This one was a real bitch, and I suspect the rest will be too. The walls opening up to reveal the imp cages and cacos seems to be the biggest opportunity here for chains, but it requires a lot of running around into heavy crossfire. The most important thing is knowing how to soften up the cacos to be chained. Knowing how many shots are needed to kill an enemy is basic Doom fundamentals, but Scoredoom's timing windows mean that you really need to know it down to the individual bullet (which, by the way, is 9 bullets per full shotgun hit, meaning 4.5 chaingun taps). Even then, there's a fair amount of luck that a caco will just end up dying to infighting anyway, which still nets you a bonus but is one less enemy to keep a chain going. There is a setting that turns infighting off to reduce randomness, but is that really Doom?
Note the "extreme death bonus" when I berzerk punched one of the lost souls. You get points not only by killing enemies, but by the actual amount of damage per shot you do, meaning there's more points if you use heavier damaging weapons, like the amount of points I was getting per rocket on the baron at the end. The extreme death bonus is added if you gib an enemy (or, if they can't be gibbed, deal enough damage that it would have) which adds an extra risk/reward dynamic of burning higher value ammo to net more points. If I was thinking a little more, I would have berzerked the shotgunners too.
Soundfont: Square
Current WAD total: 35,488
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What is Scoredoom?
Scoredoom is a (now deceased) GZDoom-forked source port made by BilboHicks that adds a scoring system to normal Doom. Points are scored for many things like dealing damage, getting items, finding secrets, exploding barrels, and beating Scoredoom's calculated par time for the map.
Each monster has its own point value on death based on its total health, with extra bonuses for killing "boss monsters" like barons, cyberdemons, and masterminds. There is an extra bonus for "chaining" the deaths of multiple monsters in quick succession, which gives a unique play dynamic and changes how the player interprets Doom's combat.
Further explanation:
[ Ссылка ]
Scoredoom:
[ Ссылка ]
![](https://s2.save4k.ru/pic/wtiNWhuNZ_M/maxresdefault.jpg)