Difference between revisions of "MAP15: The Twilight (The Plutonia Experiment)"
From DoomWiki.org
[checked revision] | [checked revision] |
m (Too unwieldy, list too long.) |
(→External links: Link 404's.) |
||
Line 168: | Line 168: | ||
==External links== | ==External links== | ||
− | * [http://www.doom2.net/~compet-n/database/cn.cgi?map:plut:15 MAP15 demos from the Compet-N database] | + | * [http://www.doom2.net/~compet-n/database/cn.cgi?map:plut:15 MAP15 demos from the Compet-N database]{{deadlink}} |
[[Category:Milo Casali levels]] | [[Category:Milo Casali levels]] |
Revision as of 20:14, 28 November 2015
MAP15: The Twilight is the fifteenth map of The Plutonia Experiment. It was designed by Milo Casali and uses the music track "Waltz Of The Demons" (from Doom's E4M5, E3M7 and E2M7) and contains the secret exit which leads to secret MAP31: Cyberden.
Contents
Strategy
Walkthrough
Normal exit
Starting in a small divided room, enter the teleporter. Pick up the shotgun and shells and hit the switch which will lower you into a hallway. Head north into the walkway towards an intersection with a east/west passage. Head east as quickly as you can so to dodge all the chaingunners bullets. Go through the door and run towards the platform with the yellow key and a revenant. Retrace your steps towards the main area and continue down the walkway towards west. Press the switch to make bridge to the button requiring yellow key. Activate this switch and the other one at the end. Return then to the main area. A large area is now accessible towards the north, however the room is filled with enemies including a Spider Mastermind and a caged area full of chaingunners. Run along a walkway towards the end and you will be teleported back to the starting room. Step on the pad to exit.
Secret exit When you have access to the northern area with the exit teleporter, walk upstairs as usual but do not enter the sky teleporter. Open the western wall marked with a lightning bolt to gain access to the teleporter pad that is on a higher level than the others. Enter it. In the new room, open the door and enter the teleporter.
Secrets
- 1. Near the beginning of the level, you will cross a gated bridge with a super shotgun on it. At the northren end of this bridge is a short wall with a yellow lightning-bolt symbol on it. Open it to reveal a switch. It makes access to secret #2. (sector 3)
- 2. Flipping the switch in secret#1 causes a southern wall near the starting lift to open. Behind it is a crescent-shaped ledge with a box of rockets and a megasphere atop. (sector 12)
- 3-8. The six pillars leading to the megasphere in secret #2 each count as a secret. (sectors 16-21)
- 9. In the center of the level is a "T"-shaped walkway crossing a pool of blood. In spite of the fence you can drop to the south-western opening into the blood pool. Taking the teleporter count as secret and leads to secret#10 (sector 81)
- 10. The teleporter in secret #9 leads you to a room with numerous items. (sector 84)
- 11. Stay in secret#10 and open piped wall south to reveal secret #12. (sector 93)
- 12. Use the teleporter in secret #11. This will lead you to the leadge with mancubus. Open the door and find ammo and blur sphere here. (sector 96)
- 13. In the "T"-shapde hall, drop down into northern blood pool and take the teleporter west. You will find yourself in the room with soulsphere, plasma gun and ammo. (sector 73)
- 14. Before stepping out of the teleporter pad in secret #13, turn around and open a wall with lightning-bolt drawn. Grab all the health potions here. (sector 99)
- 15. Get back in secret #13 and open another wall with lighting-bolt. Take the BFG9000. (sector 79)
- 16. Staying in the same secret - secret #13 - jump over from the ledge into pilar with medikit. You can also do that in secret #9 that is on the other side and grab the second medikit. It is enough for you to step on any pillar to activate this as secret. (sector 45)
- 17. Once you counted secret #16, you will activate this one. Jump into south-eastern blood pool to notice an alcove open. Take the invulnerability sphere here. (sector 87)
- 18. Once you counted secret #16, you will also activate this one. In the "T"-shaped hall, head west and notice two walls south and north that were closed before. The northern one with two bulk cells inside counts as secret. (sector 91)
- 19. In the western area where you press the yellow key switch, drop down into blood pool northwards (which is on the higher level). Enter the alcove with soulsphere and take it. (sector 114)
Screenshots
A megasphere awaits you.
Speedrunning
Routes and tricks
Current records
The Compet-N records for the map are:
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
UV speed (normal exit) | 00:23 | Aleksey Kamenev (4shockblast) | 2014-07-10 | pp15-023.zip | |
UV speed (secret exit) | 00:26 | Adam Williamson | 2000-04-09 | pl15s026.zip | |
NM speed (normal exit) | 00:27 | Adam Williamson | 2000-04-09 | pn15-027.zip | |
NM speed (secret exit) | 00:25 | JC Dorne | 2009-10-01 | pn15s025.zip | |
UV max | 02:38 | Eugene Kapustin | 2005-08-29 | pl15-238.zip | |
NM100S | 01:07 | Tatsuya Ito (Tatsurd-cacocaco) | 2008-12-22 | ps15-107.zip | |
UV -fast | 02:32 | vdgg | 2012-01-21 | pf15-232.zip | |
UV -respawn | 01:41 | Eugene Kapustin | 2005-08-29 | pr15-141.zip | |
UV Tyson | 17:58 | Aqfaq | 2006-05-14 | pt151758.zip | |
UV pacifist (normal exit) | 00:23 | Aleksey Kamenev (4shockblast) | 2014-07-10 | pp15-023.zip | |
UV pacifist (secret exit) | 00:28 | Adam Williamson | 2000-04-09 | pp15s028.zip |
The data was last verified in its entirety on February 3, 2013.
Statistics
Map data
Things | 301 |
Vertices | 1022* |
Linedefs | 1103 |
Sidedefs | 1599 |
Sectors | 148 |
* The vertex count without the effect of node building is 932.
Things
Monsters | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Spider Masterminds | 0 | 1 | 1 |
Spectres | 0 | 0 | 3 |
Imps | 2 | 2 | 2 |
Barons of Hell | 0 | 1 | 1 |
Troopers | 1 | 1 | 1 |
Cacodemons | 5 | 7 | 7 |
Lost Souls | 2 | 2 | 2 |
Arch-Viles | 0 | 2 | 4 |
Pain Elementals | 2 | 4 | 4 |
Chaingunners | 38 | 41 | 62 |
Revenants | 7 | 11 | 11 |
Mancubi | 6 | 6 | 6 |
Hell Knights | 5 | 6 | 6 |
Powerups | ITYTD and HNTR | HMP | UV and NM |
Backpacks | 1 | 1 | 1 |
Stim packs | 2 | 2 | 2 |
Medikits | 35 | 35 | 35 |
Soul spheres | 2 | 2 | 2 |
Health bonuses | 39 | 39 | 39 |
Armor bonuses | 6 | 6 | 6 |
Green armors | 1 | 1 | 1 |
Blue armors | 1 | 1 | 1 |
Invulnerabilities | 1 | 1 | 1 |
Invisibilities | 1 | 1 | 1 |
Radiation suits | 1 | 1 | 1 |
Megasphere | 2 | 2 | 2 |
Weapons | ITYTD and HNTR | HMP | UV and NM |
Shotguns | 1 | 1 | 1 |
Rocket launchers | 1 | 1 | 1 |
Plasma guns | 1 | 1 | 1 |
BFG 9000s | 1 | 1 | 1 |
Super shotguns | 1 | 1 | 1 |
Ammunition | ITYTD and HNTR | HMP | UV and NM |
Bulk Cells | 6 | 6 | 6 |
Rockets | 8 | 8 | 8 |
Rocket boxes | 11 | 11 | 11 |
Ammo boxes | 6 | 6 | 6 |
Shell boxes | 7 | 7 | 7 |
Keys | ITYTD and HNTR | HMP | UV and NM |
Yellow skulls | 1 | 1 | 1 |