Doom 2: Miasma (UV-max for Doomed Index)
thesoulingredient
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Doom 2: Miasma (UV-max for Doomed Index)
1 720 просмотров · 6 дней назад
thesoulingredient
1,22 тыс. подписчиков
1 720 просмотров · 6 дней назад
Yep, I'm back with another Doomed Index UV-max, this time for Miasma. This is a map I've always wanted to demo and now my skill is in a spot where I can comfortably do so.
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Miasma is a large, complex map made by tourniquet back in 2016. It sports a predominantly slime tech base theme surrounded by rocky cliffs and scraggly trees. It’s a map built for exploration and discovery, with tourniquet cramming tons and tons of interesting areas and pathways for the player to go wild with. On top of that, tourniquet makes his map non-linear to the core, allowing tons of replay value to be had.
Miasma is a map born from an amalgamation of influences. I see the likes of Ribbiks, Darkwave, Death-Destiny, and even B.P.R.D. all throughout this WAD. Speaking of B.P.R.D., one of the most famous features of this map is the usage of the incredible Mucus Flow MIDI. Let me tell you right now that this is the next best usage of this MIDI besides the original, which says a lot to me.
Miasma, in my opinion, is one of the best-designed Doom maps ever made, and my favorite tourniquet map of all time. I just had to play this for the channel someday, and I’m glad I decided to play it now, so I hope you all enjoy the run!
MORE ONE-MAP WADS: • One Map WADs
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IWAD: Doom 2
Port: DSDA-doom 29.4
Compatibility: Boom (comp level 9)
Mapper(s): tourniquet
MIDI: B.P.R.D. - The Mucus Flow Theme
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Miasma: https://www.doomworld.com/idgames/lev...
DSDA-doom: https://github.com/kraflab/dsda-doom
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I believe I already lavished enough praise on this map in my live commentary playthrough of this map. If you want to hear my spoken thoughts on the map over the course of the 50 minutes it took to complete the map for a video, then you can find that right here:
• Doom 2: Miasma (UV Max)
Anyway, there’s enough to talk about with just the run itself because this map is huge, super non-linear, and still very challenging. I will leave the notes I took on my route right below this, but it’s basically just Killer5’s route. So if you want to see a much faster, more optimized version of this run, then you should watch his demo.
The beautiful thing about routing and demoing this map is that you can choose every part of the route. This map is so non-linear that you can rearrange the route like little building blocks, with each part being its own, self-contained thing that can reach any other self-contained thing. I like Killer5’s route more than Daerik’s, but to be honest it’s hard to explain why. I just simply found it easier and more manageable. This route, from what I can tell, has a spike in difficulty at the beginning, a middle period of “grace,” and another spike at the end.
The hard non-BFG stuff is at the beginning, ending in the GSK area, and the final stretch has the last difficult bit. That part is non negotiable though, so it’s better to get the harder stuff out of the way ASAP, the stuff you CAN choose. I always found both green key fights and the red card fights to be tricky. The Mastermind/Noble and secret BFG fight near the end is also really scary, but with the BFG some of the scariness is taken away. It mostly just comes down to how you deal with the 7 Viles plus one Cyber section of the secret BFG area.
Overall, this map isn’t THAT difficult, though it is still challenging enough to warrant a nerve-wracking demo recording. It only took me around 15 attempts, and a lot of those ended early on. I think I only had 1-2 runs prior to the successful one that went to the end. I’m glad that, if most things went okay, this map is very consistent for me, and it just comes down to nerves influencing me to make dumb decisions.
#doom