Difference between revisions of "MAP30: Last Call (TNT: Evilution)"

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==Statistics==
 
==Statistics==
 
===Map data===
 
===Map data===
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===Things===
 
===Things===

Revision as of 19:37, 5 March 2015

This level occupies the map slot MAP30. For other maps which occupy this slot, see Category:MAP30.
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

MAP30: Last Call is the thirtieth and final map of TNT: Evilution. It was designed by Jimmy Sieben and uses a music track shared with MAP08: Metal and MAP27: Mount Pain.

Strategy

Map of MAP30

Walkthrough

First pick all the ammo up and open the door at the end of the hallway. Enter the outside area by turning right. You will come to a blood pool containing many platforms, three of which are close enough to run onto. Some of these platforms will kill you instantly if you step on them (using a voodoo doll trick). The key to the puzzle lies in the torches. Look at the torches in the hallway from which you arrived into this area and notice their color. The platforms you must go through have colored torches and you must match the same sequence to safely arrive on the other side:

red, green (2X), blue, green, blue, green, blue, green (2X), red, blue, red, blue

Go straight and open the door. Follow the curved hallway until you reach a room with the red key, pressing switches along the way. Open the red skull key door at the south end and take the teleporter in that room.

You will arrive in a room with a lot of ammo and enemies. Follow the hallway to the end, where you will see two teleporters. Both of them lead to the final room, containing the final boss.

Climb to the top of the curved stairs and drop down onto the raised platform and press the switch. This raises another set of stairs leading up to the ledge behind the curved stairs. Travel up to this ledge. This places the player at roughly the height of the "hole" in the bosses head graphic. However, unlike the final bosses of Doom II and Plutonia, one must actually aim just below the "hole" to hit the boss brain. If you stand on the step just before the upper platform you will be able to strike the boss with normal ranged attacks.

Secrets

The final boss area counts as a secret; you can't miss it.

Screenshots

Speedrunning

Routes and tricks

Map of the maze area

Black = lethal lines
Orange = trigger lines
Gray = neutral lines
  • You can use two alternative ways to bypass a considerable part of the torch maze. At the sixth torch, you can run diagonally northwest to another blue torch (arrow A in the adjacent picture). This route is used in all current record runs. The other choice is to straferun from the fifth torch to the red torch in the northwest (arrow B in the picture). When using this route, you must cross the target platform at its eastern side, as the southern one is lethal.
  • When the final boss spawns an arch-vile, you may execute an arch-vile jump to get up to the left side ledge where the exit is located. To do so, you must avoid the lines marked with C in the picture.
  • It is possible to finish the level in UV Tyson due to the nature of the boss brain being exposed. Normal runs may utilize this vulnerability by firing a powerful weapon such as the BFG where rockets are normally fired to kill the boss in a single hit.

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 01:26 Jakub Machata (DooMerMan) 2003-07-26 ev30-126.zip
NM speed 01:31 Adam Hegyi 2000-11-09 tn30-131.zip
UV max 02:51 Yashar Garibzadeh (GeminI) 2001-02-13 ev30-251.zip
NM100S
UV -fast 04:02 Jakub Razák 2003-06-23 ef30-402.zip
UV -respawn 02:53 Casey Alvis 2003-03-29 er30-253.zip
UV Tyson
UV pacifist 02:04 Eugene Kapustin 2003-03-26 ep30-204.zip

The data was last verified in its entirety on May 30, 2013.

Statistics

Map data

Things 339
Vertices 2015*
Linedefs 2038
Sidedefs 976
Sectors 341
* The vertex count without the effect of node building is 1754.

Things

Monsters ITYTD and HNTR HMP UV and NM
Sergeants 4 4 6
Cyberdemons 1 1 1
Spectres 1 1 1
Imps 5 5 5
Demons 5 7 9
Barons of Hell 2 4 4
Cacodemons 3 4 5
Lost Souls 8 10 14
Chaingunners 0 4 8
Revenants 1 6 12
Mancubi 0 2 2
Arachnotrons 3 4 5
Hell Knights 2 2 2
Romero's heads 1 1 1
Monster spawners 1 1 1
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 1 1 1
Medikits 7 7 7
Soul spheres 2 2 2
Blue armors 2 2 2
Invulnerabilities 1 0 0
Weapons ITYTD and HNTR HMP UV and NM
Shotguns 3 3 3
Chainguns 1 1 1
Rocket launchers 2 2 2
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 2 2 2
Rockets 10 10 10
Rocket boxes 23 23 23
Ammo boxes 2 2 2
Shell boxes 7 7 7
Keys ITYTD and HNTR HMP UV and NM
Red skulls 1 1 1

Trivia

  • The boss brain at the end of the level is placed in such a way that allows it to be hit by any weapon. Unlike the final maps of Doom II and Plutonia, the boss brain is not lower than the opening but is at the same level as the opening. Therefore, it is possible to hit the boss brain with any ranged weapon either from the player or monsters.
  • The boss brain and spawn shooter are "disabled" in deathmatch through a hidden barrier in front of them that starts off closed when the map begins. This barrier is raised in single player and co-operative by an unavoidable trigger near the start location on the map. In deathmatch, this area of the map cannot be reached and therefore the trigger cannot be reached. Hence the boss brain will never activate in this game mode due to the barrier blocking it from seeing or hearing a player.
  • When playing in deathmatch mode, a player may respawn in either one of two small rooms which contain a single switch which opens four doors in the windowed hallway. Once open, one may access a teleporter inside another small room slightly down the hall on the right side. Using that teleporter, one may teleport to the ledge containing the exit switch. However, in non-deathmatch modes, you must either use the no clipping cheat or execute an arch-vile jump to reach the ledge.

External links