MAP27: Monster Condo (Doom II)
From DoomWiki.org
This level occupies the map slot MAP27. For other maps which occupy this slot, see Category:MAP27.
Doom II maps 21-30 |
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01
02
03
04
05
06
07
08
09
10
11 |
MAP27: Monster Condo is the twenty-seventh map of Doom II. It was designed by Sandy Petersen and uses the music track "Waiting For Romero To Play".
Contents
Strategy
Walkthrough
Secrets
- The first secret can only be accessed for the first 30 seconds of the level, so time is of the essence. First, make your way around the right side of the slime pit ahead of you at the start. Cross the tiny walkway alongside the wall to get to the other side (or jump down from the walkway leading up to the rocket launcher in the center of the pit). At the far left of the wall in front of you is a door; go through and turn left. The brightly lit corner of this large room is the timed secret.
- After picking up the yellow skull key in the library, wait until the bookcase you entered from lowers. press the switch on the south side of the bookcase to open a secret alcove behind you. The switch inside is the only way to re-open the bookcase, letting you out.
- Just north of the library is a corridor leading east. Step into the circle of light at the end of this corridor to open the wall in front of you, unleashing some Arachnotrons. The area inside counts as a secret.
- North of the corridor from secret #3 is another just like it. Step into the circle of light around the glowing skull decoration to lower the wall between them. In the second corridor, step into the light surrounding the glowing eye decoration to open another monster closet that counts as a secret area. Inside are a blur sphere and light amps.
- Return to the second large area (where secret #1 was) and go through the door to the right. Inside the next room are two blue skull switches. Press the one on the right to lower the floor in the opposite corner, revealing a secret tunnel leading to a teleporter.
- The teleporter pad in secret #5 counts as a separate secret (Note: due to an editing error, the secret area will not be triggered unless one walks on the teleport pad using no clipping. Otherwise, you'll go through the teleporter without causing the secret to register)
- After picking up the blue skull key, a wall opens up, revealing several Mancubi. The alcove they were hiding in — which contains a berserk pack, a soul sphere and a computer map — counts as secret.
- Step into the raised square in the center of the room containing the blue skull key to be teleported to a room identical to it. The alcove analogous to secret #7, which contains the same items, is also secret.
Speedrunning
Routes and tricks
Records
The Compet-N records for the map are:
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
UV speed | 00:11 | Marijo "Sedlo" Sedlic | 2002-10-27 | lv27-011.zip | |
NM speed | 00:18 | Thomas "Panter" Pilger | 1998-07-09 | nm27-018.zip | |
UV max | 04:11 | Radek Pecka | 2002-03-18 | lv27-411.zip | |
NM100S | 01:33 | Henning Skogsto | 1999-09-15 | ns27-133.zip | |
UV -fast | 04:15 | Radek Pecka | 2003-06-13 | fa27-415.zip | |
UV -respawn | 02:52 | Radek Pecka | 2002-03-03 | re27-252.zip | |
UV Tyson | 16:30 | Xit Vono | 2002-01-24 | ty271630.zip | |
UV pacifist | 00:11 | Marijo "Sedlo" Sedlic | 2002-10-27 | lv27-011.zip |
Statistics
Map data
Things | 490 |
Vertices | 864 |
Linedefs | 946 |
Sidedefs | 1407 |
Sectors | 187 |
Things
Monsters | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Sergeants | 3 | 12 | 22 |
Spectres | 4 | 7 | 9 |
Imps | 9 | 14 | 21 |
Demons | 2 | 15 | 16 |
Barons of Hell | 0 | 1 | 1 |
Troopers | 15 | 18 | 18 |
Lost Souls | 0 | 3 | 7 |
Arch-Viles | 0 | 2 | 2 |
Chaingunners | 4 | 7 | 11 |
Revenants | 5 | 13 | 21 |
Mancubuses | 4 | 8 | 13 |
Arachnotrons | 1 | 3 | 4 |
Hell Knights | 5 | 13 | 21 |
Powerups | ITYTD and HNTR | HMP | UV and NM |
Backpacks | 4 | 4 | 4 |
Stim packs | 13 | 14 | 14 |
Medikits | 6 | 8 | 8 |
Soul spheres | 5 | 5 | 5 |
Health bonuses | 53 | 53 | 53 |
Armor bonuses | 17 | 23 | 23 |
Green armors | 2 | 2 | 2 |
Invulnerabilities | 3 | 3 | 3 |
Berserks | 2 | 2 | 2 |
Invisibilities | 3 | 3 | 3 |
Automaps | 2 | 2 | 2 |
Light goggles | 2 | 2 | 2 |
Weapons | ITYTD and HNTR | HMP | UV and NM |
Chainguns | 1 | 1 | 1 |
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 | 1 | 1 | 1 |
Ammo clips | 12 | 12 | 12 |
Shells | 14 | 14 | 14 |
Rockets | 18 | 19 | 19 |
Rocket boxes | 7 | 7 | 7 |
Energy cells | 17 | 17 | 17 |
Ammo boxes | 10 | 11 | 11 |
Shell boxes | 6 | 7 | 7 |
Keys | ITYTD and HNTR | HMP | UV and NM |
Red skulls | 1 | 1 | 1 |
Yellow skulls | 1 | 1 | 1 |
Blue skulls | 1 | 1 | 1 |