Title:     I Think You Should Marble
Map:       08
Skill:     uv
Category:  uv max
Exe:       dsda-doom 0.28.3 -complevel 21
Time:      19:45
Author:    ryiron
Date:      July 5, 2026
Youtube:   https://www.youtube.com/watch?v=1rhTUIWBJ74

Comments:  I spent way too long on this map, because its quite fun and I
           wanted to get a decent demo under 20 minutes. I think map is
           probably my favourite in terms of both gameplay and visuals.

           On my first exit I missed an enemy (you can't backtrack from the
           finale and I didn't check what the enemy count should be). Then
           my second exit I second guessed myself on the count and ran around
           the map looking for missed enemies that weren't there. Third exit
           was a shambles with a time of 23:42.

           The start relies on good in-fighting. Sometimes you get back to the
           starting room and have to ssg down a full pack of hell knights. 
           Other times you get back to the pit to find two dead  cybers and a
           gaggle of revs. This run's opening is a bit slow, a good time for
           hitting the switch to lower the floor is ~1:30. The two revs in the
           pit are absolute jerks. They'll either both instantly target you, or
           hide in the middle of the mob and make it difficult to target them. 
 
           The next fight can go wrong quick if enemies decide to all mob
           you instead of in-fighting. I use the ssg to save on rockets for 
           later, and try to keep the mega for after.

           The secret bfg fight is a total coin flip. If you get unlucky you
           get instantly blocked, or catch a rocket, or a gang of barons decide
           to stand right in front of the switches, or the viles show up super
           early and zap you. If you get really, really lucky you get zapped 
           over the wall and soft-locked. My strategy is to get out as quick as
           possible. 

           I like the design of the rev/spider fight. The secret bfg helps a lot
           here, though I got a couple of crappy shots. There's another cowardly
           vile who loves to hide behind everyone here.

           The return the the secret fight is also a coin-flip. Depending on how
           lucky you get with in-fighting the kill counter can be anywhere from
           590-640. Have fun if both the cybers, and most of the viles and turret
           mancs are all still alive. I normally exit here with 600 cells, but I
           messed up somehow. Managed to conserve a few shots in the next fights
           and still go to the finale with a full stack.

           The lowering platform fight is another cool design. Almost went 
           perfectly, except for eating a rocket. The fight in the center area
           looks really cool, but is pretty easy (so I have of course died here).

           The finale area looks absolutely stunning. Main priority is to clear
           out the revs, so you can hang back and mop up the hell-knights and
           cacos. Ammo is a bit tight, and also tends to have a bunch of idiots
           standing on top of it. The second wave is actually much easier. Bfg
           rush the viles and then clean up the baby cybers. The barons don't
           really do much if you are quick. You get a moment to appreciate the
           view while they all get crushed before you exit.

