Iwad:      doom2.wad
Pwad:      wormwood5.wad
Map:       MAP03
Skill:     4
Category:  UV Tyson
Exe:       dsda-doom 0.29.4 -complevel 9
Date: 	   May 8, 2026

Time:      114:37.09

Author:    Hobop7614

Comments:

Even before I played this map for the first time I knew I wanted to Tyson this. Now that was an incredibly stupid thought because there was 99% chance that it would be impossible but I knew the map had a big strong axe so can you blame me? But ultimately I just got very lucky that this map is highly exploitable.

One of the main ideas behind this map is that as your curse level rises the fights will become more difficult. So depending on when exactly you do a fight certain monsters will not teleport. The monsters that aren't used get crushed. The vast majority of the monsters in the map are of this kind. So what happens when you don't make a noise and zero enemies teleport in? hmmmmmmmmmmmmm. Of course all of the fights become much easier and, as a bonus, apparently the map doesn't distinguish between the monsters that are and aren't supposed to teleport in when it's time to get crushed so they all die! And well nothing's forcing you to make a noise so why not do the entire map pacifist and then clean up at the end? ;)

Even though the map's a lot easier this way you can still die. Any fight involving multiple cybers can still be somewhat dangerous of course. The west skull key fight with the 4 baby cybers can be tricky if they don't behave. The card fight in the east is relatively safe, though there's always some risk involved (Also for some reason there are three W1 teleport lines here that take the cybers away to get crushed? Don't know why they exist but it's nice!) The finale is by far the hardest part of the map since 5 cybers in a relatively cramped space with added revs and barons is always going to be tricky, especially if the one of the cybers doesn't want to get out of his hole and cuts off your escape route. The "cross" east key fight can still be dangerous as well if too many enemies stay in the middle and prevent you from getting out of the lava (or if you fail the cheese at the start). 

But the rest of the fights are almost completely trivialized with this route. I do leave the west weapon fight for after the finale since I found it too inconsistent to do pacifist with all of the monsters that can block you. For the west card fight the main issue is that if too many monsters are in the middle when you grab the flame/key and raise the bridge, it won't be possible to exit as the monsters will be blocking the way, but this is easily solved by just luring them away beforehand.

Everything after the finale is supposed to be an easy victory lap (or like 3 victory laps with how long it takes) but I do my best to try to mess it up (or: make it more exciting :) 

Yesterday after finishing the finale I actually died because I forgot to lure the 2 revenants down on the west side to the north. I dropped down and immediately got blocked by the 2 revs and the chaingunner and I didn't have berserk so I got absolutely eviscerated.

Normally after the west weapon "fight" I plan to immediately take the lift next to the crusher and just watch the baby cybers and other monsters fight from above, but I forgot that the baron and hell knight were still alive, took some damage from above, and then got scared away from that strategy. After that I plan to go down the left side but I see the vile there, think about killing the vile with the pistol but decide not to do it for some reason. Part of it might have been to preserve ammo but also I thought it would be boring and annoying to have to shoot the vile for a couple of minutes (why am I doing a run that involves shooting things with a pistol for like an hour? good question). Anyway, after that I don't want to pistol the cybers without weakening them first for the same stupid reasons and try to rush past them and then almost get blocked/killed. I want to get them to infight but then realize I'm in the line of sight of the finale cybers and almost get hit lol.  Looking back, a better alternative route would probably be to go to the place where I did the sr50 skip and pressed the button all the way in the beginning instead of up the lift.

After killing all of the remaining enemies at the card fight I drop down to kill the HK/baron/vile and almost get blocked by the hell knight and baron! I expected them to be on the other side of the room since that's where they usually are, but I guess I might not have spent enough time on the south side to lure/keep them there. Another thing the alternative route would have fixed is that while I was at that spot I could have had the cybers infinite-height-splash down one of the holes to either kill all of the monsters there or to signal that there wasn't anything there and that it would be safe to drop down. I was planning on doing that during this run but I had already killed the cybers before I remembered. Anyway I could have probably tried to listen for noises to hear if it was safe to drop down but oh well! i survived at least.

Anyway I'm sorry to worm\V/wood MAP03, "After Image", for completely ignoring the gimmicks that make the map interesting ;-)


