Game: Doom 2
Pwad: kaiser_14.wad (Halo of Wonders)
Filename: halo3233.lmp
Skill and Style: 4 (UV-Max)
Map Level: 1 
Exe/Port used: GLBoom 2.2.6 -complevel 5

Totals:
Kills     100%
Items       77%
Secrets     100% and (Time- 32:33)

Comments: 
Whew, got a non-desynching exit for this map.  I didn't find the level very difficult at all to record on.  Just a few tough spots in the level, including...

The Beginning=  Well, doesn't start out hard...yet.  Getting the Megaarmor secret right behind where you start is extremely important for surviving the next fight just ahead.  Getting in to the second room isn't hard...until you press a switch in the 2nd room.  Then the fun begins.  The door back to the beginning shuts for a bit, and monsters teleport in.  Joy.  Just fend them off the best you can while trying to minimize damage taken.  Once the door opens and you can back up into the start room, it becomes much easier to kill everything off.

After that, it's easy going until...

SSG Massacre!= After an exhausting fight with an army of SG'ers (And most likely having little to no armor left), get the SSG.  Then grab the backpack, dart back out to where the SG'ers were and get as many shells as possible.  Huge bull demon army is on both sides, but if you get back to where the backpack is, you'll have an easy spot to peg bull demons as they come to you.

Next...

RK Cybies= Probably one of the toughest fights in the level.  2 cybies+ small room is not a good combo, but you have to kill them before getting the RK is safe.  Thankfully, there is an easy way to dispose of them.  One switch in the room should start some crushers in the middle of the area with the RL+ rockets.  Get them going, then release the cybies by collecting the RL.  Now...get one of them to stay under a crusher.  Not easy when they decide to just not get under them.  Once that happens though...peg the trapped cybie with SSG shots while watching the other one so it doesn't plant a rocket into your face.  With luck, the trapped cybie will go bye bye, and your chances of survival increase greatly.  Bait the other one in the same way and this battle is half-done!  Now hit a couple switches, snag the Megasphere and RK, then prepare for a mass of SG'ers and imps to start teleporting into to the previous room.  Shouldn't be hard at all to clear them all out.

From there, it's an easy ride until...

BK Battle= You'll want the BFG before going into this fight.  Once the BK is picked up (and the Megasphere too.  You'll need that.), a mass horde of monsters begins teleporting in to the area.  Since your way back is sealed off briefly, just pick off enemy groups with the BFG until it opens back up.  Go back through the teleporter (You can come back to mop up later).

Now, rest of the level should be easy to complete.  The final enemy is actually real easy to kill if you go in with a BFG+600 cells and the invul. sphere from earlier (assuming you saved it for this fight).  If the invul. is used up, then just attack with BFG, taking cover when it fires off manco fireballs (LOTS of them I might add).  Once it dies, the level ends.

All in all, I just wanted to pull off a demo for this level.  As such, there's a few spots which I take carefully and a few times where I retrace my steps to look for any monsters that might have teleported in late.  Also, thank a imp at the end too.  Cause I couldn't find it, I had to use IDDT to figure out where the lil' bastard was.  Turns out he got knocked into one of the acid pools near the end.

Even with all that, I did get an extremely good dual cybie fight (they got under the crushers really quickly).  The final enemy couldn't even get out of it's starting area either.

Time-wise, this could easily break 30 minutes without much trouble.  I really hope someone will improve the time on this excellent map, so get to it.

Brian "Anima Zero" Nesser
Bri8527@comcast.net