Filename : bsal5h2059.lmp, bsal5h2059.txt
Date     : 29.11.2024
Iwad     : doom2.wad
Pwad     : bsal2023.wad
Game     : Doom2
Exe      : DSDA Doom 0.26.2 -complevel 2
Category : HMP-Max
Map(s)   : MAP05
Skill    : 3 (HMP)
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Nickname : alexsa2015sa
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Map 05 - 20:59
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Description:

The lmp is recorded against an incorrectly named .wad file because the demo author is a dummy who renames the new files all the time instead of replacing old versions with correct ones. It should sync anyways.

The lmp is recorded against an incorrectly named .wad file because the author is a dummy who renames new files all the time instead of replacing old versions.

UV: DNF, downgraded to HMP, ~700 attempts
When the third room involves two archviles with arachnotron shooting through the entire room that isn't a tiny dead-end closet, and the sixth room has three archvile turrets. I did not even survive to grab the second key in 700 attempts, and the two times I risked showing up to the BFG secret fight I died miserably in this 256x256 box with a single pillar.

Taken on face value, that early double archvile encounter is very difficult. The reliable solution for me was hugging both archviles to press the exit buttons and hightailing it out of there past the third one; done right it usually costs a point-blank mancubus fireball and that's about it (I didn't really bother handling well the damage taken before berserk pack)

But, and there's a silver lining. It's not actually THAT long of a map. You *just* need to be skilled enough to survive all the deadly fights scattered around even as you try to keep the archviles harmless enough.

Blue key has an arcvhile released from a closet near the key doors upstairs. It can raise the mess you left behind if you route straight for BFG secret.

Navigating the area above the slime trench is horrible until you rid of turrets; blue door side is slightly worse because you don't have meaningful amount of cover from revenant-archvile turret and if you didn't wake up the pair of revenants in a niche to the right they are going to be a nuisance briefly.

The final room, now, that is just a horrible difficulty level. There are several archviles wandering in the chaotic environment and also a cyberdemon from the secret BFG, which... isn't actually very good since it blocks you from focusing down the archvile turret on the throne. There are at least three archviles during first phase and two more during the final phase.

HMP analysis:

Barely 26 attempts (with most ending in a minute as I blow myself up on hellknights, try to hug the hellknight by old habit from UV, and three assorted assisted suicides as I learn that I really, REALLY downgraded the difficulty here and that rocket doesn't target anything of value)

The cage room which can be seen from blue key sewers is optional in all difficulties and more deadly than the blue door route; all monsters within it will teleport into final room anyways, so it's only worth visiting for supplies and HMP has an excessive amount of supplies when you get down to it. I exited with 50/50 300/300 and that's with secrets only containing a grand total of 240 cells and 15 rockets, using up none of the final room's rockets. In HMP, post-blue key section can be described as BFG spam because you can easily afford it when it matters.