﻿Doomed Speed Demos Archive
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Pwad: Perdition's Gate Resurgence
Pwad name: pg-resurge.wad
Maps: 1-30+31-32
Skill: 4
Category:  UV Max 
Exe: DSDA-Doom 0.29.4
Time: 1:49:16
Author: Revved   

Comments:  
Some of you old heads may remember I did a D2ALL of the original Perdition's Gate back in 2014.
I was pretty proud of it at the time, but unfortunately, 4shockblast managed to push that time down by 11 minutes a couple years later.
Not wanting to be outdone, I knew I had to do the sequel.
Thankfully, I'd say the difficulty is just on par with the original.
I'd say I'm pretty satisfied with how this turned out.
But who knows, shock might just push it down to 1:38:xx or even less in 2027.

   Map      Name                                  Time    Kills Secrets 
---------------------------------------------------------------- 
  LV 01  -  Lighthouse of Alexandria            | 2:34 |  100%   100%       
  LV 02  -  Sanctuary                           | 1:41 |  100%   100%        
  LV 03  -  Bastet's Temple                     | 3:11 |  100%   100%        
  LV 04  -  		                        | 3:53 |  100%   100%         
  LV 05  -  Temple of Maeve	                | 3:03 |  100%   100%       
  LV 06  -  Troubled Research		        | 4:34 |  100%   100%        
  LV 07  -  Mummy Tombs	                        | 4:23 |  100%   100%      
  LV 08  -  Spelunker	                        | 5:17 |  100%   100%    
  LV 09  -  Salem's Desire		        | 3:16 |  100%   100%      
  LV 10  -  		                        | 5:02 |  100%   100% 
----------------------------------------------------------------------
  Episode 1                                      36:54                
----------------------------------------------------------------------    
  LV 11  -  The Ra-Moon's Curse		        | 2:15 |  100%   100%      
  LV 12  -  Crossways	                        | 3:20 |  100%   100%       
  LV 13  -  			                | 2:32 |  100%   100%      
  LV 14  -  Transfer to Hell                    | 2:32 |  105%   100%         
  LV 15  -  Timeless Fortress		        | 5:20 |  100%   100%      
----------- 
  LV 31  -  			          	| 2:14 |  100%   100%         
  LV 32  -  				        | 3:12 |  100%   100%         
-----------
  LV 16  -  Hell's Vista	                | 3:12 |  100%   100%         
  LV 17  -  			                | 3:07 |  102%   100%          
  LV 18  -  Summit Assault	                | 4:15 |  100%   100%        
  LV 19  -  Warp Docks	                        | 7:28 |  100%   100%        
  LV 20  -  Cyber Center		        | 3:13 |  100%   100%
----------------------------------------------------------------------
  Episode 2                                      42:40              
----------------------------------------------------------------------    
  LV 21  -  Assimilation	                | 2:10 |  101%   100%      
  LV 22  -  Cathedral of Blood	                | 2:10 |  103%   100%     
  LV 23  -  Pharoah's Pit                       | 2:55 |  101%   100%     
  LV 24  -  					| 1:56 |  101%   100%      
  LV 25  -  Conspicuous Courtyard               | 0:58 |  100%   100%       
  LV 26  -  Hell's Computer	                | 3:05 |  100%   100%     
  LV 27  -  Bad Flesh			        | 3:24 |  100%   100%      
  LV 28  -  Unholy Underworld	                | 2:15 |  115%   100%      
  LV 29  -  Brain Damage	                | 5:20 |  101%   100%       
  LV 30  -  Spinal Shock	                | 5:29 |  101%   100%     
----------------------------------------------------------------------
  Episode 3                                      29:42           
----------------------------------------------------------------------   
TOTAL TIME                                     1:49:16

LV 01 - Lighthouse of Alexandria
Not much to say except for how a lot of my shots really connected well, very nice.
Sometimes when saving a lot of those zombies for the very end, I tend to get tanked a lot, especially from the cacos.

LV 02 - Sanctuary
A well-planned route makes this one quickly. Some cool rocket shots here, and nice use of berserk too.

LV 03 - Bastet's Temple
Initially, I wanted to rush through that massive linear area with all the imps and  cacos.
Too bad I kept dying and losing too much health to that area, so I had take each room one by one.
Mostly, I'm able to get through it ok, and whatever health I don't have is saved by the berserk secret.
Usually I'll get it after the yellow key, but if my health's too low, I get it after the red key.

LV 04
Several of these maps don't have names for whatever reason. Don't question it.
I try to kill off as many of the hell knights from outside the central tower to avoid facing them directly when getting the blue key.
The incoming pain elemental died pretty quickly, which is good.

LV 05 - Temple of Maeve
I basically have this one nailed down perfectly.
Sometimes when doing this rocket ambush near the end, I sometimes have an overage, and sometimes not enough.
It really depends on how many I spend on the previous map.

LV 06 - Troubled Research
The most populated map in the set, but thankfully, not terribly difficult.
If anything, all the clumps of enemies make them really fun to SSG through.
Finally get my first taste the plasma gun here. It only really helps that last rush of hitscanners before the red key.
The last ambush with the barons and chaingunners is the only harrowing one here, but they're easily rocketed down.

LV 07 - Mummy Tombs
While some of the ambushes here can be intense, some good practice and handling of the situations can make them easier.
For instance, lining up the hitscanners while using the chaingun can make them a joke.

LV 08 - Spelunker
Tons of chaingun action in this one, which makes this one really fun.
I also managed to trivialize the orange key fight by rushing through the bars as they close.
I woke up the last arch-vile before I was supposed to, but it didn't really matter.
The last secret can be hard to trigger sometimes.

LV 09 - Salem's Desire
The yellow key was handled better than one might think, considering all the lava and shotgunners.
I save the blue armor in the secret for the very end. I'm gonna need it for the next map.

LV 10
Another kinda challenging map. There's definitely quite a few moments with a lot of opposition, like the room with the rocket launcher.
GOtta deflate them by finding the right cover to behind.
That became the logic behind handling some of the encounters here.
In particular, the encounter with the revenant on the pillar, one attempt died getting pelted by the chaingunners.
I solved that by hiding behind the pillar.

LV 11 - The Ra-Moon's Curse
Admittedly, I took some dumb damage unnecessarily, although I had a cool way to kill off some of the enemies when lowering the blue key.
The mancubus' spread is pretty large, and it manages to hit a lot of the smaller enemies.
Either way, saves a lot of time having the mancubus do the work for me.

LV 12 - Crossways
Finally, we get a lot of rocket action in this one.
It's used for some pretty cool fights that make them fun to blow through.
Admitttedly, the red key fight takes a bit of focus. Ton of heavy enemies like hell knights, revenants and mancubi.
For that, I need to get a lot of infighting in between them, especially since there's a teleport ambush on top of that.
Again, the rocket fight for the blue key is fun.

LV 13
There's a lot of problems with flying enemies in this one.
There's a huge vast expanse that the cacos and pain elementals can get propelled back to.
You just have to be lucky that stay close to you.
Other than that, the rocket fights are really fun in this one.
I was stupid in one attempt and got stuck on a demon, causing me to get barraged revenant fireballs. RIP.

LV 14 - Transfer to Hell
Again, I also have to be wary of the flying enemies. In this case, cacos.
After getting the blue key, the cacos will fly up to your elevation.
In one attempt, I rushed to try to kill the arch-vile, since I found it to be the bigger thread, but got owned by the cacos.

LV 15 - Timeless Fortress
It's really fun going through all the enemies in this one, making my way to hopefully establish infighting.
The arch-vile is a roll of the dice if manages to run past you and resurrect one of the hell knights or spiderdeon, which is unwanted.
I love the cyber infighting you can get going on when you reveal the blue key. That's really fun.

LV 31
Took a lot of damage at the first fight, not that it matters because I get a megasphere at the very end.
There's a very long path you have to go through in order to easier kill the enemies. The revenant horde and the teleporting baron.
I have to take shortcuts kill the revenants from afar, and kill the teleporting baron with the BFG to stop him.

LV 32
Not gonna lie, I probably could've managed my ammo better.
This is where the overage really starts to really become obvious.
Not complaining of course, I love using the cells and rockets here.

LV 16 - Hell's Vista
The rocket fight here is easily the centerpiece of this map. Love it.

LV 17
The BFG is a bit more promimently used here, mainly to clear out hordes of big enemies.
When heading back from the yellow key, it's a real gamble with what happens with everything that's teleported into the main area.
Fortunately, I can just hide in either room, keeping me safe from the arch-vile that's there as well.

LV 18 - Summit Assault
There's kind of a dip in rocket and cell ammo here, can only use them sparingly for a while.
I only really use them on potential threats like an arch-vile, as well as the ending pain elemental/imp horde.

LV 19 - Warp Docks
The longest map in the set, not at all helped by towers with enemies in them that I have to shoot from afar.
Kind of a procedural map honestly, not a huge fan.
There's a really tense moment when I facerocket a caco during the yellow key fight.
Had to quickly gather health to survive.

LV 20 - Cyber Center
Two cybers overlook the map in its very center, the name says it all.
One really needs a laser focus to make sure you don't run into their rockets while moving from area to area.
I died once during the trio of elevators off to the side. I stepped out from hiding at just the wrong moment.
Here, I came close to having that happen again, but I recovered health quickly once I was done with that area.
Fighting them was also handled well, managed to two-shot the both of them.

LV 21 - Assimilation
Now we come to the stretch that replicates everyone's favourite part of OG Perdition's Gate: the string of micromaps that make up E3!
This one's fine.

LV 22 - Cathedral of Blood
Being surrounded by 20 chaingunners and four pain elementals might sound deadly, but lucky for us, we have an invisibility!
The keys are each guarded by two arch-viles each, so I have to shoot them with rockets from afar to avoid getting hit.
Coming back to BFG the rest of the infighters is so cathartic.

LV 23 - Pharoah's Pit
Took some big damage here that I probably shouldn't have.
The cyber went down easy though, and the arch-vile at the end was dispatched without a hitch.

LV 24
The cyber is the looming threat here, able to roam around and kill enemies like it pleases.
Once I've done enough, I grab the invuln and wipe up the remaining monsters, as well as the cyber and arch-vile.
The arch-vile quartet is not a problem.

LV 25 - Conspicuous Courtyard
Shortest map in the set, thanks to the BFG making light work of everything!

LV 26 - Hell's Computer
Again, lots of rocket and BFG action in this one.

LV 27 - Bad Flesh
Had to really get the layout of this one down so I could handle it well. There are lots of places that the run could go south here.
Well, that is if you're trying to go quickly.
Thankfully, I had a decent route and good knowledge of what to do, so I was well prepared.

LV 28 - Unholy Underworld
This one was kinda harrowing, mainly because it's pretty cramped, and some tanky enemies can teleport in and halt your movement.
Had to make sure the first arch-vile was in focus before I could kill it.
Unfortunately, the second arch-vile resurrected a lot of enemies because I took too long with the secret and blue key switch.
Though it's not like I'm particularly starving for cells anyway.

LV 29 - Brain Damage
Didn't go too bad, although I had to really make sure some encounters I had a firm grip on for survival.
The fight for the blue key, for instance, has an arch-vile and a baron at the end, which needed to be dealt with.
I had to remember to shoot a revenant with a hitscan weapon, because doing so reveals a revenant and a chaingunner.
The revenant I can get from the outside, but the chaingunner is inaccessible otherwise.
The final boss is just a simple strafing around until it's dead.

LV 30 - Spinal Shock
I took things slow for the final map, and I'll explain why in a bit.
My pace kinda made things a bit more difficult than it had to, I feel like I hesitated a bit too much just so I could survive.
In the yellow key I had to reevaluate my approach. I had an attempt that got all the way to this very room.
However, my initial plan was to hide behind the bars. To get the arch-vile overlooking anyone.
That proved to be very thoughtless when I was hit by a hell-knight, causing me to come out of hiding, and the arch-vile killed me. ;_;
Here, I just BFGed one of the hell knights to hide in his little cubby hole and BFG everything out there.
Again, really hesitated with the cyber because I didn't want another heartbreaker.
I also had to run away after hitting the final switch, didn't want to get owned by the teleporting and telefragging barrels.