Difference between revisions of "MAP21: Administration Center (TNT: Evilution)"

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(Verify walkthrough and correct grammar/spelling.)
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'''Red key'''
 
'''Red key'''
  
Begin with taking the [[super shotgun]] ahead of you and walking all-around the great scale corridor killing the [[shotgun guy]]s and taking their regular [[shotgun]]s. You may also eliminate [[imp]]s and [[chaingunner]]s within the cages (the are twelve cages in total).
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Begin by taking the [[super shotgun]] directly in front of you. For security you may clear the long corridors of [[imp]]s and [[shotgun guy]]s, also clearing the twelve cages containing [[chaingunner]]s and [[imp]]s.
  
The red key lies in the central room (like all other keys do). To get there, head into a passageway in the middle of the corridor (it makes no sense, at which side you are: north, east, west or south; there are four such passages in total). Proceed straight to the central room; drop down in it. Slime [[damaging floor|hurts]]. Be careful. A pillar in the center containin [[hell knight]]s should lower. Step on it and another pillar in this room should lower containing a [[revenant]] or a chaingunner depending on your skill level. Collect the red [[skull key]] on that pillar. When you have done with enemies and collected all needed items, head into the teleporter pad near where there was the red key.  
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The red key lies within the central room, for future reference all other keys will be in this same room. To enter this room, take one of the center hallways halfway down each corridor, it matters not which one. You will have to drop down to reach the key, however be warned that there is a [[damaging floor]] which makes up the entirety of the room. When you drop down, a column of [[hell knight]] will lower protecting an evil eye. Approaching the evil eye will cause another column containing [[revenant]]s to drop down, these monsters protect the red key.
  
You should spawn in one of the office rooms. Knock off the enemies here. There is nothing else to do. Leave via either door to the hall where you began the level.
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When you take the red key, enter the teleporter pad directly next to it. You will be displaced into an office space. Ambushes are likely when taking this teleport. Exiting the room takes you to the corridors you were within when you entered the level.
  
 
'''Yellow key'''
 
'''Yellow key'''
  
With the red key you can now open one of the office rooms which requires this key. In the corridor, proceed to the northwest. You should notice two groups of red skull bars that mark the doors. Open any door to an office. Climb on the chair and open the lattice. Walk around the bookcase and find a wall with black flag hung. Be careful: the bookcase should lower revealing the chaingunners within. Eliminate them and continue your way by opening the wall with black flag. Drop down. In the south of this room there is a fence. Monsters cannot see you through this fence nor the bullets can pass through it. Press the "wizard" switch nearby to open this fence. Knock off the enemies behind it and press the skull switch there. This will open a wall. Enter this wall. Knock off the other enemies there. In that room, you can notice an imp hidding in a narrow closet. Enter this closet, turn left and open a wall. Proceed straight in the tunnel until you approach a dead end. Open the wall at the dead end.
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In the north-west corner of the starting corridors, there will be an office room which requires the red key to open. Open any of the two doors and enter the threshold. Climb onto the chair on the south end of the room. Open the lattice where bookshelves are seen on the other side. Walk around the bookshelves until you reach a wall with a black flag placed on it. When you walk to the door to open it, the bookshelves will lower revealing multiple [[chaingunner]]s. Walk through the threshold and turn left, drop down into the darkness below. At the south of the room past the large wooden crates, there is a jail cell with impenetrable bars. Neither you nor the monsters can attack each other through the bars. To the left of the bars, is a satyr switch. Pressing this will open the bars of the cell. Defeat the enemies. At the west end of the cell is a skull switch, press it to open a door behind you. There will be a small opening on the east end of the room. Face north and then press use to open a door. This will lead to a trailing hallway containing multiple [[imp]]s. Continue down the hallway until you approach the dead end, pressing the wall too the north will open a door.
  
Collect a [[box of rocket]]s. The stairs will be quickly made, letting you walk back on them (or they could be already made). Walk on them back to the bookcase room which is out now. Open the lattice again to get to the office room again. Leave this room via any door. The yellow key can be collected now in the same room where you collected the first key. Enter any of the aforementioned passageways to the central room. Drop down and kill the unleashed monsters here. Collect the yellow key (the north of the room) and escape via the teleporter that you visited earlier. This will spawn you in one of the office rooms you already have been. Leave it for now.
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A door will quickly open behind you to reveal a [[chaingunner]] and a much needed [[box of rockets]], you may collect them if desired. When you approach the candle, a staircase will rise from the ground allowing you to exit the room. Go up the staircase to the office you were previously inside of and exit. Enter again into the central room where the yellow key is revealed. After collecting the yellow key, take the teleport which you took after obtaining the red key. You may visit the secret behind the black flag in the corner which will lead to a [[rocket launcher]] and the raised barred area around the center room.
  
 
'''Blue key'''
 
'''Blue key'''
  
With the yellow key you are now able to open the last office room. It resides at the northeast of the outer hall (corridor). Go there and open any door. The wall in the middle will lower containing monsters. Knock them off. Continue further by opening the door (requires no key). Turn right and go to the end of the room and collect the [[box of rockets]]. The floor should sink down (you even might not manage to collect the box). Two red caves will be revealed left and right. Enter the one on the left (east). You even can manage to collect the [[chainsaw]] and [[supercharge]] on the rocks. Anyway, drop down and notice a dais against the white rocks' background. Step on it and you will be risen to a library room. Go around the bookcase eliminating everyone on your way. Open the wall with black flag.
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With the yellow key you will be able to open the north east office. When you cross the threshold, multiple enemies will appear in the room. Open the door on the south end of the room. Turn to the right and move to the end of the hall. When you reach the end, the floor will start to lower revealing red caves. If you are fast, you may be able to collect a [[box of rockets]], a [[chainsaw]], and a [[soulsphere]]. You may grab the nearby [[radiation suit]] to prevent damage from the lava. In the east room of that section, there will be a low floor to the south. Stepping onto it will activate a lift which will eventually take you to a room containing book shelves. Activate the black flag which is located within an inlet at the south end of the room.
  
Here, immediatly turn right and drop down to the slime room. The blue key is accessble. Collect it and knock off the monsters. Use the teleporter to get out. When you will be spawned in the office room, leave it.
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Walk through the threshold and turn right and fall down into the center room. The blue key is now revealed which you are able to take. Once you have collected it, take the teleporter that you have previously taken to one of the office rooms.
  
 
'''Accessing the outside area; exit'''
 
'''Accessing the outside area; exit'''
  
Now, go to the southeast of the large hall and enter the last office room which requires blue key. Turn left in that room and approach a wall. The lights will be toned down and this wall will be open. Walk up on the pyramid structure (with evil eye at the top). Another wall will open. Two green torches will accompany this room. A green pillar decoration will be risen up. Touch it and return back to the office room. A skull wall will be opened. Enter it. You will locate yourself in the wooden room with four wooden columns. There is also a fiery switch. Shoot it to reveal the north of the room. You will see a [[baron of hell]] on the top of the metal platform. Approuch this platform and it will sink down revealing a teleporter. Be careful, there are several monsters behind you. Enter the teleporter (it has red lamps at the top and bottom).
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Go to the southeast corner and enter the last remaining office, identified by the blue skull pillars. Approach the west wall. The room will immediately turn pitch black. Walk up the stairs to the evil eye altar. Two green torches will guide your path to a hole in the floor. Inside of the hole there will be a green pillar with a beating heart. Walk to it and touch it. Return back the way you came to reveal that a door to the north has opened in the room. You will find yourself in a room with 4 wooden columns and an oven containing a skull. Shoot the oven. It will turn blue and reveal a room behind it containing a [[baron of hell]] on the top of a metal platform. When you approach the platform it will lower to reveal a teleporter.
  
Finally, you are in the structure of the outside area. Turn around and you will see a wooden door which looks inaccessible due to the slime pool. First, kill the imps in this pool. Drop down into it. Quickly, turn around and you will see a switch. Press it to drain the pool up. The door is now accessible. Enter it and you will be in the outside area itself. Proceed to the extreme north where there is blood river. Walk down the river towards east. You will encounter an [[arachnotron]]. Knock it off and collect a soulsphere.
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You find yourself in a vast outside area. Turn around and you will see a wood and metal door past a pit of slime. Kill the [[imp]]s in the pool, then jump into it. On the ledge you will see a switch, press it and the pool will raise permitting access to the door. This will take you outside. Travel outside around the center structure to the north until you reach a river of blood. Travel down the river to the east. You will encounter an [[arachnotron]]. There will also be a [[soulsphere]] ahead also, which reveals an [[arch-vile]].
  
Now, go back on the river. You will notice a square pyramid and the exit signs on the cube. Aproach it and press use on it and you will end this level.
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Return back west where you entered the river from. Far in the distance you will discover a pyramid has appeared, decorated with exit signs. Walk to the structure and press on it, this will end the level.
  
 
===Secrets===
 
===Secrets===

Revision as of 18:04, 3 October 2015

This level occupies the map slot MAP21. For other maps which occupy this slot, see Category:MAP21.
TNT: Evilution maps 21-30

01 02 03 04 05 06 07 08 09 10 11
12 13 14 15 16 17 18 19 20
(21 - 30)
Secret maps: 31 32

MAP21: Administration Center is the twenty-first map of TNT: Evilution. It was designed by Drake O'Brien, and uses the music track "Into Sandy's City" from Doom II.

Strategy

Map of MAP21

Walkthrough

Letters in italics refer to marked spots on the map. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally.

Red key

Begin by taking the super shotgun directly in front of you. For security you may clear the long corridors of imps and shotgun guys, also clearing the twelve cages containing chaingunners and imps.

The red key lies within the central room, for future reference all other keys will be in this same room. To enter this room, take one of the center hallways halfway down each corridor, it matters not which one. You will have to drop down to reach the key, however be warned that there is a damaging floor which makes up the entirety of the room. When you drop down, a column of hell knight will lower protecting an evil eye. Approaching the evil eye will cause another column containing revenants to drop down, these monsters protect the red key.

When you take the red key, enter the teleporter pad directly next to it. You will be displaced into an office space. Ambushes are likely when taking this teleport. Exiting the room takes you to the corridors you were within when you entered the level.

Yellow key

In the north-west corner of the starting corridors, there will be an office room which requires the red key to open. Open any of the two doors and enter the threshold. Climb onto the chair on the south end of the room. Open the lattice where bookshelves are seen on the other side. Walk around the bookshelves until you reach a wall with a black flag placed on it. When you walk to the door to open it, the bookshelves will lower revealing multiple chaingunners. Walk through the threshold and turn left, drop down into the darkness below. At the south of the room past the large wooden crates, there is a jail cell with impenetrable bars. Neither you nor the monsters can attack each other through the bars. To the left of the bars, is a satyr switch. Pressing this will open the bars of the cell. Defeat the enemies. At the west end of the cell is a skull switch, press it to open a door behind you. There will be a small opening on the east end of the room. Face north and then press use to open a door. This will lead to a trailing hallway containing multiple imps. Continue down the hallway until you approach the dead end, pressing the wall too the north will open a door.

A door will quickly open behind you to reveal a chaingunner and a much needed box of rockets, you may collect them if desired. When you approach the candle, a staircase will rise from the ground allowing you to exit the room. Go up the staircase to the office you were previously inside of and exit. Enter again into the central room where the yellow key is revealed. After collecting the yellow key, take the teleport which you took after obtaining the red key. You may visit the secret behind the black flag in the corner which will lead to a rocket launcher and the raised barred area around the center room.

Blue key

With the yellow key you will be able to open the north east office. When you cross the threshold, multiple enemies will appear in the room. Open the door on the south end of the room. Turn to the right and move to the end of the hall. When you reach the end, the floor will start to lower revealing red caves. If you are fast, you may be able to collect a box of rockets, a chainsaw, and a soulsphere. You may grab the nearby radiation suit to prevent damage from the lava. In the east room of that section, there will be a low floor to the south. Stepping onto it will activate a lift which will eventually take you to a room containing book shelves. Activate the black flag which is located within an inlet at the south end of the room.

Walk through the threshold and turn right and fall down into the center room. The blue key is now revealed which you are able to take. Once you have collected it, take the teleporter that you have previously taken to one of the office rooms.

Accessing the outside area; exit

Go to the southeast corner and enter the last remaining office, identified by the blue skull pillars. Approach the west wall. The room will immediately turn pitch black. Walk up the stairs to the evil eye altar. Two green torches will guide your path to a hole in the floor. Inside of the hole there will be a green pillar with a beating heart. Walk to it and touch it. Return back the way you came to reveal that a door to the north has opened in the room. You will find yourself in a room with 4 wooden columns and an oven containing a skull. Shoot the oven. It will turn blue and reveal a room behind it containing a baron of hell on the top of a metal platform. When you approach the platform it will lower to reveal a teleporter.

You find yourself in a vast outside area. Turn around and you will see a wood and metal door past a pit of slime. Kill the imps in the pool, then jump into it. On the ledge you will see a switch, press it and the pool will raise permitting access to the door. This will take you outside. Travel outside around the center structure to the north until you reach a river of blood. Travel down the river to the east. You will encounter an arachnotron. There will also be a soulsphere ahead also, which reveals an arch-vile.

Return back west where you entered the river from. Far in the distance you will discover a pyramid has appeared, decorated with exit signs. Walk to the structure and press on it, this will end the level.

Secrets

Official

  1. In the office building, when you enter the balcony around the center slime pit, turn right, look at the south wall and open a section marked by a standing health bonus. Inside a lava room you can find a soul sphere or medikits.
  2. In the office building, when you get the yellow skull key on the northern lowered pillar in the slime pit, a new room becomes accessible in the western corridor. Find there a new corner marked by a picture on the wall and open it to get access to a room with a teleporter. The teleporter takes you to an L-shaped room with a ledge on western and southern sides. To get to the ledge sprint-jump from a top of the pyramid. Go through a fake wall on the eastern end of the ledge to get a BFG9000. Opposite corner of the ledge also contains some goodies behind fake wall.
  3. There is a green fort in the middle of the outside area. Before going out from the building, open a wall on the right from the door to find a blue armor.
  4. The outside area is surrounded by the dark wall, of which one section is marked by blue torches. Lower this section, get an invulnerability sphere and you will find yourself on top of the nearby rock.

Non-official

  1. In the office building, next to the room with the teleporter from Secret #2, there is a room with a square window seen from the eastern corridor. Inside you can find a megasphere. If you get the megasphere, you will be teleported to a room in the northern part of the office building, where you can find an invulnerability sphere (On Hurt Me Plenty or lower skill).
  2. Also in the office building, in the wooden room past the blue key door, there is a teleporter that takes you to the final outdoor area. Open the corner of wall to the right of this teleporter to get a box of rockets.

Notes

The intermission screen describes Doomguy entering somewhere that looks "pretty damned familiar", probably meant to imply that this is the first level of TNT: Evilution to take place in Hell.

Screenshots

Speedrunning

Routes and tricks

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 02:20 Chris Felix (DevastatioN) 2003-01-22 ev21-220.zip
NM speed 07:33 Jim Leonard (Xit Vono) 2002-08-23 tn21-733.zip
UV max 11:56 Serge Marudov (Never_Again) 2008-02-09 ev211156.zip
NM100S 09:28 Jim Leonard (Xit Vono) 2002-08-24 es21-928.zip
UV -fast 16:38 Serge Marudov (Never_Again) 2008-01-18 ef211638.zip
UV -respawn 14:01 Serge Marudov (Never_Again) 2008-02-07 er211401.zip
UV Tyson 51:37 Jim Leonard (Xit Vono) 2002-11-01 et215137.zip
UV pacifist 03:04 Drew DeVore (stx-Vile) 2003-05-10 ep21-304.zip

The data was last verified in its entirety on May 28, 2013.

Statistics

Map data

Things 587
Vertices 2505*
Linedefs 2397
Sidedefs 916
Sectors 342
* The vertex count without the effect of node building is 2009.

Things

Monsters ITYTD and HNTR HMP UV and NM
Sergeants 12 22 30
Cyberdemons 0 1 1
Spectres 5 9 13
Imps 116 146 157
Barons of Hell 1 1 2
Troopers 1 1 1
Cacodemons 1 2 2
Lost Souls 2 4 4
Arch-Viles 1 1 1
Pain Elementals 1 1 1
Chaingunners 15 22 28
Revenants 1 9 12
Mancubi 2 4 5
Arachnotrons 2 3 3
Hell Knights 3 12 18
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 1 1 1
Stim packs 7 7 9
Medikits 12 14 12
Soul spheres 3 1 1
Health bonuses 1 1 1
Armor bonuses 10 10 10
Green armors 1 1 1
Blue armors 2 2 2
Invulnerabilities 2 2 1
Berserks 2 2 2
Invisibilities 1 1 1
Radiation suits 1 1 1
Automaps 1 1 1
Megasphere 1 1 1
Weapons ITYTD and HNTR HMP UV and NM
Rocket launchers 1 1 1
Plasma guns 1 1 1
Chainsaws 1 1 1
BFG 9000s 1 1 1
Super shotguns 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Bulk Cells 3 3 3
Shells 3 3 3
Rockets 10 10 10
Rocket boxes 13 14 14
Energy cells 2 1 1
Ammo boxes 8 8 9
Shell boxes 28 29 29
Keys ITYTD and HNTR HMP UV and NM
Red skulls 1 1 1
Yellow skulls 1 1 1
Blue skulls 1 1 1

External links