Difference between revisions of "MAP06: Collider Complex (Plutonia 2)"

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[checked revision][checked revision]
(Bugs: Added bugs section)
(Walkthrough)
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===Essentials===
 
===Essentials===
 +
You will start out in a hub, with several [[weapon]]s and [[monster]]s in the corners, and four doors to choose. Your only choice at the moment is the western door. Grab the [[super shotgun]] and get rid of the monsters in this area. The red skull key is in this room, just behind one of the walls (it is close to a corner where there are [[shotgun shells]] and [[chaingunner]]s. Return to the hub and take the red door to the north. Enter and kill the chaingunners to the sides. You can go straight down the stairs, but first take either side door. Both doors lead to symmetrical paths that meet up in a room overlooking a caged area where the blue skull key lies. Grab the [[plasma gun]] here and dispatch of any monsters that attack you, then flip the switch and the switch behind it to make the blue key lower. Kill the [[pain elemental]]s that show up, then go back to the first room and then down the stairs this time. Flip the switch at the bottom then through the bars, going around to get the blue key.
 +
 +
Upon getting the key, head back to the hub, watching out for chaingunners and later [[revenant]]s. Go through the blue door on the right, killing [[imp]]s on the terrace and [[mancubi]] down the stairs. Keep going east to a room with a lot of supplies, and then up the steps to the light pillar. Run around the pillar and it will lower, but you will fight off a large amount of monsters. When the pillar lowers, collect the yellow skull key and leave the area, returning to the hub to find a [[cyberdemon]]. Kill him and take the yellow door to the south, killing the [[demon]]s and [[hell knight]]s you come across. Heading straight south past the nukage fall with the [[BFG 9000]] on it, you will find the exit is blocked off. Also, several compartments open up behind you with revenants and mancubi. To the sides of the bars blocking the exit are two [[teleporter]]s, each leading to one of the revenant compartments, with a switch in both of them. Hit both switches, looking out for teleporting monsters after each one, and the exit should be accessible.
  
 
===Other points of interest===
 
===Other points of interest===
 +
In the room with the red skull key, you can get a rocket launcher by going north across the nukage to the outer walkway and following it to a switch. After flipping it, go back down the walkway and across the nukage again to the newly-opened door to find it along with a couple of revenants.
 +
 +
South of the red key room you can open the door to a cargo area with [[shotgun guy]]s, demons, and a few supplies. If you go west, outside, there will be imps on a ledge, and an [[arch-vile]] will teleport in. Following the nukage river down you will find some [[box of ammo|boxes of ammo]] and a [[berserk pack]].
 +
 +
In the backwards E-shaped hallway past the blue door with mancubi on it, there are two side paths you can explore. Both have [[arachnotron]]s and a teleporter in them. The teleporters take you to the other room on the opposite side. Entering either of these rooms triggers a wall to lower with revenants and a [[baron of hell]].
  
 
===Secrets===
 
===Secrets===
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# After entering the blue door, take any of the two corridors and descent the stairs. As you leave the last step, a secret room across the blue door opens temporarily. There are a [[bulk cell]], a [[box of rockets]], two [[medikit]]s, a [[soul sphere]] and a blue armor.
 
# After entering the blue door, take any of the two corridors and descent the stairs. As you leave the last step, a secret room across the blue door opens temporarily. There are a [[bulk cell]], a [[box of rockets]], two [[medikit]]s, a [[soul sphere]] and a blue armor.
 
# After entering the blue door, take the left (northern) corridor, descent the stairs, make an hairpin turn to the left, enter the room with the teleporter and the monster hideout. Push the demon-faced wall to reveal a switch. Using it will open a stairway in the southern teleporter room that leads to a secret room, containing twelve [[health bonus]]es, 16 [[armor bonus]]es, two [[backpack]]s , two bulk cells and a teleporter to the map start.
 
# After entering the blue door, take the left (northern) corridor, descent the stairs, make an hairpin turn to the left, enter the room with the teleporter and the monster hideout. Push the demon-faced wall to reveal a switch. Using it will open a stairway in the southern teleporter room that leads to a secret room, containing twelve [[health bonus]]es, 16 [[armor bonus]]es, two [[backpack]]s , two bulk cells and a teleporter to the map start.
# After passing the yellow door, on the narrow staircase on the right side of the room with the [[Hell knight]]s, push the wall with the lantern on it to reveal a secret room, containing three rocket boxes, two [[energy cell]]s, a bulk cell and an [[Partial invisibility|invisibility sphere]]. Push the face on top of the stairs at the northern wall to access to the [[megasphere]] you saw in the crate depot early in the level.
+
# After passing the yellow door, on the narrow staircase on the right side of the room with the hell knights, push the wall with the lantern on it to reveal a secret room, containing three rocket boxes, two [[energy cell]]s, a bulk cell and an [[Partial invisibility|invisibility sphere]]. Push the face on top of the stairs at the northern wall to access to the [[megasphere]] you saw in the crate depot early in the level.
# On the opposite narrow staircase, using the corresponding wall will reveal a teleporter to the [[BFG9000]] standing on the pillar in the centre of the main room.
+
# On the opposite narrow staircase, using the corresponding wall will reveal a teleporter to the BFG 9000 standing on the pillar in the centre of the main room.
  
 
===Bugs===
 
===Bugs===
# In Secret #3 ([[sector]] 413) the two [[armor bonus]]es northwest and southwest ([[thing]]s 795 and 796) of the teleporter (sector 449) cannot be picked up without using the {{c|idclip}} [[Doom cheat codes#Doom II and Final Doom|noclip cheat code]].
+
# In Secret #3 ([[sector]] 413) the two armor bonuses northwest and southwest ([[thing]]s 795 and 796) of the teleporter (sector 449) cannot be picked up without using the {{c|idclip}} [[Doom cheat codes#Doom II and Final Doom|noclip cheat code]].
# For the same reason, some armor bonuses in the teleporter rooms (sector 395) west and east of the hallway exiting the [[BFG9000]] room cannot be picked up.
+
# For the same reason, some armor bonuses in the teleporter rooms (sector 395) west and east of the hallway exiting the BFG 9000 room cannot be picked up.
# In the south of the BFG-9000 room, there are two alcoves each on the western and eastern side of the exiting hallway, each containing two armor bonuses that are not tagged as multiplayer only. Those alcoves can only be accessed in deathmatch mode, using the {{c|idclip}} cheat or by using a [[source port]] that allows jumping.
+
# In the south of the BFG 9000 room, there are two alcoves each on the western and eastern side of the exiting hallway, each containing two armor bonuses that are not tagged as multiplayer only. Those alcoves can only be accessed in deathmatch mode, using the {{c|idclip}} cheat or by using a [[source port]] that allows jumping.
  
 
===Demo files===
 
===Demo files===

Revision as of 21:03, 3 August 2015

This level occupies the map slot MAP06. For other maps which occupy this slot, see Category:MAP06.
Template:Plutonia 2 1-10

MAP06: Collider Complex is the sixth map of Plutonia 2. It was designed by Sam Woodman and Vincent Catalaá, and uses the music track "Sign of Evil" by Robert Prince.

Walkthrough

Map of MAP06
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

You will start out in a hub, with several weapons and monsters in the corners, and four doors to choose. Your only choice at the moment is the western door. Grab the super shotgun and get rid of the monsters in this area. The red skull key is in this room, just behind one of the walls (it is close to a corner where there are shotgun shells and chaingunners. Return to the hub and take the red door to the north. Enter and kill the chaingunners to the sides. You can go straight down the stairs, but first take either side door. Both doors lead to symmetrical paths that meet up in a room overlooking a caged area where the blue skull key lies. Grab the plasma gun here and dispatch of any monsters that attack you, then flip the switch and the switch behind it to make the blue key lower. Kill the pain elementals that show up, then go back to the first room and then down the stairs this time. Flip the switch at the bottom then through the bars, going around to get the blue key.

Upon getting the key, head back to the hub, watching out for chaingunners and later revenants. Go through the blue door on the right, killing imps on the terrace and mancubi down the stairs. Keep going east to a room with a lot of supplies, and then up the steps to the light pillar. Run around the pillar and it will lower, but you will fight off a large amount of monsters. When the pillar lowers, collect the yellow skull key and leave the area, returning to the hub to find a cyberdemon. Kill him and take the yellow door to the south, killing the demons and hell knights you come across. Heading straight south past the nukage fall with the BFG 9000 on it, you will find the exit is blocked off. Also, several compartments open up behind you with revenants and mancubi. To the sides of the bars blocking the exit are two teleporters, each leading to one of the revenant compartments, with a switch in both of them. Hit both switches, looking out for teleporting monsters after each one, and the exit should be accessible.

Other points of interest

In the room with the red skull key, you can get a rocket launcher by going north across the nukage to the outer walkway and following it to a switch. After flipping it, go back down the walkway and across the nukage again to the newly-opened door to find it along with a couple of revenants.

South of the red key room you can open the door to a cargo area with shotgun guys, demons, and a few supplies. If you go west, outside, there will be imps on a ledge, and an arch-vile will teleport in. Following the nukage river down you will find some boxes of ammo and a berserk pack.

In the backwards E-shaped hallway past the blue door with mancubi on it, there are two side paths you can explore. Both have arachnotrons and a teleporter in them. The teleporters take you to the other room on the opposite side. Entering either of these rooms triggers a wall to lower with revenants and a baron of hell.

Secrets

  1. In the red door section, after getting the blue key, in the southwestern corner of the corridor where the chaingunners came out, use the southern wall to reveal a secret niche containing a blue armor.
  2. After entering the blue door, take any of the two corridors and descent the stairs. As you leave the last step, a secret room across the blue door opens temporarily. There are a bulk cell, a box of rockets, two medikits, a soul sphere and a blue armor.
  3. After entering the blue door, take the left (northern) corridor, descent the stairs, make an hairpin turn to the left, enter the room with the teleporter and the monster hideout. Push the demon-faced wall to reveal a switch. Using it will open a stairway in the southern teleporter room that leads to a secret room, containing twelve health bonuses, 16 armor bonuses, two backpacks , two bulk cells and a teleporter to the map start.
  4. After passing the yellow door, on the narrow staircase on the right side of the room with the hell knights, push the wall with the lantern on it to reveal a secret room, containing three rocket boxes, two energy cells, a bulk cell and an invisibility sphere. Push the face on top of the stairs at the northern wall to access to the megasphere you saw in the crate depot early in the level.
  5. On the opposite narrow staircase, using the corresponding wall will reveal a teleporter to the BFG 9000 standing on the pillar in the centre of the main room.

Bugs

  1. In Secret #3 (sector 413) the two armor bonuses northwest and southwest (things 795 and 796) of the teleporter (sector 449) cannot be picked up without using the idclip noclip cheat code.
  2. For the same reason, some armor bonuses in the teleporter rooms (sector 395) west and east of the hallway exiting the BFG 9000 room cannot be picked up.
  3. In the south of the BFG 9000 room, there are two alcoves each on the western and eastern side of the exiting hallway, each containing two armor bonuses that are not tagged as multiplayer only. Those alcoves can only be accessed in deathmatch mode, using the idclip cheat or by using a source port that allows jumping.

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 00:14 Alexander Nikulin 2009-01-29 p206-014.zip
NM speed 01:12 Red-XIII 2010-06-17 p206n112.zip
UV max 09:41 blob1024 2012-01-10 p206-941.zip
NM100S
UV -fast
UV -respawn
UV Tyson
UV pacifist 00:24 Boris Klimeš (dew) 2009-03-17 p206p024.zip

Last updated on April 8, 2013.

Miscellaneous Demos

Run Time Player Date File Notes
UV speed TAS 00:12 Hock 2012-07-23 p206x012.zip
First Demo Attempt 27:41 Memfis 2011-02-03 pl2mem06.zip

Last updated on April 8, 2013.

Deathmatch

Statistics

Map data

Things 917
Vertices 3012
Linedefs 3759
Sidedefs 5763
Sectors 457

Things

Monsters ITYTD and HNTR HMP UV and NM
Sergeants 7 11 15
Troopers 6 2 2
Chaingunners 11 33 54
Pain elementals 2 2 6
Cyberdemons 0 0 1
Arch-viles 1 3 2
Demons 22 23 26
Spectres 6 4 10
Imps 39 56 71
Cacodemons 4 12 16
Hell knights 5 9 17
Barons of hell 2 5 9
Revenants 18 31 54
Arachnotrons 3 2 4
Mancubi 4 10 16
Weapons ITYTD and HNTR HMP UV and NM
Shotguns 2 2 2
Super shotguns 1 1 1
Chainguns 2 2 2
Rocket launchers 1 1 1
Plasma guns 1 1 1
BFG9000s 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Bullet boxes 6 6 6
Shells 28 28 28
Shell boxes 14 14 14
Rocket boxes 26 26 26
Energy cells 14 14 14
Bulk cells 5 5 5
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 3 3 3
Berserks 1 1 1
Medikits 35 35 35
Stimpacks 34 34 34
Health bonuses 72 72 72
Soul spheres 1 1 1
Megaspheres 1 1 1
Green armors 1 1 1
Blue armors 2 2 2
Armor bonuses 64 64 64
Invisibilities 1 1 1
Keys ITYTD and HNTR HMP UV and NM
Blue skulls 1 1 1
Yellow skulls 1 1 1
Red skulls 1 1 1
Barrels ITYTD and HNTR HMP UV and NM
Exploding barrels 15 15 15

Technical information

Inspiration and development

Trivia

  • During development this map was called Complex.

See also

Sources

External links