User:SoEpic1337/Community:SuperCloud9/The Doom Wall 2: Burst

The Doom Wall 2: Burst is a speed-rush platformer game, constructed by SuperCloud9 over time, and being released in early 2017. It is a remake of the original The Doom Wall 2, which still has a beta open that can be seen on SuperCloud9's profile. This game is SuperCloud9's second most played game, with Boss Fighting Stages at first. The game was popularized as a part of ROBLOX Sports Event 2017.

Gameplay
The game has gameplay very comparable to that of Death Run. The Doom Wall 2 plays as a rapid-pace platformer where you race against a "doom wall" that constantly moves in one direction (two in some five-star maps) as well as dodging smaller obstacles along the way. Reaching the end point (in the form of a neon-colored brick, which goes from blue, to yellow, to orange, to black, depending on how many players have won) will teleport you back to the lobby and reward you with a survival, some XP, and points. Points can be used for character customization, i.e. new footwear ("binders", used as a plot device to allow the player character to fly), faces, accessories, and particle effects. The game has many gamepasses to alter what can be done. Most are cosmetic, but some will actually affect you, such as XP multipliers.

Maps
Most maps are community-submitted. A map is chosen around 15 seconds in to all players finishing with the previous round. Several maps have been added and removed in The Doom Wall 2's lifespan.

(To do: add images. Steal them from Super's decals, those that are used in the thumbnails used during choosing maps.)

Journey Rapids
A staple map in The Doom Wall 2: Burst, it's an all flight map going through a forest landscape that happens to go through a river and eventually a lake, said lake having game NPC Volucer in the middle as a statue.

Astral Palace
Released, but not created for the ROBLOX Sports event, it is an Aladdin-styled palace in space, beginning outside and eventually going through massive indoor corridors to reach the end. Made to be the easiest map in the game; it can show via how little opportunities for death there are.

Spire of Lost Perfection
A deleted map, due to how much rail grinding and generally unlikable particles were used. Players would go to reach platforms which rotate around a trans-lucid spire which has the end goal at the top in the form of a sphere. A remastering was being made; not much info has come from it.

Kingdom Valley
Based off of the Sonic the Hedgehog (2006) level of the same name. A run through many cylinder-shaped islands with many jumps to and fro, ending with a division into either a higher, quicker rail part or a stair climb.

Hells Return
A map that takes place in an underground cavern, filled with many bursts of magma. Divided into two halves; the first having much flight through rings and the second being a mostly on-foot trek with many auto-running segments.

Blizzard Hills
An almost crater-like level during night, and supposedly very northern and covered with snow. The first map to really experiment with sliding and path diversion that actually impacts your win time.

Crystal Carnage
Very similar to Blizzard Hills, but as it was made later, it gets far nicer aestethics and utilizes more modern ROBLOX features. The map has many different parts; beginning with 2 different speed boosts, then either on-foot precision platforming or looking for the hidden wall run part, and then running along what is supposedly a ice-covered lake that ran downhill. You jump across platforms that have long since fallen to reach the end.

Midnight Final
A removed map due to generally causing lag and an overuse of purple neon. Players took an automatic running section to many platforms leading to diversions to reach the end.

Crisis City
Based off of the Sonic Generations level of the same name. It has a primary focus on the rails and springs used in the game. It diverts into two paths after a flight section in the middle; the bottom path being much slower and likely resulting in your death.

Death Valley
A level which seems to have no exact focus; after traversing a linear path, you arrive at a red cybernetic tower which you scale to reach the goal.

Verdant Valley
Based off of the Sonic and the Black Knight level of the same name. A map that takes much jumping and a slide at the beginning to reach a part where it splits up to 9 paths total, eventually retooling for a final run very similar to the beginning of the level. The visuals set a new standard for all maps to come after it.

Water Dragon Temple
A map which takes place in an enclosed area with much water flowing through it. After a short beginning, players hop aboard multiple stone dragons to reach the end, a large dragon head with the end goal within it's mouth. It was temporarily removed due to lack of quality standards.

Acidic Construct
A wholly-indoors map which seems to be some sort of factory. Many jumps and some flight above many acid pools is necessary to reach the goal.

Ignis Falls
The hardest map in the game, as well as the longest. About one-third of the original version exists in the final release. The beginning sees the player/Sam running through a burning forest, dodging burning objects and falling wood along the way to reach a massive scale volcano with a crater next to it, which the player reaches and scales to reach a flight section through more of the burning forest to reach a cavern in which lava bursts to attempt to distract the player from the end.

Trivia

 * Volucer means "air" or "flying" in Latin. A similar thing happens with a related character, Prolabor, which was going to be used for a now-cancelled game similar to The Doom Wall 2 called Glider Legends.
 * uuhhh.wav