Difference between revisions of "MAP09: Vesperas (Master Levels)"
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{{map|slot=MAP09}} | {{map|slot=MAP09}} | ||
{{Master Levels}} | {{Master Levels}} | ||
− | '''Vesperas''' is a map that is part of the [[Master Levels for Doom II]]. It was designed by [[John Anderson (Dr. Sleep)]], and is contained in the file '''VESPERAS.WAD'''. In the [[Final Doom (PlayStation)|PlayStation Final Doom]] port it is the last level of the ''Master Levels'' episode | + | '''Vesperas''' is a map that is part of the [[Master Levels for Doom II]]. It was designed by [[John Anderson (Dr. Sleep)]], and is contained in the file '''VESPERAS.WAD'''. In the [[Final Doom (PlayStation)|PlayStation Final Doom]] port it is the last level of the ''Master Levels'' episode and uses the [[PlayStation Doom music|music track]] "Sanity's edge". Completing it leads to [[MAP01: System Control (TNT: Evilution)|MAP14]], the first map of [[TNT: Evilution]], with all weapons and game status retained. |
== Walkthrough == | == Walkthrough == | ||
Line 8: | Line 8: | ||
===Essentials=== | ===Essentials=== | ||
+ | ====''Yellow key''==== | ||
+ | In the starting area (''A'') use any of the three doors (western one is faster). Use either of the two western lifts. Get to the west side either through the central room or along the corridor. The bars open automatically. Step out a bit to the slime pool (''B'') to open northern alcove along with southern required one. Walk on the almost invisible edge leading to the southern alcove. Press the button before you (it will be highlighted as you aproach). Grab the yellow key. | ||
+ | |||
+ | ====''Red key''==== | ||
+ | The key lies at the north-western room. Leave the slime pool area. Go to the north side where there are yellow bars. Open them. Go to the eastern room, the lift will lower. When you go down press the switch at the southern alcove. The wall at west will open. Grab the red key. | ||
+ | |||
+ | ====''Blue key''==== | ||
+ | Go to the east. Walk down the stairs and up the other. Press the gargoyle button, it requires the red key. Drop down, turn around and press the button to lower the stand with blue keycard. | ||
+ | |||
+ | ====''Exit''==== | ||
+ | When you grab the blue key the bars will rise as if blocking your way. Merely go around them and use the lift to get back. Press the switch and leave this place by opening the door. Come back to the very beginning area (''A''). Press the switch indicated by blue lamp. Beware and killing the revenant press the exit switch for the end. | ||
===Other points of interest=== | ===Other points of interest=== | ||
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===Secrets=== | ===Secrets=== | ||
− | # In the | + | # In the nukage pool (''B'') walk inside the slime fall and there to a teleport '''(sector 169)'''. The teleport leads to the room with a [[medikit]]. |
− | # In the | + | # In the southern alcove of the nukage pool area (''B'') the closet that contains the yellow key '''(sector 267)''' is counted as secret and impossible to miss because the yellow key is required in this level. |
===Bugs=== | ===Bugs=== | ||
Line 182: | Line 193: | ||
== Technical information == | == Technical information == | ||
+ | ===Differences between PlayStation and PC versions=== | ||
+ | * The slime pool (''B'') is brown mud instead of green acid. | ||
+ | * In the same area (''B'') the teleporter to get out of the pool is placed at the west not at the east. | ||
+ | * In the same area (''B'') the middle textures of the edge that lead to the yellow key alcove were removed. This makes this edge much noticeble and evident that the player should make their way there. | ||
+ | * Additional alcoves at the central south area, red key room and blue key room which contain monsters that teleport as a trap for the player were removed leaving a single in each room. | ||
== Inspiration and development == | == Inspiration and development == |
Revision as of 10:58, 21 May 2015
Vesperas is a map that is part of the Master Levels for Doom II. It was designed by John Anderson (Dr. Sleep), and is contained in the file VESPERAS.WAD. In the PlayStation Final Doom port it is the last level of the Master Levels episode and uses the music track "Sanity's edge". Completing it leads to MAP14, the first map of TNT: Evilution, with all weapons and game status retained.
Contents
Walkthrough
- 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
Yellow key
In the starting area (A) use any of the three doors (western one is faster). Use either of the two western lifts. Get to the west side either through the central room or along the corridor. The bars open automatically. Step out a bit to the slime pool (B) to open northern alcove along with southern required one. Walk on the almost invisible edge leading to the southern alcove. Press the button before you (it will be highlighted as you aproach). Grab the yellow key.
Red key
The key lies at the north-western room. Leave the slime pool area. Go to the north side where there are yellow bars. Open them. Go to the eastern room, the lift will lower. When you go down press the switch at the southern alcove. The wall at west will open. Grab the red key.
Blue key
Go to the east. Walk down the stairs and up the other. Press the gargoyle button, it requires the red key. Drop down, turn around and press the button to lower the stand with blue keycard.
Exit
When you grab the blue key the bars will rise as if blocking your way. Merely go around them and use the lift to get back. Press the switch and leave this place by opening the door. Come back to the very beginning area (A). Press the switch indicated by blue lamp. Beware and killing the revenant press the exit switch for the end.
Other points of interest
Secrets
- In the nukage pool (B) walk inside the slime fall and there to a teleport (sector 169). The teleport leads to the room with a medikit.
- In the southern alcove of the nukage pool area (B) the closet that contains the yellow key (sector 267) is counted as secret and impossible to miss because the yellow key is required in this level.
Bugs
Demo files
Areas / screenshots
Speedrunning
Routes and tricks
Current records
The records for the original map on the Doomed Speed Demos Archive are:
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
NM speed | 02:21 | Never Again | 2010-01-07 | vesperasnm_na.zip | |
UV max | 07:29 | Ledmeister | 2000-09-26 | vesp_729.zip | |
UV -fast | 09:54 | Ledmeister | 2000-09-26 | vesp_954.zip |
Deathmatch
Statistics
Map data
Things | 290 |
Vertexes | 1360 |
Linedefs | 1678 |
Sidedefs | 2353 |
Sectors | 353 |
Things
Monsters | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Arachnotrons | |||
Arch-viles | |||
Barons of hell | |||
Cacodemons | |||
Commander Keens | |||
Cyberdemons | |||
Demons | |||
Final boss | |||
Heavy weapon dudes | |||
Hell knights | |||
Imps | |||
Lost souls | |||
Mancubi | |||
Pain elementals | |||
Revenants | |||
Shotgun guys | |||
Spectres | |||
Spiderdemons | |||
Wolfenstein SS | |||
Zombiemen | |||
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
Differences between PlayStation and PC versions
- The slime pool (B) is brown mud instead of green acid.
- In the same area (B) the teleporter to get out of the pool is placed at the west not at the east.
- In the same area (B) the middle textures of the edge that lead to the yellow key alcove were removed. This makes this edge much noticeble and evident that the player should make their way there.
- Additional alcoves at the central south area, red key room and blue key room which contain monsters that teleport as a trap for the player were removed leaving a single in each room.