﻿Doomed Speed Demos Archive
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Pwad: Baphomet's Judgement 2
Pwad name: bj2ex.wad
Maps: 1-30+31-32
Skill: 4
Category:  UV Max 
Exe: DSDA-Doom 0.29.4
Time: 2:21:48
Author: Revved   

Comments:  
The longest D2ALL I've done as of yet. Strange considering how many of them I've done.
Either way, this is a more recent megawad I found that I realized was pretty easy, so I figured I could do it.
And yeah, here it is.

   Map      Name                                  Time    Kills Secrets 
---------------------------------------------------------------- 
  LV 01  -  The Cabin		                | 2:30 |  100%   100%       
  LV 02  -  Frosty Woods                        | 3:23 |  100%   100%        
  LV 03  -  Frostfall Hills                     | 2:57 |  100%   100%        
  LV 04  -  Frostfall Dam                       | 4:33 |  100%   100%         
  LV 05  -  Mystery Manor	                | 4:09 |  100%   100%       
  LV 06  -  Robo Cola Factory		        | 4:09 |  100%   100%        
  LV 07  -  Dead Snow		                | 2:07 |  100%   100%      
  LV 08  -  Waste Management	                | 4:26 |  100%   100%    
  LV 09  -  Going Postal		        | 4:06 |  100%   100%      
  LV 10  -  UAC Recruitment Site                | 5:43 |  100%   100% 
----------------------------------------------------------------------
  Episode 1                                      38:43                
----------------------------------------------------------------------    
  LV 11  -  Blast Off!			        | 2:45 |  111%   100%      
  LV 12  -  Arrival                             | 4:16 |  100%   100%       
  LV 13  -  Cyber Cell		                | 4:34 |  100%   100%      
  LV 14  -  Chopping Mall	                | 9:28 |  101%   100%         
  LV 15  -  Martian Caves		        | 2:55 |  102%   100%      
----------- 
  LV 31  -  Impageddon		          	| 3:11 |  100%   100%         
  LV 32  -  Hell Revealed		        | 5:04 |  100%   100%         
-----------
  LV 16  -  Quantum Labs	                | 2:00 |  100%   100%         
  LV 17  -  Sludge Plant	                | 4:03 |  100%   100%          
  LV 18  -  Electro Quadrant		        | 6:06 |  100%   100%        
  LV 19  -  Sector Omega                        | 5:17 |  100%   100%        
  LV 20  -  Devil Hive			        | 4:14 |  101%   100%
----------------------------------------------------------------------
  Episode 2                                      53:53              
----------------------------------------------------------------------    
  LV 21  -  Dark Exile		                | 3:56 |  100%   100%      
  LV 22  -  Haxan		                | 3:32 |  100%   100%     
  LV 23  -  The Bone Zone                       | 3:47 |  100%   100%     
  LV 24  -  Mark of Cain			| 3:44 |  102%   100%      
  LV 25  -  Temple of Lethe	                | 4:41 |  100%   100%       
  LV 26  -  Belphegor's Crypt	                | 7:58 |  100%   100%     
  LV 27  -  Unholy Punishment		        | 5:28 |  100%   100%      
  LV 28  -  Belly of the Beast	                | 5:32 |  101%   100%      
  LV 29  -  Tartarus			        | 5:48 |  100%   100%       
  LV 30  -  Last Judgement	                | 4:46 |  102%   100%     
----------------------------------------------------------------------
  Episode 3                                      49:12           
----------------------------------------------------------------------   
TOTAL TIME                                     2:21:48

LV 01 - The Cabin
This one starts off pretty well.
Not too much to talk about here, just mowing down lower-tier enemies with a shotgun, and eventually a super shotgun.
The last area has me SSGing an arch-vile without cover. I take a hit, but it's no biggie with a secret soul sphere.

LV 02 - Frosty Woods
Lots of chaingunning hitscanners on this one. A common strategy for these early levels.
I get the rocket launcher here, but I don't use it since there's not enough ammo for it yet. Trust me, there's lots more to come.
I use the open/close door trick here to deal with the revenants and arch-viles near the exit.

LV 03 - Frostfall Hills
This is where we start to use the rocket launcher, and it comes in handy for a few areas.
Some of the level's combat takes place inside buildings, and two of them contain some big enemies, so the rockets dispose of them well.
They also help clear out the arch-vile duo at the end. And we also get a secret plasma rifle here as well, that's really nice.

LV 04 - Frostfall Dam
A very linear level, just going down one corridor and shooting enemies until you get to the end.
Then you go the other way to collect another key that opens the exit.

LV 05 - Mystery Manor
For some reason, there's a weird invisible barrier in the outside area that you can end up facerocketing yourself on. Dunno what that's about.
We also get a BFG here! Works great for a few tougher fights here, and clears the cyber at the end easily.

LV 06 - Robo Cola Factory
This where we start to get an abundance of ammo. By this point, you'll be stacked and have more than you could think to use it for.
Not that I'm complaining. Certainly helps this run go by quicker at least.
A more densely-populated map with some solid areas for BFGwork here.

LV 07 - Dead Snow
Typical Dead Simple clone with a spiderdemon overlooking her children.
The invuln helps cushion the first area where you rocket the mancubi and revenant snipers.
Took a bit too much damage and had to take the megasphere early. Not that it matters.

LV 08 - Waste Management
Really gotta make use of the rockets and BFG here. There's a lot of ammo for them going around here.
There's basically no excuse not to go hogwild at this point. It's nice being able to clear things out like that.
The only mild challenge here is killing the last big group of enemies while the dual cyberdemons hunt you down.

LV 09 - Going Postal
Thankfully, the crate maze here is relatively simple for me to be able to kill all the chaingunners.
Once again, it's fun BFGing and rocketing hordes of monsters.

LV 10 - UAC Recruitment Site
I like the signage in this WAD. Gives a bit of humor here.
There's also some visual storytelling here, we see imps at computers playing various megawads like Icarus, Revolution! and Talosian.
Once again, the last area is a blast thanks to the invuln.

LV 11 - Blast Off!
A more rocket-oriented level where I just lay to waste revenants and hell knights.
I make the last encounter easier by only waking up one cyber at a time to BFG them easily.

LV 12 - Arrival
Had my first real health scare here.
In the red key area, I ended up facerocketing myself on a pain elemental and had to pick up a berserk and megaarmor in seperate secrets.
I usually save them for the end, but I had no choice here.
The invuln in the final area cushions the cyber and the two arch-viles guarding the exit.

LV 13 - Cyber Cell
I had to really focus here due to the two cybers in the middle of the arena.
You basically have to keep moving from area to area. Standing still puts you in their line of fire and easily kills you.
I died a few times here in failed attempts, so I had to really make sure things went smoothly here.
Fortunately, you get a bit of catharsis by getting to telefrag the cybers at the end.
I save the soul sphere and backpack secrets for the end to have enough in tow for the next map.

LV 14 - Chopping Mall
The largest and most populated map in the set by a landslide, although it really feels more like two maps crammed into one slot.
You have the indoor mall portion, which has enemies in little stores, with more teleporting waves once you collect keys.
Then you get a slaughter-esque outside portion with four cybers. I dispose of those guys pretty easily thanks to the invuln.
Then it's just a matter of BFGing everything else, and checking for stragglers who usually go inside the mall itself.

LV 15 - Martian Caves
A very short and straightforward map compared to the last one.
Not much to say other than this is where the secret exit is. 
The only real challenge of note is the cyber duo, as usual.

LV 31 - Impageddon
Basically just this WAD's version of the Impping community projects. Just mowing down imps until you get to the end.

LV 32 - Hell Revealed
Same as the last map, except now it's barons. Cleverly titled after its namesake's own usage of barons.
This definitely plays differently on pistol-start and continuous. A pistol start makes you rocket all the barons.
But coming in with a full stash means you get to BFG everything, making it go by a bit faster.
If I had to order my preferences of maps with this title, it would be Vile Flesh > Baphomet's Judgment 2 > Hell Revealed.

LV 16 - Quantum Labs
Another short map, which is very valued at this point.
The only thing I have to worry about here is making sure the two arch-viles at the end are disposed of.

LV 17 - Sludge Plant
I feel like this also went pretty well.
The dual cyber fight this time around is also made more difficult by adding pillars into the room, making it harder to get clear BFG shots.
It's a good thing you get a secret megasphere at the end to top yourself off health-wise.

LV 18 - Electro Quadrant
A good amount of ammo helps make the start go by a bit easier. I like that.
That theater room clearly took influence from Perdition's Gate.
I save the megasphere for the end to make the last room a bit less challenging.

LV 19 - Sector Omega
A wide open map with a lot of enemy onlookers.
I have to be careful dealing with them so the groups don't gang up and cause me to facerocket myself.
Surprisingly, this was the second furthest map I got to in an attempt, and it was only because I missed a few enemies.

LV 20 - Devil Hive
A shorter map which is much needed at this point.
Another dual cyber fight, which I feel I made harder for myself by unleashing the two arch-viles early.
I feel like I gave myself a mercy because I got them to infight the cybers so I just waited until they were dead.

LV 21 - Dark Exile
Starts off wide and expansive before basically just turning into another Entryway.
I've seen this before, but at the very least, the acquired arsenal help make it go down easier.

LV 22 - Haxan
You can start seeing me implement more safe strats by this point in the run.
Rocketing enemies from afar, and saving health for later, it's about survivability at this point.
Another cyber fight that's made more awkward by pillars, but at least the cyber is stationary here.

LV 23 - The Bone Zone
Tons of rocketing revenants here, as you can tell by the title.
The invuln provides some sweet relief here.

LV 24 - Mark of Cain
Dang cacos in the outside made it harder for me to get to them by going into the starting area.
For some reason, the switch revealing the spiderdemon only works when pressing it a certain way. Not sure why.

LV 25 - Temple of Lethe
I was kinda winging these next few maps. I didn't practice them that much.
Another invuln to cushion a fight, that's always enjoyable.'
Another ending fight with two cybers. Had to park outside and let them infight with other enemies before they came out.

LV 26 - Belphegor's Crypt
I forgot the backpack secret and didn't get it until the end.
This one's a bit more difficult than usual due to some awkward fights.
Having to rocket revenants in cages, which can be annoying if you're running out of rockets.
Then there's a wide open section with arch-viles in cages. Almost died there, but somehow I survived.

LV 27 - Unholy Punishment
I can't be too reliant on BFG here. Not many cells until the final big fight in the map.
More awkward rocketing arch-viles in cages.
The last fight had a lot of close calls due to me getting too close to cybers who could've easily ended my run.

LV 28 - Belly of the Beast
Had to take a leap of faith in one area hoping the monsters wouldn't block my way down.
And some crushers guarding the rocket launcher and one of the switches, that was deadly to have to run through.

LV 29 - Tartarus
The first thing I want to do is rocket the revenants in cages, I don't want their missiles tracking me and causing me to die.
The safe strats I came up with for some of the areas helped out greatly.
The two cybers also went down well.

LV 30 - Last Judgement
Had to be careful that I didn't step on the way of any teleporting monsters that could've telefragged me.
Other than that, I knew this map well enough that I could clear it with relative ease.
For the final boss, I just run laps around him until he dies, occasionally hiding from the tracking missiles.
Once that's done, I clear the last few enemies and BFG the heart to end the run.