Map: Dubz(zz) Without Restrictions
Demo Date: 07/22/2022
Attempt: 460
Crazy difficult map, at no point can you really slouch in any fight, except maybe the cleanup for the first 3 rooms and some of the finale cleanup. Much harder than Dimensions Map03, harder on a pound-for-pound basis than maps like Sunder Map19 or Dance on the Water Map03, but not harder than DotW03 when factoring in length.
I was gonna do a commentary for this but I don't really have anything worthwhile to say, just blathering about small details about running the map and the likes. I'll point out some notable things thought about this run and the grind as whole:
- First room is sorta RNG dependent in that a variable number of revs can come and make things difficult for you in that initial corner you're trying to hold with the SSG, and also the cybers on the other side and what they do can make things much harder than they need to be
- Second room strategy goes to Starduster, thanks man, made the run much more feasible, at least quadrupled my success rate of the right, feels like it actually increased the win percentage x10. The strat is really pulling the HKs to one side and getting by them ASAP (I like to leave around 100 health and armor)
- Third room caco strat i really love, looks cool. Rev wave strat can be credited to Daerik. I like to save as much BFG as I can during the rev wave for the 4th room final phases.
- 4th room rev platforming saw greatly improved success during attempts after I implemented the BFG shot at the start of the fight, in fact I went 4/4 in that fight in attempts after using that strat. Platforming fight is really fun, first 3 fights of this room are a great sequence and great fun.
- 5th room was made to be cheeseproof with the archvile pits, but they can still be cheesed. Ironically, Dubzzz was the one who floated the idea of using rockets to soften the viles up to clear the one pit out. So credits goes to Dubzzz for the finale final phase strat.
- Plenty of close calls in the run, notably I ate a rocket in every single phase of the final room.
Timestamps:
0:00 - Starting Room (1st room)
2:16 - Secret Fight (2nd room)
4:01 - Waves Room (3rd room)
4:02 - Imp Wave
6:45 - Caco Wave
9:53 - HK Wave
13:00 - Rev Wave
16:42 - Secret Room (4th Room)
16:43 - Rev Fight 1
17:15 - Rev Fight 2 (featuring revenant staricase)
18:00 - Platforming Fight
19:07 - Secret Room Catwalk Phase
22:12 - Final Room (5th Room)
22:13 - HKs + Revs
26:58 - Aracnotrons + Mancs
31:53 - PEs
40:47 - Finale
This is the the major run I had planned to accomplish this summer, which puts my demo count (those I submit for dsda) at 3 I believe, for the first 7 months of 2022. I may take the Dimensions Map03 max record down lower to around 11:15 or so, and I wanted to mess with Magnolia UV a bit, but those I don't feel obligated to get done in any way, so those may or may not be happening this summer as well, I don't know. I anticipate becoming much busier by the time late August and September rolls around, so not sure if I can take on any serious grinds during the fall, but I'll try and find time.
Music Tracks:
Italo Doom Map14
Abiogenesis Part II by Zach Siegel
Razorback/Unreal Mix (Unreal Tournament) by Hajba
Resident Evil Save Room sequenced by James Flynn
Resident Evil "The Night Begins" (Mansion 1st Floor) sequenced by foxT.A.K.A
Celki.it by aprock
"Northern Lights" (Nosp3 Map30)
Mutabor Map01 by Yakfak
Guardhouse by Jimmy
Abiogenesis (Part I) by Zach Siegel
Resident Evil 2 "Escape from Laboratory" sequenced by Phillip Haynes
Difficulty: 12/10
Enigma/Secrecy: 0/10
Gameplay/Combat: Calculated & Cuthroat
Aesthetics: 3/10
Midi Selection: 3/10
Overall: 8/10
Demo: [ Ссылка ]
Poogers: [ Ссылка ]
Playlist Used: [ Ссылка ]
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