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This is a Doom II Max demo in Ultra-Violence Skill

Map : 180 Minutes Pour Vivre Map 30 Bonus - Cœur de Haine
Time : 41:47.77
Author : William Huber ([WH]-Wilou84)
	 wilou84@yahoo.fr
	 http://doomfrance.forumactif.com/
Recorded with : DSDA Doom 0.29.0 -complevel 2
Date : 3rd of August, 2026

Level comments : See 180mpv_b.txt.

Demo comments : Finally... 
		This is hands down the hardest I had to try to beat a map on UV Max. 
		It took me AGES. More than 900 attempts over the span of several months.
		God damn it. 
		I seriously considered quitting on multiple occasions after realizing 
		how much of a time waste this whole demo thing is.

		My route on this map is roughly the same as J4C's, as it was pretty 
		much how I envisioned each part. His demos are way better, but I'm proud 
		to say that I was able to beat that damn map as well.

		I still like the map, despite it killing me so many times.

		Here's a couple notes for each section : 
		- Double Heresiarch teleport sequence room : I try to enter this room
		with at least 160% health and 100 Rockets. Monster kill count should be
		25, provided I manage to kill every Imp on the rounded red ledge outside. 
		Otherwise, I'll have to remember to get out of this place with the Plasma Gun ready
		to finish off the remaining Imp(s).
		First thing to do is to grab the Cells and clear the two Arachnotrons 
		guarding the lift switch, and stay there for a while. I empty at least 100 
		Cells on the Imp / HK horde, and go back to rockets when I'm at around 360 
		Cells. If I'm lucky, at least one Heresiarch is attacking the Revenants 
		up there in the meantime, saving some time.
		When my health drops under 100%, I go for the Supercharge in the corner,
		next to the rocket piles. I keep the first Supercharge for section number 3.
		When only one or two Revenants remain, I activate the lift and kill them on
		the way to the switch up top, triggering the second phase.
		Now, it's about stopping the Viles from reaching the teleporter pads, or
		it becomes too chaotic and you risk getting roasted from every angle.
		Unlucky players will have to keep avoiding Heresiarch spells while doing so,
		if they don't end up getting telefragged by the Cacodemons as intended.
		When exiting this area, I refrain from taking the Supercharge, I prefer to deal with
		the 3 Arch-Viles + perched Revenants in the hub before grabbing it, ensuring I don't
		waste a Superchargebefore section 3.

		- Section 3 (Red metal fortress) : Probably the hardest and most RNG-dependant
		part of the map, along with the ending, so I always do that fight before the
		other two sections.
		Kill count should be 366 when entering this section.
		First, once the Arachnotron gang is dispatched, you want to activate
		the lift, lower the wall, and quickly deal with the two perched
		Revenants near the entrance as the Vile trio slowly appears. Try to shoot a
		few rockets at the Viles while avoiding Cacodemon attacks, killing one of the Viles 
		at that point would be huge. Then, once the Cacos get too close, venture to the 
		other corner of the ledge but don't wake up all of the Cybers (that's usually where AV blasts
		may catch you, even if you're behind the ledge). Try exploiting the 
		fact that their way out is too small for them to go through all at once 
		(a design oversight on my part that proved useful to players), so that they 
		don't get out and you may kill some Cacodemons before letting the Cybers loose.
		After the four Cybers are out, this becomes a free for all. Try going from one corner
		of the arena to another, don't get blocked by wandering Cacodemons and try to kill
		as many Lost Souls / Pain Elementals as you can, since they may distract 
		Cyberdemons and stop them from infighting with Heresiarchs.

		For some reason, in this particular attempt, I ended up with very few Cell Packs
		left (around 200 Cells fewer than most attempts at that point). 
		Looks like I've been a bit heavier than usual on the trigger there.

		- Section 1 (White marble palace in the void) : The platforming section,
		with the dreadful close-quarter Cyberdemon fight. Very proud of that sequence, as the 
		fight always gets pretty nerve-wrecking.
		Platforming part isn't too hard but I had quite a lot of failed attempts there,
		since my nerves usually get so exhausted at that point of the demo. Not to mention the
		Cyberdemon fight itself, where any rocket hit means the end of the demo.

		- Section 2 (sinister version of Doom II Map 12's ending) : Supposedly the easiest
		section of the 3, although I also had quite a few deaths there, either in the secret
		fight with lava, or in the main event. This is an endurance test, as there's no
		health in the Nightwatch Cacodemon room (aside from the few potions in the secret 
		area), so be mindful of their fire attacks. 
		I tend to use plasma here, as I believe it's easier to stun Nightwatch Cacos this way.
		For the secret fight, I dispatch the row of Demons using rockets, then I switch to
		the Plasma Rifle to prevent face-rockets against charging Lost Souls.

		- The door to the final arena : Here, after dispatching the first wave of Arachnotrons 
		and Imps down there with the BFG9000, I teleport back and go for a Supercharge, 
		either the one in the secret area before the heart, or the one given just before 
		this section. I then grab the Blue armor, and fire two or three BFG9000 shots at 
		the group behind the door before getting out and dealing with the flying monsters. 
		Hopefully the Cyberdemon duo gets busy with the Revenants in the meantime 
		(I've had Cybers being punched to death on multiple occasions there, definitely 
		useful to let the Revenants alive).

		- Finale, part 1 (Revenant army fight) : Not too hard.
		Here, it's best to have the Revenant bodies as far from the Arch-Vile closet
		as possible, so that they don't ressurect too many boneheads.
		I refrain from taking any Supercharge / Megaarmor / Megasphere after dealing with
		the Revenants, as the Vile wave is rather easy and I want to maximize my items
		for the finale. Also, make sure not to pick any Cell Pack in the Red key wing, 
		as they're to be used for that last part as well.

		- Finale, part 3 (massive final fight) : Dear Lord, have mercy.
		Obviously, going face to face with the Nightwatch Cacodemon / Heresiarch pack
		is out of our range, so I focus on the Barons first, staying as much as possible near the
		Red Key position to maximize Cyberdemon rockets on the Barons. I usually grab the 
		Megasphere close to the switch / Heresiarch quatuor after some time.
		Then, once the Barons are mostly dead and the Nightwatch Cacos are getting close, I try
		to bypass the remaining Cyberdemons and deal with them from their closet, just so that I'm
		not catching crossfire between Cybers and Nightwatch Cacos. You have to be extra mindful
		of multiple Cyberdemons firing at you at the same time here. Any mistake is surely fatal.
		Now, Cybers should be dead, and hopefully you have enough health and Cells to push the
		Nightwatch Cacodemons back. That's where I lost many attempts, since their attacks become
		too hard to avoid / too painful.

		This exit is my first attempt, and possibly the last. Demo recording is too much
		of a time sink, I cannot afford that anymore.

		Now, at long last, I've recorded every 180mpv level on UV Max. 
		I'm done. Time to go back to mapping.
		
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