4shockblast | Tttn.wad UV-Max in 2:59 @4shockblast | Uploaded August 2022 | Updated October 2024, 20 hours ago.
Map name: Tttn.wad
WAD author: Ribbiks
The last map in the additional_crap zip, the most Ribbiksy, and probably most interesting. It is of course, functionally, just one room with a two-wave, hold M1 sorta fight, but decent fun nevertheless. The visuals are pretty cool, red/blue contrast plus starry sky works well.
On the easy side by modern standards, although with all the cybers, idk how feasible no invuln would be, but maybe if another mega were there or with different strats it would work well (definitely at least one invul is unnecessary). As it is, just have to go the most aggressive approach and kill things as fast as possible. I save both invuls for the cybs so I can get the best BFG shots against them, that's the most annoying part as cleanup of the cybs could take awhile. After a bit I got 3:00, getting 2:59 was painful; in 3:00 I just managed to clean everything up early and realized the exit was actually quite slow, so I found a straighter path to the shoot switch which starts the exit sequence, but then I couldn't get that same luck for a while. Tried it the next day and it wasn't as bad, I guess that's just how it be with RNG sometimes. Because of the slow exit, there's really not much room for improvement here.
Captured using DSDA-Doom v0.24.3
Map name: Tttn.wad
WAD author: Ribbiks
The last map in the additional_crap zip, the most Ribbiksy, and probably most interesting. It is of course, functionally, just one room with a two-wave, hold M1 sorta fight, but decent fun nevertheless. The visuals are pretty cool, red/blue contrast plus starry sky works well.
On the easy side by modern standards, although with all the cybers, idk how feasible no invuln would be, but maybe if another mega were there or with different strats it would work well (definitely at least one invul is unnecessary). As it is, just have to go the most aggressive approach and kill things as fast as possible. I save both invuls for the cybs so I can get the best BFG shots against them, that's the most annoying part as cleanup of the cybs could take awhile. After a bit I got 3:00, getting 2:59 was painful; in 3:00 I just managed to clean everything up early and realized the exit was actually quite slow, so I found a straighter path to the shoot switch which starts the exit sequence, but then I couldn't get that same luck for a while. Tried it the next day and it wasn't as bad, I guess that's just how it be with RNG sometimes. Because of the slow exit, there's really not much room for improvement here.
Captured using DSDA-Doom v0.24.3