Difference between revisions of "MAP31: The Express Elevator to Hell (Master Levels)"

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===Secrets===
 
===Secrets===
  
# '''(sector 155)'''
+
# After you have visited the second floor the platforms on the third floor will start moving up and down. In the third floor walk through to the north balcony containing nine [[health]] potions. There is a dark corner in the end of the balcony that moves up and down. When you are at the bottom open a secret wall near the [[box of shells]] '''(sector 155)'''. You can grab a couple of [[shotgun shelll]]s and a [[soulsphere]] inside.
# '''(sector 252)'''
+
# In the room of the sixth floor open the wall marked by metallic bars in the east '''(sector 252)'''. Grab three health bottles, a [[medikit]], a [[plasma riffle]] and one [[shotgun shell]]. Also, open the wall with lamp in the bottom to get to the second room where there are a medikit, three health potions and a shotgun shell.
# '''(sector 270)'''
+
# The floor under the blue door in the secret exit before the blood pool is counted as secret '''(sector 270)'''. See secret exit section.
# '''(sector 286)'''
+
# When two alcoves are opened when you try to open the normal exit door. Go to the right (northern) alcove. In the end lower the floor containing [[invulnerability sphere]] '''(sector 286)'''.
  
 
===Bugs===
 
===Bugs===
 +
In the room of fourth floor the three [[rocket]]s are placed a bit carelessly that in result the third one (thing 150) is placed outside the map.
  
 
===Demo files===
 
===Demo files===

Revision as of 09:07, 6 May 2015

This level occupies the map slot MAP31. For other maps which occupy this slot, see Category:MAP31.
Master Levels maps

The Express Elevator to Hell is a map that is part of the Master Levels for Doom II. It was designed by Sverre Andre Kvernmo (Cranium), and is contained in the file TEETH.WAD, along with the secret level, Bad Dream.

Walkthrough

Map of The Express Elevator to Hell for the Master Levels for Doom II.
Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Essentials

You start on the rounded lift that is immediately lowered as a monster standing before you crosses the line to activate the lift. There are eight floors in total. Entrances of each floor are indicated by a number on the floor and ceiling. There are also three optional keys in the level that are necessary just to get to the secret level.

Normal exit

The 1-st floor

The bars will automatically close as you try to enter the floor. Give 30 seconds while they are closed and return. Walk around to get to the room where you can only peer through windows. Flip the switch, deal with knight/baron, flip the switch to unlock the bars leading to the second floor.

The 2-nd floor

In the second floor enter the dark room. Enter the red teleport pad. You will be teleported to the structure of the fifth floor. Find and press the button there to unlock bars in the third floor.

The 3-rd floor

Open the door. In a room press the first button below to activate the lift in the middle. From the lift drop down on the stand to press the second button above that unlocks the fourth floor.

The 4-th floor

You could enter the door first and in this alcove (note that you can also visit this place without needing to unlock the bars) stand on the button indicated by two arrows to ease your task by killing one of three mancubis with crusher, however this can make it difficult to grab the medikit located right under that crusher. Walk across the opened bars. Open the door. In the balcony where one mancubus is/was open another door. Enter the dark room. Killing several mancubi press the button in the end to unlock bars in the fifth floor.

The 5-th floor

In the fifth floor open the door before you. In that room you can see a button in the alcove located in the north-eastern corner. Lower two actual platforms before. In the top press the button to unlock the bars in the sixth floor.

The 6-th floor

Just press the button in the next room of this floor to unlock the bars in the seventh floor. Note and beware zombies in the cages and revenants that are revealed in all floors of the level.

The 7-th floor

Open the door behind you. Lower a lofty lift. In the top walk up the stairs. Get to the other side where a skull lever is placed that unlocks the last bars in the eighth floor.

The 8-th floor

Walking past two lamps, open the door. Walk upstairs and try to open the "fake" exit door. Two either walls open. Enter the western one. Flip the switch to lower a platform in right of you. When you rise flip another switch to open that, in fact, real exit door. Come back towards the opened door. Enter the blinking gates to beat this level.

Secret exit

  1. Go to the second floor, enter the dark room. Open the secret wall in the south part of room. You will be teleported to the fifth floor. In that much darker room grab the well noticeable red keycard.
  2. Being in that room notice the segment placed on the eastern part of the central structure. It differs from other walls and requires the red key. Open it and flip the switch behind. Now the blue key is accessible in the fourth floor.
  3. Activate two lifts in the north-eastern part of room (that lead to the button). Two lifts in the north-western side are lowered along with that ones (and can only be activated from north-eastern side). When you rise open the wall, then find and take the yellow key.
  4. Come back to the fourth floor and enter the southern alcove in the next room (it can be closed depending of whether you have entered the balcony with mancubus or not). Grab the blue keycard.
  5. Rise to the last (the eighth) floor. Use the arch-vile to cast the fire on you to be brought to the niche with yellow door you can see (it is recommened that you are invincible; you have took invulnerability sphere). When you are in that niche open the yellow, then the red and finally the blue one. Enter the blood pool to get to the Bad Dream contained in the same WAD.


Other points of interest

Secrets

  1. After you have visited the second floor the platforms on the third floor will start moving up and down. In the third floor walk through to the north balcony containing nine health potions. There is a dark corner in the end of the balcony that moves up and down. When you are at the bottom open a secret wall near the box of shells (sector 155). You can grab a couple of shotgun shellls and a soulsphere inside.
  2. In the room of the sixth floor open the wall marked by metallic bars in the east (sector 252). Grab three health bottles, a medikit, a plasma riffle and one shotgun shell. Also, open the wall with lamp in the bottom to get to the second room where there are a medikit, three health potions and a shotgun shell.
  3. The floor under the blue door in the secret exit before the blood pool is counted as secret (sector 270). See secret exit section.
  4. When two alcoves are opened when you try to open the normal exit door. Go to the right (northern) alcove. In the end lower the floor containing invulnerability sphere (sector 286).

Bugs

In the room of fourth floor the three rockets are placed a bit carelessly that in result the third one (thing 150) is placed outside the map.

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Current records

The records for the original map on the Doomed Speed Demos Archive are:

Run Time Player Date File Notes
UV max 09:34 Ledmeister 2000-09-26 te31_934.zip

Deathmatch

Statistics

Map data

Things 417
Vertexes 1127
Linedefs 1385
Sidedefs 2110
Sectors 290

Things

Monsters ITYTD and HNTR HMP UV and NM
Arachnotrons
Arch-viles
Barons of hell
Cacodemons
Commander Keens
Cyberdemons
Demons
Final boss
Heavy weapon dudes
Hell knights
Imps
Lost souls
Mancubi
Pain elementals
Revenants
Shotgun guys
Spectres
Spiderdemons
Wolfenstein SS
Zombiemen
Powerups ITYTD and HNTR HMP UV and NM
Armor bonuses
Backpacks
Berserk packs
Blue armors
Computer maps
Green armors
Health bonuses
Invisibilities
Invulnerabilities
Light goggles
Medikits
Megaspheres
Radiation suits
Soul Spheres
Stimpacks
Weapons ITYTD and HNTR HMP UV and NM
Chainsaws
Shotguns
Super shotguns
Chainguns
Rocket launchers
Plasma rifles
BFG 9000s
Ammunition ITYTD and HNTR HMP UV and NM
Ammo clips
Bullet boxes
Shells
Shell boxes
Rockets
Rocket boxes
Cells
Bulk cells
Keys ITYTD and HNTR HMP UV and NM
Blue cards 1 1 1
Blue skulls 0 0 0
Red cards 1 1 1
Red skulls 0 0 0
Yellow cards 1 1 1
Yellow skulls 0 0 0

Technical information

Inspiration and development

Trivia

See also

Sources

External links