Difference between revisions of "MAP03: Skull Island (Plutonia 2)"

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===Essentials===
 
===Essentials===
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Grab the [[super shotgun]] and quickly dispatch any threats around. When you are ready, go northeast of your starting point, where you will find a blue door and a red switch. East from there, take the path up the steps and into a room with [[revenant]]s and a switch. Press the switch and run through the bars that open. Keep going, killing the [[monster]]s as you progress into a bigger area where a [[megaarmor]] is in the slime pit. Trying to get the megaarmor results in an ambush however. The two doors next to the slime pit can be opened, Inside are [[shotgun guy]]s and a [[baron of hell]] guarding the yellow skull key. After getting it, head out, and take the western door. In the small room with revenants, head through the yellow door here, then head up and then through the next yellow door. There are a lot of [[health bonus]]es, [[shotgun shells]], and the red skull key here. Picking up the key triggers a large monster ambush, both in the room and in a different area.
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You should return to the starting point of the map. From the red key room, head back into the previous hallway, then head south towards the blue key (which cannot be reached at the moment). There is a skull switch on the west wall in this hall, press it, then run north and east through the bars before they close. Now open any of the doors leading north and you will be back at the starting area. A large number of monsters teleported here, so dispose of them, then press the red switch. Doing so reveals a [[mancubus]] behind you, but also opens some bars to the west. Go in that direction and through the cave, and there should not be red bars blocking the way to an [[arch-vile]] and a [[teleporter]]. When you take the teleporter, you will land on top of the blue skull key. Picking it up causes [[chaingunner]]s and revenants to ambush you. After the ambush, go back to the blue door and kill the arch-vile there, then open the blue door. In this final area, a dead [[cacodemon]] and some candles outline an invisible crosswalk which you can walk on. The exit is to the north, and to reach it, you need to press four switches, accessible from the [[arachnotron]] platforms. Go to the west and east sides of the area, and climb the steps up, and after pressing the four satyr switches, another invisible bridge outlined by candles will be revealed leading to the exit.
  
 
===Other points of interest===
 
===Other points of interest===
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== Deathmatch ==
 
== Deathmatch ==
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This map is the only one in Plutonia 2 that does not contain any deathmatch starts.
  
 
== Statistics ==
 
== Statistics ==

Revision as of 12:56, 3 August 2015

This level occupies the map slot MAP03. For other maps which occupy this slot, see Category:MAP03.
Template:Plutonia 2 1-10

MAP03: Skull Island is the third map of Plutonia 2. It was designed by Adolf Vojta (Gusta) and Pavel Tvrzník (Pipicz), and uses the music track "Gateway" by Stuart Rynn.

Walkthrough

Map of MAP03
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

Grab the super shotgun and quickly dispatch any threats around. When you are ready, go northeast of your starting point, where you will find a blue door and a red switch. East from there, take the path up the steps and into a room with revenants and a switch. Press the switch and run through the bars that open. Keep going, killing the monsters as you progress into a bigger area where a megaarmor is in the slime pit. Trying to get the megaarmor results in an ambush however. The two doors next to the slime pit can be opened, Inside are shotgun guys and a baron of hell guarding the yellow skull key. After getting it, head out, and take the western door. In the small room with revenants, head through the yellow door here, then head up and then through the next yellow door. There are a lot of health bonuses, shotgun shells, and the red skull key here. Picking up the key triggers a large monster ambush, both in the room and in a different area.

You should return to the starting point of the map. From the red key room, head back into the previous hallway, then head south towards the blue key (which cannot be reached at the moment). There is a skull switch on the west wall in this hall, press it, then run north and east through the bars before they close. Now open any of the doors leading north and you will be back at the starting area. A large number of monsters teleported here, so dispose of them, then press the red switch. Doing so reveals a mancubus behind you, but also opens some bars to the west. Go in that direction and through the cave, and there should not be red bars blocking the way to an arch-vile and a teleporter. When you take the teleporter, you will land on top of the blue skull key. Picking it up causes chaingunners and revenants to ambush you. After the ambush, go back to the blue door and kill the arch-vile there, then open the blue door. In this final area, a dead cacodemon and some candles outline an invisible crosswalk which you can walk on. The exit is to the north, and to reach it, you need to press four switches, accessible from the arachnotron platforms. Go to the west and east sides of the area, and climb the steps up, and after pressing the four satyr switches, another invisible bridge outlined by candles will be revealed leading to the exit.

Other points of interest

Secrets

  1. After teleporting for the blue skull key, go through the first skull door on the right. A platform up the stairs with a soul sphere has been lowered. Take this teleporter to telefrag the mancubus and pick up two boxes of rockets (although they can be accessed from outside this secret by walking up to the ledge from its sides).

Bugs

There is an unobtainable Soul Sphere on a ledge directly north of the starting point, thus making it impossible to get 100% items on this map.

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Current records

The records for this map at the Doomed Speed Demos Archive are:

Run Time Player Date File Notes
UV speed 00:16 Boris Klimeš (dew) 2009-03-07 p203-016.zip
NM speed
UV max 05:55 Przemysław Woda (Belial) 2009-01-05 p203-555.zip
NM100S
UV -fast
UV -respawn
UV Tyson
UV pacifist 00:23 Boris Klimeš (dew) 2009-03-15 p203p023.zip

Last updated on April 5, 2013.

Miscellaneous Demos

Run Time Player Date File Notes
UV speed TAS 00:15 Light_Speed 2012-01-21 p203x0151s.zip
UV -nomonsters TAS 00:14 David Spring (Springy) 2013-03-19 p203x014.zip

Last updated on April 5, 2013.

Deathmatch

This map is the only one in Plutonia 2 that does not contain any deathmatch starts.

Statistics

Map data

Things 527
Vertices 3387
Linedefs 4228
Sidedefs 6688
Sectors 752

Things

Monsters ITYTD and HNTR HMP UV and NM
Sergeants 14 20 24
Troopers 5 5 6
Chaingunners 18 23 32
Arch-viles 1 3 3
Demons 2 4 4
Spectres 5 8 10
Imps 47 46 60
Cacodemons 8 8 10
Hell knights 5 6 6
Barons of hell 0 0 1
Revenants 11 15 16
Arachnotrons 6 6 6
Mancubi 2 2 4
Weapons ITYTD and HNTR HMP UV and NM
Super shotguns 1 1 1
Rocket launchers 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Bullet boxes 2 2 2
Shells 35 35 35
Shell boxes 8 8 8
Rockets 2 2 2
Rocket Boxes 5 5 5
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 2 2 2
Berserks 2 2 2
Medikits 17 17 17
Stimpacks 2 2 2
Health bonuses 66 66 66
Soul spheres 2 2 2
Green armors 1 1 1
Blue armors 1 1 1
Armor bonuses 4 4 4
Keys ITYTD and HNTR HMP UV and NM
Blue skulls 1 1 1
Yellow skulls 1 1 1
Red skulls 1 1 1

Technical information

Inspiration and development

Trivia

  • Amongst possible names for this map during development were Rocky Yard and Emerald Eve.
  • The internal DEHACKED patch and the MAPINFO lump incorrectly name this map Emerald Eve, but the external DEHACKED patch and the map's title graphic (the lump named CWILV02) correctly call it Skull Island.

See also

Sources

External links