Difference between revisions of "MAP01: The Catwalk (Master Levels)"

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{{map|slot=MAP01|name=Catwalk (Master Levels)}}
 
{{map|slot=MAP01|name=Catwalk (Master Levels)}}
 
{{Master Levels}}
 
{{Master Levels}}
'''The Catwalk''' is a map that is part of the [[Master Levels for Doom II]]. It was designed by [[Christen Klie]], and is contained in the file '''CATWALK.WAD'''.
+
'''The Catwalk''' is a map that is part of the [[Master Levels for Doom II]] and is the fifth map of the first episode in the [[Final Doom (PlayStation)|PlayStation Doom port]]. It was designed by [[Christen Klie]], and is contained in the file '''CATWALK.WAD'''.
  
 
== Walkthrough ==
 
== Walkthrough ==
Line 8: Line 8:
  
 
===Essentials===
 
===Essentials===
 +
From the starting position (''A'') head east. Platforms will start moving up and down. In the water cave-like area (''B'') step on the light lamp in the middle and press switches in the south then in the east and finally at the north. Head to the east alcove where you have pressed the switch. In that place (''C'') drop down an press the switch to lower the yellow key stand. Return to the top (''C'') by pressing use on the computer panel and through the cave (''B''). Once you have got the yellow key head to the western portion of the map through the starting place (''A''). Platform will start moving up and down. At the small outside area open either yellow door. Press the switch in the south to make a bridge in the slime area (''D''). Walk downstairs then in the slime area (''D'') get to the bottom by walking downstairs. Walk on the narrow bridge to the teleporter. Press the switch. This will lower two stands one of which contains the red key. Use the teleport again to return to the start (''A''). Return to the cave (''B'') and use the northern alcove. Head to the southern part of this place where you do open the yellow skull bar and press the switch to reveal the northern place (it also unlocks the door in the beginning). Head to that small outside place. Press the switch in south to build up the stairs. Lower the northern-most computer panel and through the other panels get to the teleporter. In the very similar but other place grab the key and return to the teleporter.  Enter the freshly opened area, to the tall slime pool area. Go on the bridge to the very north, quickly, since it melts down to the pit and you can no longer get both the southern part and other places accompained with. In the north open the red door. Flip the switch for the end.
  
 
===Other points of interest===
 
===Other points of interest===
Line 24: Line 25:
  
 
===Routes and tricks===
 
===Routes and tricks===
 +
* You can get the red key without needing to go to the western side. By running and stafing you can pickup the red key on the platform that is not lowered.
  
 
===Current records===
 
===Current records===
Line 54: Line 56:
 
![[Monsters]]||[[ITYTD]] and [[HNTR]]||[[HMP]]||[[UV]] and [[NM]]
 
![[Monsters]]||[[ITYTD]] and [[HNTR]]||[[HMP]]||[[UV]] and [[NM]]
 
|-
 
|-
|[[Arachnotron]]s|| || ||  
+
|[[Baron of hell|Barons of hell]]||0 ||1 ||1
 
|-
 
|-
|[[Arch-vile]]s|| || ||  
+
|[[Cacodemon]]s||0 ||0 ||1
 
|-
 
|-
|[[Baron of hell|Barons of hell]]|| || ||  
+
|[[Heavy weapon dude]]s||2 ||2 ||7
 
|-
 
|-
|[[Cacodemon]]s|| || ||  
+
|[[Hell knight]]s||3 ||3 ||3
 
|-
 
|-
|[[Commander Keen]]s|| || ||  
+
|[[Imp]]s||18 ||25 ||25
 
|-
 
|-
|[[Cyberdemon]]s|| || ||  
+
|[[Pain elemental]]s||0 ||2 ||2
 
|-
 
|-
|[[Demon]]s|| || ||  
+
|[[Shotgun guy]]s||16 ||18 ||18
 
|-
 
|-
|[[Final boss]]|| || ||
+
|[[Zombiemen]]||0 ||1 ||1
|-
 
|[[Heavy weapon dude]]s|| || ||
 
|-
 
|[[Hell knight]]s|| || ||
 
|-
 
|[[Imp]]s|| || ||
 
|-
 
|[[Lost soul]]s|| || ||
 
|-
 
|[[Mancubi]]|| || ||
 
|-
 
|[[Pain elemental]]s|| || ||
 
|-
 
|[[Revenant]]s|| || ||
 
|-
 
|[[Shotgun guy]]s|| || ||
 
|-
 
|[[Spectre]]s|| || ||
 
|-
 
|[[Spiderdemon]]s|| || ||
 
|-
 
|[[Wolfenstein SS]]|| || ||
 
|-
 
|[[Zombiemen]]|| || ||  
 
 
|-
 
|-
 
![[Powerup]]s||ITYTD and HNTR||HMP||UV and NM
 
![[Powerup]]s||ITYTD and HNTR||HMP||UV and NM
 
|-
 
|-
|[[Armor bonus]]es|| || ||  
+
|[[Armor bonus]]es||26 ||26 ||26
 
|-
 
|-
|[[Backpack]]s|| || ||  
+
|[[Backpack]]s||1 ||1 ||1
 
|-
 
|-
|[[Berserk pack]]s|| || ||  
+
|[[Berserk pack]]s||1 ||1 ||1
 
|-
 
|-
|[[Combat armor|Blue armor]]s|| || ||  
+
|[[Security armor|Green armor]]s||1 ||1 ||1
 
|-
 
|-
|[[Computer map]]s|| || ||  
+
|[[Health bonus]]es||14 ||14 ||14
 
|-
 
|-
|[[Security armor|Green armor]]s|| || ||  
+
|[[Medikit]]s||6 ||6 ||6
 
|-
 
|-
|[[Health bonus]]es|| || ||  
+
|[[Soul Sphere]]s||1 ||1 ||1
 
|-
 
|-
|[[Blur artifact|Invisibilities]]|| || ||
+
|[[Stimpack]]s||1 ||1 ||1
|-
 
|[[Invulnerability|Invulnerabilities]]|| || ||
 
|-
 
|[[Light amplification visor|Light goggles]]|| || ||
 
|-
 
|[[Medikit]]s|| || ||
 
|-
 
|[[Megasphere]]s|| || ||
 
|-
 
|[[Radiation suit]]s|| || ||
 
|-
 
|[[Soul Sphere]]s|| || ||
 
|-
 
|[[Stimpack]]s|| || ||  
 
 
|-
 
|-
 
![[Weapons]]||ITYTD and HNTR||HMP||UV and NM
 
![[Weapons]]||ITYTD and HNTR||HMP||UV and NM
 
|-
 
|-
|[[Chainsaw]]s|| || ||  
+
|[[Chainsaw]]s||1 ||1 ||1
 
|-
 
|-
|[[Shotgun]]s|| || ||  
+
|[[Shotgun]]s||1 ||1 ||1
 
|-
 
|-
|[[Super shotgun]]s|| || ||  
+
|[[Super shotgun]]s||2 ||2 ||2
 
|-
 
|-
|[[Chaingun]]s|| || ||  
+
|[[Chaingun]]s||2 ||2 ||2
 
|-
 
|-
|[[Rocket launcher]]s|| || ||  
+
|[[Rocket launcher]]s||6 ||6 ||6
 
|-
 
|-
|[[Plasma rifle]]s|| || ||  
+
|[[Plasma rifle]]s||2 ||2 ||2
 
|-
 
|-
|[[BFG 9000]]s|| || ||  
+
|[[BFG 9000]]s||1 ||1 ||1
 
|-
 
|-
 
![[Ammunition]]||ITYTD and HNTR||HMP||UV and NM
 
![[Ammunition]]||ITYTD and HNTR||HMP||UV and NM
 
|-
 
|-
|[[Ammo clip]]s|| || ||
+
|[[Box of ammo|Bullet boxes]]||4 ||4 ||4
|-
 
|[[Box of ammo|Bullet boxes]]|| || ||  
 
 
|-
 
|-
|[[Shotgun shells|Shell]]s|| || ||  
+
|[[Shotgun shells|Shell]]s||4 ||4 ||4
 
|-
 
|-
|[[Box of shells|Shell boxes]]|| || ||  
+
|[[Box of shells|Shell boxes]]||4 ||4 ||4
 
|-
 
|-
|[[Rocket]]s|| || ||  
+
|[[Box of rockets|Rocket boxes]]||6 ||6 ||6
 
|-
 
|-
|[[Box of rockets|Rocket boxes]]|| || ||  
+
|[[Cell]]s||18 ||18 ||18
 
|-
 
|-
|[[Cell]]s|| || ||
+
|[[Bulk cell]]s||1 ||1 ||1
|-
 
|[[Bulk cell]]s|| || ||  
 
 
|-
 
|-
 
![[Keys]]||ITYTD and HNTR||HMP||UV and NM
 
![[Keys]]||ITYTD and HNTR||HMP||UV and NM
|-
 
|Blue cards||0||0||0
 
|-
 
|Blue skulls||0||0||0
 
|-
 
|Red cards||0||0||0
 
 
|-
 
|-
 
|Red skulls||1||1||1
 
|Red skulls||1||1||1
|-
 
|Yellow cards||0||0||0
 
 
|-
 
|-
 
|Yellow skulls||1||1||1
 
|Yellow skulls||1||1||1

Revision as of 13:50, 13 May 2015

This level occupies the map slot MAP01. For other maps which occupy this slot, see Category:MAP01.
Master Levels maps

The Catwalk is a map that is part of the Master Levels for Doom II and is the fifth map of the first episode in the PlayStation Doom port. It was designed by Christen Klie, and is contained in the file CATWALK.WAD.

Walkthrough

Map of The Catwalk for the Master Levels for Doom II.
Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Essentials

From the starting position (A) head east. Platforms will start moving up and down. In the water cave-like area (B) step on the light lamp in the middle and press switches in the south then in the east and finally at the north. Head to the east alcove where you have pressed the switch. In that place (C) drop down an press the switch to lower the yellow key stand. Return to the top (C) by pressing use on the computer panel and through the cave (B). Once you have got the yellow key head to the western portion of the map through the starting place (A). Platform will start moving up and down. At the small outside area open either yellow door. Press the switch in the south to make a bridge in the slime area (D). Walk downstairs then in the slime area (D) get to the bottom by walking downstairs. Walk on the narrow bridge to the teleporter. Press the switch. This will lower two stands one of which contains the red key. Use the teleport again to return to the start (A). Return to the cave (B) and use the northern alcove. Head to the southern part of this place where you do open the yellow skull bar and press the switch to reveal the northern place (it also unlocks the door in the beginning). Head to that small outside place. Press the switch in south to build up the stairs. Lower the northern-most computer panel and through the other panels get to the teleporter. In the very similar but other place grab the key and return to the teleporter. Enter the freshly opened area, to the tall slime pool area. Go on the bridge to the very north, quickly, since it melts down to the pit and you can no longer get both the southern part and other places accompained with. In the north open the red door. Flip the switch for the end.

Other points of interest

Secrets

  1. While inside the exit room, shoot at the middle of the east wall to open access to a hidden area. (sector 227) Inside, you will find twelve armor bonuses, three medikits, a soul sphere, a box of bullets, two shell boxes, a backpack, and a switch near the center. Triggering this switch opens a door in the northeast of this area, allowing access to 15 energy cells.
  2. While inside the exit room, shoot at the middle of the west wall to open access to a hidden area. (sector 251) Inside, you will find two sets of four shotgun shells, a berserk pack in front of a switch, and a switch nearby a pillar blocking access to an energy cell pack. Flipping the switch behind the berserk pack enables access to the cell pack, as well as a hallway accessed from the center of the area ending in a switch. Pressing this switch lowers a pedestal with a megasphere on it in the southeast of the area. Pushing the switch near the pillar blocking access to the cell pack opens access to a BFG9000, as well as a doorway in the northwest leading to another switch near the center of the area. Activating this last switch opens the nearby wall, revealing five shotgun guys and four rocket launchers, and also unlocks access to the megasphere.

Bugs

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

  • You can get the red key without needing to go to the western side. By running and stafing you can pickup the red key on the platform that is not lowered.

Current records

The records for the original map on the Doomed Speed Demos Archive are:

Run Time Player Date File Notes
UV max 03:47 Kristian Ronge 2006-05-15 catw-347.zip

Deathmatch

Statistics

Map data

Things 195
Vertexes 1038
Linedefs 1301
Sidedefs 1856
Sectors 254

Things

Monsters ITYTD and HNTR HMP UV and NM
Barons of hell 0 1 1
Cacodemons 0 0 1
Heavy weapon dudes 2 2 7
Hell knights 3 3 3
Imps 18 25 25
Pain elementals 0 2 2
Shotgun guys 16 18 18
Zombiemen 0 1 1
Powerups ITYTD and HNTR HMP UV and NM
Armor bonuses 26 26 26
Backpacks 1 1 1
Berserk packs 1 1 1
Green armors 1 1 1
Health bonuses 14 14 14
Medikits 6 6 6
Soul Spheres 1 1 1
Stimpacks 1 1 1
Weapons ITYTD and HNTR HMP UV and NM
Chainsaws 1 1 1
Shotguns 1 1 1
Super shotguns 2 2 2
Chainguns 2 2 2
Rocket launchers 6 6 6
Plasma rifles 2 2 2
BFG 9000s 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Bullet boxes 4 4 4
Shells 4 4 4
Shell boxes 4 4 4
Rocket boxes 6 6 6
Cells 18 18 18
Bulk cells 1 1 1
Keys ITYTD and HNTR HMP UV and NM
Red skulls 1 1 1
Yellow skulls 1 1 1

Technical information

Inspiration and development

Trivia

See also

Sources

External links