Excuse me if I make grammatical or spelling mistakes in this entry, because I'm about to collapse from complete exhaustion. I'm writing this after having finally completed the last video in this series, E4M8, and getting through episode four has just about wiped me out completely.
I mentioned in the last post that I'd never played episode four before. I completed the original Doom when it came out with episodes one through three, then Doom 2, but by the time Ultimate Doom released I had moved on to other games. In fact I'm not really sure I was even aware of its existence at the time.
When I knew I wanted to do a walkthrough series for Doom, I knew I wanted to do something a little extra. 100% kills, items, and secrets was a given, of course, for my completionist style, but it didn't quite feel like enough. That's when I got the idea to do no enemy damage. I know I'm not the first person to do it, but it felt like something that could elevate my walkthrough above others. My only hesitation was the fact that I had never played episode four, so I had no idea how amenable it was to that kind of challenge. I didn't want to spoil the experience for myself, so I didn't look at any videos beforehand to gauge it. Instead I just started this series, trusted my ability to get it done, and hoped for the best.
Well, I got it done alright, but it was a beating beyond absolute belief. With the first three episodes, doing no enemy damage is mostly a matter of skill - knowing the map, optimizing your approach to taking down enemies, and just being extra careful. It does require a mild dose of good RNG, because hitscan enemies are always going to require good RNG to get through, but the good news is that hitscan enemies drop off as the episodes progress and are replaced by bigger enemies like Barons and Cacodemons, making episode one actually the hardest of the three to do. So once I finished E1M7 Computer Station - the hardest map in episode one - it felt like everything was downhill from there.
Then I got to episode four.
I assumed episode four would have a bit of a difficulty spike - after all, it needed something to make it attractive to players who had already mastered episodes 1-3 and Doom 2, but I was totally unprepared for just how big that spike would be. Now not to brag, but I'm a veteran Doom player, so it's not like the maps were hard for me to complete period, or even hard to 100%, but it's just the way in which the designers upped the difficulty that made doing no enemy damage an absolute nightmare.
For one, the designers clearly understood the player base. When you first play Doom, of course the bigger enemies like Barons and Cacodemons seem incredibly intimidating. But as you become skilled at the game, you realize that they're actually not that difficult unless the designers go to great lengths to maximize their terrain advantage in a fight (e.g. tight corridors, or using height differences to allow Cacos to take advantage of their flying ability). Their projectiles are easy to dodge, and veteran players can easily shotgun a Baron to death or take down a Caco with nothing but a pistol. Heck, the best players can kill a Cyberdemon by punching them to death.
But you know what's difficult regardless of how skilled you are? Hitscan. Hitscan enemies mean you're always in danger of taking damage if they have line of sight to you. Once a Shotgunner's AI decides to attack you, it only takes him about three tenths of a second to execute the attack. Even if you're being careful, there's always a chance that when you come into line of sight of one it will be at just the right moment where his AI dictates to do an attack immediately. I can't tell you how many attempts I had in this episode that were ended by a quickdraw Zombie or Shotgunner.
So after trailing off in the first three episodes, Zombies and Shotgunners come roaring back in this one. Not only that, but the designers knew how to maximize their effectiveness, often putting them at distance. This makes them so much harder to take down quickly as the distance decreases the accuracy of your own hitscan weapons, and projectile weapons can obviously miss if the enemy moves and the travel time gives them even more time to attack.
I didn't do this for the first three episodes because it just didn't feel necessary, but here I'm going to do a rundown of all of the maps and which ones nearly stole my sanity in the quest for no enemy damage:
E4M1 Hell Beneath
There are a couple of challenging moments, but overall it's not too bad. The first real challenge is when you pick up the chaingun and aggro the enemies in the hallway beyond, triggering them to start teleporting. There's precious little room to maneuver, and the Shotgunners can easily get the drop on you. There's also the chance that the Baron skips the teleport trigger and corners you in the room. Even if he doesn't, getting him to infight with the imps in the corner to conserve ammo requires a dangerous dance without much room.
Once you survive that, the only other major challenge is at the end when you release the other four barons. The hitscanners are gone at this point, but releasing them and then running to the other end of the map is still very stressful. Grouping them in the corner to maximize rocket splash again requires being uncomfortably close when they start throwing projectiles. Overall, we'll rate this one as B tier for difficulty.
E4M2 Perfect Hatred
Ugh is all I can say about this one. You start out immediately in a race to take down enemies before everything goes sideways. First it's the two Shotgunners, then the Imps, then the Cacos before they can surround you. Then you enter a long stretch where it's all about carefully maneuvering on platforms while doing a lot of tedious shotgun work.
The next biggest challenge is when you enter the cavern beyond the yellow key unlock. Taking down the Baron who's down below the edge of the cliff you're on without taking damage is quite stressful, since most of the time he hugs the bottom and you can't seem him well. The two Barons further beyond him are difficult because of the tight space.
I like the gimmick of telefragging the Cyberdemon, but the last hurdle is being careful with the swarm of Cacos that come out near him. All in all we'll rate this one as B tier as well.
E4M9 Fear
This one starts out pretty insane but gets easier as it goes. It's actually a little disappointing for a secret level honestly.
I found the BFG the best way to deal with the large number of Zombies at the beginning, and then you just have to hole up in the room beyond the door and withstand the onslaught of all the enemies that come after you.
Once that's done, the next major challenge is the large interior room with the Baron at the center. It's just a matter of piecemealing it - going slowly and clearing out each side room or hallway carefully, making sure nothing is going to creep up behind you. After that it's pretty much all downhill to the end, although I did end up taking an embarrassing face rocket with a Caco near the end due to jitters. This one is really only C tier.
E4M3 Sever the Wicked
@%@$*$&!^%&#&!!!!!!!!!!!!!!!!!!
That's all I have to say about this one. I didn't keep count of how many attempts I had to make on each map before I got a no damage run, but I can assure you this one was easily in the hundreds. If you told me it was 500 I wouldn't bat an eye.
Welcome to hitscan hell. You start on top of a platform completely surrounded by hitscanners, and the majority of my runs ended here in the first 15 seconds. You can reduce the chance of getting pinged if you immediately backtrack off the platform and into the corner with the Pinkies, but ultimately I found this to be a much more difficult strategy down the line when you try to deal with both the enemies behind the false wall opposite the elevator that you can't see, as well as all the hitscanners on the other side where the Baron is.
So my decided strategy was to immediately go for the invulnerability sphere, because you can largely kill everything in the open area before it runs out. The problem is of course getting to the sphere before getting sniped by one of any number of enemies. There are the enemies behind the false wall that have a perfect line of sight to you right off the bat, as well as all the ones on the large platform opposite. There are shotgunners down on the ground level, and of course there are plenty of Imps and Lost Souls who can hit you as well. The strategy then becomes this:
- Run and hit the switch to start raising the platform to the sphere as fast as possible.
- Run back to the rising platform, shooting a BFG shot as you do to start killing enemies in that direction.
- Drop down onto the rising platform, backing up against the wall. This gives you some cover against the legion of hitscanners behind you.
- Shoot a second BFG shot as the platform is rising, doing it quickly enough to hit the wall in front of you. This will hopefully take out the Shotgunners on the platform opposite where the exit is.
- Once the platform rises far enough, run and pick up the sphere. If you're good and lucky, then about 5% of the time you'll be able to do all of the above without taking damage and can then make an attempt on the rest of the level.
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