Difference between revisions of "MAP22: The Catacombs (Doom II)"

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===Bugs===
 
===Bugs===
 
The four [[heavy weapon dude]]s immediately behind the red door are blind. They will not see the player character if he opens the door, unless he hurts them or goes past the doorway. This is due to a bug in [[id Software]]'s [[REJECT]] map builder which fails to account for certain door constructs. This error is prevalent in [[Heretic]] maps as well.
 
The four [[heavy weapon dude]]s immediately behind the red door are blind. They will not see the player character if he opens the door, unless he hurts them or goes past the doorway. This is due to a bug in [[id Software]]'s [[REJECT]] map builder which fails to account for certain door constructs. This error is prevalent in [[Heretic]] maps as well.
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All five deathmatch starts ([[Thing]]s 76, 77, 78, 79 and 82) have no flags set for any of the three [[Skill level#Doom skill levels|difficulty classes]], but because of special handling in the engine, they function normally in the level.
  
 
==Speedrunning==
 
==Speedrunning==

Revision as of 04:09, 23 August 2016

Doom II 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

This level occupies the map slot MAP22. For other maps which occupy this slot, see Category:MAP22.

MAP22: The Catacombs is the twenty-second map of Doom II. It was designed by American McGee and uses the music track "The Dave D. Taylor Blues".

Walkthrough

Map of MAP22
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.

Essentials

Right off the bat, secrets #1 and #2 are accessible if you wish to go that route. If not, simply lower the lift in front of you (A) and ride it up to the central area. Kill the chaingun dudes on the "compass" platform (B) and drop into the slime pit, killing any spectres that get in your way. Lower the green lion-faced block in the northwest corner of the pit and ride it up (C). In this next area, flip the switch in the corner and pick up the berserk pack. Continue up the stairs and along the path, killing monsters along the way. When you reach the upside-down-"T"-shaped structure (D), go through the door on the south side, kill the imp, and go through the teleporter.

From here, pick up the blue skull key (E) and run along the walkway back onto the compass platform. Walk along the bridge to the west and pick up the rocket launcher. Drop back into the slime and lower the baron-faced block in the northeast corner (F). Drop down the shaft, kill the demons, and raise the bars using the blue key. Walk through the arched tunnel and drop into the next area. Flip the switch to lower a wall, releasing a baron of Hell. Kill it, and flip the switch to lower the lift to the red key (G). Pick it up (secret #3 is here) and follow the passage back out to the bars. Go around the arched tunnel this time and flip the switch at the end. Be wary of the heavy weapon dudes that are released upon doing this. Quickly make your way back through the now-open bars before they close again. Lower the green pillar in the corner to get back to the central area. Drop into the slime one last time, and lower the gargoyle-faced block in the southeast corner (H). Open the red door, killing more chaingun dudes along the way. Flip the switch behind the last door to exit the level.

Secrets

  1. In the northwest corner of the starting room, there is a slightly recessed dark green wall (I). Open it to reveal a secret room with armor and a box of rockets. On HMP and higher, the room also contains a spectre and a supercharge. (sector 85)
  2. On the southern wall of the starting room, there are five torches. Press the use key on the green torch (J) to lower a floor to your right (K) (sector 125) that leads to a plasma rifle and a teleporter to the main area.
  3. Immediately after picking up the red skull key, open the wall with the carved face of a baron of Hell to your right (L). (sector 14) Behind it is a teleporter (M) to secret #2.

Bugs

The four heavy weapon dudes immediately behind the red door are blind. They will not see the player character if he opens the door, unless he hurts them or goes past the doorway. This is due to a bug in id Software's REJECT map builder which fails to account for certain door constructs. This error is prevalent in Heretic maps as well.

All five deathmatch starts (Things 76, 77, 78, 79 and 82) have no flags set for any of the three difficulty classes, but because of special handling in the engine, they function normally in the level.

Speedrunning

Routes and tricks

Records

The Compet-n records for the map are:

Run Time Player Date File Notes
UV speed 00:37 Vincent Catalaá 2000-01-09 lv22-037.zip
NM speed 00:50 David Ficenec (mr.twister) 2003-01-17 nm22-050.zip
UV max 01:10 Drew DeVore (stx-Vile) 2013-08-09 lv22-110.zip
NM100S 00:50 David Ficenec (mr.twister) 2003-01-17 nm22-050.zip
UV -fast 01:27 Radek Pecka 2003-01-22 fa22-127.zip
UV -respawn 01:27 Radek Pecka 2001-05-21 re22-127.zip
UV Tyson 02:14 Jim Leonard (Xit Vono) 2006-02-06 ty22-214.zip
UV pacifist 01:03 Oyvind Stenhaug 2001-07-30 pa22-103.zip

The data was last verified in its entirety on October 23, 2012.

Statistics

Map data

Things 121
Vertices 590*
Linedefs 657
Sidedefs 940
Sectors 140
* The vertex count without the effect of node building is 537.

Things

This level contains the following numbers of things per skill level:

Monsters ITYTD and HNTR HMP UV and NM
Spectres 2 5 7
Imps 7 15 18
Demons 1 1 3
Barons of Hell 0 0 1
Chaingunners 11 18 25
Revenants 0 1 2
Hell knights 0 1 0
Powerups ITYTD and HNTR HMP UV and NM
Stim packs 2 2 2
Medikits 4 4 4
Soul spheres 0 1 1
Armor bonuses 5 5 5
Green armors 1 1 1
Berserks 1 1 1
Radiation suits 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
Ammunition ITYTD and HNTR HMP UV and NM
Bulk cells 0 1 1
Shells 3 3 3
Rocket boxes 1 1 1
Ammo boxes 1 1 1
Shell boxes 2 2 2
Keys ITYTD and HNTR HMP UV and NM
Red skulls 1 1 1
Blue skulls 1 1 1

External links