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97th attempt. It was a fun challenge to take on, although the length of the run would often discourage me from doing more than 2 attempts per day, as a death past map 12 sometimes meant I had to end the session. Map 03: Every time you die, your first insctinct will be "Shit, I have to play map 03 again". The 2nd grindiest map in the run and by far the most boring one. The first archvile can waste all of your rockets or hit you as you're going for the armor secret. The rocket launcher room killed me many times. Difficulty: 5/10 Map 04: I do a wallrun at the beginning that allows me to grab the mega armor early. This ensures that I get at least 2 attempts at the archvile jump, although I usually get it first try. I use the beat of the map's midi in combination with the initiation sound from the vile to know when I should start the straferun, I'd say it works 80% of the time for me. Ugly mistake in the hell knight room because I thought the 3rd one had already teleported in. Difficulty: 4/10 Map 07: The start is super deadly, especially because one hit from the archvile can send you flying over the wall where getting 100% kills becomes significantly more difficult. In this demo the cyber killed the last arachnotron as I was killing the other one, causing the platform to raise twice, so I had to rocket jump through the gap, thankfully it's an easy jump. The rest of the map is not too bad. Difficulty: 5/10 Map 09: BFG turns this level into a 2-minute green ball spam + a 2-minute coffee break. Difficulty: 1/10 Map 12: This is where it ramps up. The two big waves of enemies here can be overwhelming, and I've had multiple close calls here, including a death where I got insta-targetted by 4 viles at the beginning of the 2nd wave. I still prefer this strat over the "infinite height splash" one, since for that one I need to go back for rockets and if I get blocked from infinite height I'm instantly dead. Difficulty: 7/10 Map 15: First time I get zapped at the beginning, I was too slow. As long as you're patient and play safe around cybers, this one will be fine. Still not free. The strat for the yellow key cyber works every time from my experience. Difficulty: 7/10 Map 31: I block the descent teleporter so I can kill everything with rockets later, this is due one of my attempts dying to the all-ghosts effect during the actual descent. Difficulty: 5/10 Map 32: The segment from the beginning until acquiring the first megasphere is the hardest one in the entire run. There's also RNG involved in how quickly the BFG cyber will come to get you, so I try to stay in a spot where he's most likely to get stuck midway. After you get a megasphere the only danger is a cyber rocket, and mind you, this map has a lot of cybers. Definitely the biggest choke point in the run. Difficulty: 9/10 Map 19: I forgot to kill the group of revenants up in the tower, which caused me to take extra damage after the bridge section. This map has a few tough moments, and one of them, the cyber trio after the hidden megasphere, can be an important choke point. Thankfully there's a lot of health and resources, but even with that this is one of the hardest maps in the run. Difficulty: 7/10 Map 24: Bringing a full stack from the previous map turns one of the hardest maps from pistol start into one of the easiest of the entire wad. It's hard to find a way to die here, just don't get stuck in the spectres in the water and you should be good. Difficulty: 2/10 Map 25: Near ther beginning, the fight with the 3 cyberdemons and pain elementals can be tricky, so I cheesed it (credits to David), unfortunately I got splashed by a rocket, which never happens, and panicked thinking I'd get hit, so I left the spot too early, thankfully it went ok. There's one more cyber + PEs encounter to deal with and after that the level is basically over. Difficulty: 5/10 Map 27: Bringing a megasphere and 100 rockets into this map helps a lot with the start, which is normally one of the toughest parts of the wad from pistol start. It's still a bit scary, and the revenant cages are problematic because you can't backtrack for megaspheres if you get hit too much (which almost happens to me here) Difficulty: 7/10 Map 30: This finale is surprisingly consistent, despite it almost always ending with doomguy's death scream. I played this one the wrong way, too afraid of telefrags I failed to make a dash to kill the 2 viles that ended up zapping me, then later ate a bunch of projectiles as well. I thought I was dead because there were at least 3 cacodemons blocking the Romero the last time I looked, so I wanted to do one more lap around to kill them, but now I didn't have enough health left. Somehow when I teleporter up there, they magically moved out of the way. I didn't deserve to make it, but I'll gladly take the W. Anwyways, here's the other butt-clencher I was talking about. Difficulty: 3/10