just health and ammo, and those two secrets are required (or at least one of them is). The teleporters are completely randomly tagged to different spots; they're not even symmetric across both sides, it's just random. Progression is just a mild key and switch hunt, the map is really quite short (only under a minute even using the normal route), but the way you progress is rather bizarre. It's also very symmetric (as is common in these late H2H maps) and rather plain. Gameplay is alright, just by virtue of good amount of plasma and RL, but it's still a pretty uneventful map IMO.
For speedruns, this map is bad on every category. Veinen's textfile was entirely silent, but max is very painful, even with the plasma bump I discovered, which allows me to get plasma right away. Health is plentiful, but the lack of armor is definitely felt here. It would be super nice not to have to rely on random rev rockets not killing me, at least when I am trying to do some aggressive play here. But the worst part is the awful monster pathing. Monsters end up all over the place, and the max is dependent on how many of those places you check; def one where extended HUD would help, just assuming you were able to get all kills or knew that only some number of kills was left in a consistent spot. As it is, I have to check here and there and everywhere. :^)
The secrets are also super obnoxious; you basically have to traverse the map multiple times just to get them all. It also negates some use of the plasma bump and makes the RL bump sorta useless (possible, but harder, see bonus demo youtube.com/watch?v=2xNDSGMSJhA); I have to go back to actually get on that sector, not just to progress, but also go on both to get the secrets. Really dumb routing experience.
This exit is pretty decent, just things managed to die quickly and group up well. But, of course, I check a few places I don't have to; one doesn't take up much time, but the other takes up a few secs. Sub-2 is probably possible if you just get lucky with everything, but I'd rather not keep running this. About 240ish attempts, 11 exits, of which I believe 4 were proper maxes, and this was the fastest (including non-maxed stuff), so that's cool.
Captured using DSDA-Doom v0.27.4