Difference between revisions of "MAP02: Shuttle Bay (Icarus: Alien Vanguard)"

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{{map|slot=MAP02}}
 
{{map|slot=MAP02}}
 
{{Icarus 01-10}}
 
{{Icarus 01-10}}
'''MAP02: Shuttle Bay''' is the second level of [[Icarus: Alien Vanguard]].  In this level, the player has docked on the exploration cruiser, Icarus, and can now begin their task of eliminating the hellspawn who have infested the ship. It was designed by John Minadeo, and uses the music track "The Search" by [[David "Tolwyn" Shaw]].
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'''MAP02: Shuttle Bay''' is the second level of [[Icarus: Alien Vanguard]], taking place just after [[Doom's protagonist|the main character]] docks at the ''Icarus'' with the hyper-shuttle from [[MAP01: Shuttlecraft (Icarus: Alien Vanguard)|the previous level]]. It was designed by John Minadeo and uses the music track "The Search" by [[David Shaw (Tolwyn)]].
  
 
== Walkthrough ==
 
== Walkthrough ==
 
[[Image:Icarus_MAP02_map.png|thumb|300px|Map of MAP02]]
 
[[Image:Icarus_MAP02_map.png|thumb|300px|Map of MAP02]]
: Letters in ''italics'' refer to marked spots on the map. [[Sector]] numbers in '''boldface''' are [[secrets]] which count toward the [[Intermission screen|end-of-level tally]].
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: Letters in ''italics'' refer to marked spots on the map. [[Sector]] numbers in '''boldface''' are [[secrets]] which count toward the [[Intermission screen|end-of-level tally]].
  
 
===Essentials===
 
===Essentials===
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===Secrets===
 
===Secrets===
# In the room west of the starting area, the textures of one of the steel pillars are aligned higher than the rest. Press on it, and it will lower like an elevator to reveal a [[soul sphere]]. ('''sector 100''')
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# In the room west of the start area, one steel pillar has its textures aligned higher than the others. If you push it, it will drop like an elevator and expose a [[supercharge]]. ('''sector 100''') On [[skill level|Ultra-Violence]] or higher, an [[imp]] will be waiting there as well. Above this pillar, a switch can be thrown to drop it again if it carries you up before you leave it.
# In the room directly to the west of the red [[keys|keycard]] room, a section of wall in the northeast alcove bears blue lights. Open this to find a teleporter taking you to a previously inaccessible alcove in the starting room, containing a [[stimpack]] and a [[berserk pack]]. ('''sector 412''')
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# Directly west of the red key in the room with cage bars, the northeast alcove has blue paneling. You can open it like a door to access a teleporter leading to a previously inaccessible platform in the start room with a [[stimpack]] and a [[berserk]]. ('''sector 412''')
  
 
===Bugs===
 
===Bugs===
Because of the way the switch you can press to lower yourself if the elevator rises again is designed, the pillar in secret #1 cannot be activated from its northern side. Use the other sides of the pillar instead.
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The elevator that makes up secret #1 cannot be activated from its northern side (linedef 523), as that side is where the switch that frees you from it is located. Use its other sides instead.
  
 
===Demo files===
 
===Demo files===
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===Routes and tricks===
 
===Routes and tricks===
As with many other levels in Icarus that have "teleporter" or "begin simulation" exits, a [[suicide exit]] can be performed on this level in the exit hall. Because all of the [[rocket launcher]]s on this level are [[multiplayer]]-only, you must let a monster kill you to pull it off. The easiest way is by manipulating an [[imp]] two rooms before the exit hall to follow you, and then throw a fireball at you as you run toward the barrier, with low enough health for it to kill you. If performed correctly, your corpse will slide under the barrier and onto the teleporter, ending the level.
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Like other Icarus levels with teleporter exits, you can do a [[suicide exit]] in the exit room. Monsters must be used for it, though, as none of the [[rocket launcher]]s can be accessed in single-player. The easiest method is to make an [[imp]] two rooms from the exit follow you, and then kill you with a fireball as you charge at the barrier. If the timing is right, your body will slide under the barrier and into the teleporter to exit the level.
  
 
===Current records===
 
===Current records===
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|[[UV pacifist]]||00:43||[[Graham Burgess (Grazza)]]||2005-03-03||[http://doomedsda.us/lmps/610/7/ic02s043.zip ic02s043.zip]||
 
|[[UV pacifist]]||00:43||[[Graham Burgess (Grazza)]]||2005-03-03||[http://doomedsda.us/lmps/610/7/ic02s043.zip ic02s043.zip]||
 
|}
 
|}
 
''The data was last verified in its entirety on March 31, 2015.''
 
  
 
===Miscellaneous demos===
 
===Miscellaneous demos===
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|[[skill level|HMP]] speed [[no monsters mode|nomo]]||05:24||[[TeamTNT]]||1996-04-07||[http://doomedsda.us/lmps/collections/icarhelp.zip icarhelp.zip]||Walkthrough demo.
 
|[[skill level|HMP]] speed [[no monsters mode|nomo]]||05:24||[[TeamTNT]]||1996-04-07||[http://doomedsda.us/lmps/collections/icarhelp.zip icarhelp.zip]||Walkthrough demo.
 
|}
 
|}
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''The data was last verified in its entirety on March 31, 2015.''
  
 
== Deathmatch ==
 
== Deathmatch ==
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== External links ==
 
== External links ==
  
* [http://doomedsda.us/wad610.html Icarus: Alien Vanguard demos at the Doomed Speed Demos Archive]
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* {{dsda|title=Icarus: Alien Vanguard|id=610}}
  
 
[[Category:Levels by name|Shuttle Bay (Icarus: Alien Vanguard)]]
 
[[Category:Levels by name|Shuttle Bay (Icarus: Alien Vanguard)]]
 
[[Category:John Minadeo levels]]
 
[[Category:John Minadeo levels]]

Revision as of 00:21, 1 April 2015

This level occupies the map slot MAP02. For other maps which occupy this slot, see Category:MAP02.
Template:Icarus 01-10

MAP02: Shuttle Bay is the second level of Icarus: Alien Vanguard, taking place just after the main character docks at the Icarus with the hyper-shuttle from the previous level. It was designed by John Minadeo and uses the music track "The Search" by David Shaw (Tolwyn).

Walkthrough

Map of MAP02
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 entrance, head forward and left. You can go to a number of different places from this room. For now, head through the northern door. Ahead, you will see a bunch of octagonal rooms with monsters sneaking about. Go towards the one directly east of the hallway you are in, and then go all the way north. Then head east towards the door and open it. Head around the blue-floored area to the large metal room where you will see the yellow keycard at the far end. Grab it, but watch out as enemies appear from columns and on the balcony. Use the lift to go back up and then head left towards the switch and the door. Flip the switch and then open the door, then go straight west, up the lift and then down the stairs back to the octagonal rooms. Go straight west towards the berserk pack and open the walls with yellow borders around them to obtain the blue keycard. Head back into the room where you can go a number of places, and then take the northeast door. In the next room, there should be a teleporter in the northwest corner, so take it. When you emerge, go west all the way until you find a broken bridge. To build it, head down and to the left and up the stairs. You should see a door with blue borders on it, open it for a switch. Press it, then turn around and head up the stairs there for a switch that builds the bridge. Another switch will be revealed near the base of the bridge where you were, so use it to trigger a lift, ride it up, and then cross the bridge north. Head straight towards the blue-floored area with the computer panels, and notice that one of them says "RED ALERT". Press on the panel in front of it to trigger windows with zombiemen inside. Shoot through one of these windows and a door will open to the west. Follow it up to a passage with imps behind some bars. Press the switch in this room that is to the left to remove some of the bars. You can squeeze through these bars. Open the big door and the red key will be available so pick it up. After collecting it, go straight west towards the door that says "PLANET EXIT". Open it and press the panel furthest to the right to exit the map.

Other points of interest

There are two rooms to the east of the starting point with lots of zombies and some minor supplies.

In the red key room, open the door to the north and follow the corridor to a switch. Leave the room and to the southwest is another switch. Hitting this switch will lower one set of bars in the room to the left of the red key room.

North of the room that has the teleporter, if you enter through the southern door, the middle silo will open containing a medikit and an armor bonus.

Secrets

  1. In the room west of the start area, one steel pillar has its textures aligned higher than the others. If you push it, it will drop like an elevator and expose a supercharge. (sector 100) On Ultra-Violence or higher, an imp will be waiting there as well. Above this pillar, a switch can be thrown to drop it again if it carries you up before you leave it.
  2. Directly west of the red key in the room with cage bars, the northeast alcove has blue paneling. You can open it like a door to access a teleporter leading to a previously inaccessible platform in the start room with a stimpack and a berserk. (sector 412)

Bugs

The elevator that makes up secret #1 cannot be activated from its northern side (linedef 523), as that side is where the switch that frees you from it is located. Use its other sides instead.

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Like other Icarus levels with teleporter exits, you can do a suicide exit in the exit room. Monsters must be used for it, though, as none of the rocket launchers can be accessed in single-player. The easiest method is to make an imp two rooms from the exit follow you, and then kill you with a fireball as you charge at the barrier. If the timing is right, your body will slide under the barrier and into the teleporter to exit the level.

Current records

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

Run Time Player Date File Notes
UV speed 01:55 Brad Spencer 1999-06-25 ic02_155.zip
NM speed 00:19 Selim Benabdelkhalek (Bastard) 2004-05-13 in02-019.zip
UV max 03:11 j4rio 2012-06-10 ic02-311.zip
NM100S
UV -fast 05:17 Revved 2010-03-08 ic02f517.zip
UV -respawn 04:56 David Spring (Springy) 2013-02-26 ic02r456.zip
UV Tyson 08:10 j4rio 2010-12-27 ic02t810.zip
UV pacifist 00:43 Graham Burgess (Grazza) 2005-03-03 ic02s043.zip

Miscellaneous demos

Run Time Player Date File Notes
UV max TAS 03:12 Andy Olivera 1999-12-29 icuvlmps.zip
HMP speed nomo 05:24 TeamTNT 1996-04-07 icarhelp.zip Walkthrough demo.

The data was last verified in its entirety on March 31, 2015.

Deathmatch

Statistics

Map data

Things 415
Vertexes 1861
Linedefs 2381
Sidedefs 3544
Sectors 546

Things

Monsters ITYTD and HNTR HMP UV and NM
Arachnotrons
Arch-Viles
Barons of Hell
Cacodemons
Chaingunners
Commander Keens
Cyberdemons
Demons
Hell Knights
Icon of Sin
Imps
Lost Souls
Mancubi
Pain Elementals
Revenants
Sergeants
Spectres
Spider Masterminds
Troopers
Wolfenstein SS
Powerups ITYTD and HNTR HMP UV and NM
Armor bonuses
Backpacks
Berserk packs
Blue armors
Computer maps
Green armors
Health bonuses
Invisibilities
Invulnerabilities
Light goggles
Medikits
Megaspheres
Radiation suits
Soul Spheres
Stimpacks
Weapons ITYTD and HNTR HMP UV and NM
Chainsaws
Shotguns
Super shotguns
Chainguns
Rocket launchers
Plasma rifles
BFG 9000s
Ammunition ITYTD and HNTR HMP UV and NM
Ammo clips
Bullet boxes
Shells
Shell boxes
Rockets
Rocket boxes
Cells
Bulk cells
Keys ITYTD and HNTR HMP UV and NM
Blue cards
Blue skulls
Red cards
Red skulls
Yellow cards
Yellow skulls

Technical information

Inspiration and development

Trivia

See also

Sources

External links