MAP18: The Courtyard (Doom II)

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Doom II maps 12-20

01 02 03 04 05 06 07 08 09 10 11
(12 - 20)
21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32

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This level has a
console version.

This level occupies the map slot MAP18. For other maps which occupy this slot, see Category:MAP18.

MAP18: The Courtyard is the eighteenth map of Doom II. It was designed by Sandy Petersen and uses the music track "Waiting For Romero To Play". The par time is 2:30.

Walkthrough[edit]

Map of The Courtyard
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[edit]

To get out of the first room, you must shoot the door; you can also use your fists or the chainsaw to open it. Behind the door is a zombieman and some imps. Shoot them, collect the shotgun and all the shells, and proceed through the archway into the courtyard. When you get into the courtyard, RUN all the way straight to the staircase across from you (don't climb it). Facing the staircase, go through the opening to the left of it. Over here, collect the yellow skull key. Now go back and up the stairs (before the demons trap you), and up here, go all the way right, then left, and left again to the yellow key door. Open it.

In here, take the teleporter before the cacodemons come and get you. When you teleport into this room, kill the cacodemons in front of you. Now drop down to the floor below you. Down here are lots of health bonuses. The blue skull key is scattered down here too. Pick it up. Also down here are a few pillars. One of them has a switch. Press it, and to the north of you a staircase has risen to a teleporter. Take it.

You'll be teleported in the yellow door room. Now go right, down into the floor below you, and RUN all the way straight to the opening across from you, before you get caught in a huge enemy mess. Back in this same room, go right, through the opening, and back into the starting room. In here, open the exit door (locked with the blue key) and step in the water to finish the level.

Other points of interest[edit]

There is a nukage river near the beginning of this map, which has several pillars marked "Poison" in it. Be careful around it because if you fall into the nukage, you can't get back out.

Secrets[edit]

  1. In the northwest corner of the courtyard is a triangular area of grass between a couple buildings (for easier identification, the area where you grab the yellow key). Step into the northern corner of the triangle (the "non-illuminated" portion of it) to be teleported an otherwise unreachable ledge in the maze area. (sector 76)
  2. Inside the maze area are two blue-walled skull switches. The one in the southeast corner of the maze has a secret alcove containing a chaingun behind it. (sector 74)
  3. After passing through the northeast trail of armor/health bonuses radiating from the central pillar in the courtyard, a door opens on the west side of the yard. Behind it is a spiraling hallway leading to a BFG9000. (sector 17)
  4. After passing through the northwest trail of armor/health bonuses radiating from the central pillar in the courtyard, an alcove opens in the northeast corner of the yard. Close to this alcove is a "+"-shaped structure. Press the switch on the back side of this structure to lower a teleporter back in the alcove you just opened. Go through to be taken to a new secret area. (sector 36)

Bugs[edit]

Sector 15 is a hidden aperture, with ceiling and floor heights set to 144 (the floor later drops to 16). Bordering it on the sides are two linedefs (451 and 459) that are set as two sided. The front sidedefs of both linedefs are part of sector 15, but the back sidedefs are each defining unique sectors (16 and 38) which are set to floor heights of 0 and ceiling heights of 192. As these sectors only have one sidedef each and no associated middle texture, they open to the outside map. One provides a view of an adjacent room, while the other provides a Hall of mirrors shimmering effect.

Older versions[edit]

This map used to have unclosed sectors inside the building housing two invisibilities.

Design oddities[edit]

In the outside area near the shotgun, the outer walls are so low and close to the play area that you can see the sky wrap. The top of the sky is displayed below the buildings.

The sky problem area also contains a spot where the ground has a triangular sector, which means that the wall is extremely thin at one end.

The pit near the start area has different textures for the lower texture. Some of them have a green nukage border at the bottom, others do not.

The door at the beginning of the level is triggered by shooting/punching/chainsawing it, but the "trigger" for the door remains active even after it is opened. The door in question uses the "GR Door Open Stay" linedef type, and Doom II does not include a non-repeatable version of this trigger. Therefore, if you stay inside the room and shoot at the imps outside, every gunshot towards (and through) the door sets off the "switch flipped" sound effect.

Areas / screenshots[edit]

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Speedrunning[edit]

Routes and tricks[edit]

The invulnerability inside the central pillar can be bumped from the eastern side.

Current Compet-n records[edit]

The Compet-n records for the map are:

Run Time Player Date File Notes
UV speed 00:21 Juho Ruohonen (ocelot) 2004-01-06 lv18-021.zip
NM speed 00:23 Vincent Catalaá (Peroxyd) 2000-03-13 nm18-023.zip
UV max 02:56 Tatsuya Ito (Tatsurd-cacocaco) 2013-09-16 lv18-256.zip
NM100S 01:35 Tatsuya Ito (Tatsurd-cacocaco) 2013-09-19 ns18-135.zip
UV -fast 03:27 Radek Pecka 2000-10-08 fa18-327.zip
UV -respawn 02:37 Radek Pecka 2002-03-17 re18-237.zip
UV Tyson 05:37 Jim Leonard (Xit Vono) 2006-02-03 ty18-537.zip
UV pacifist 00:21 Juho Ruohonen (ocelot) 2004-01-06 lv18-021.zip

The data was last verified in its entirety on July 5, 2020.

Current DSDA records[edit]

The records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
UV speed 0:09.97 Zero-Master 2022-10-11 lv18-997.zip
NM speed 0:21.91 Aleksey Kamenev (4shockblast) 2023-06-19 lv18n2191.zip
UV max 2:43.23 Looper 2020-10-18 lv18-243.zip
NM 100S 1:35.51 Tatsuya Ito (Tatsurd-cacocaco) 2013-09-18 ns18-135.zip
UV -fast 3:02.51 Andrea Rovenski (Cyberdemon531) 2022-11-19 lv18f302.zip
UV -respawn 2:34.66 Andrea Rovenski (Cyberdemon531) 2023-01-23 lv18r234.zip
UV Tyson 4:52.11 j4rio 2017-10-07 lv18t452.zip
UV pacifist 0:21.89 Juho Ruohonen (ocelot) 2004-01-06 lv18-021.zip
NoMo 0:20.83 Looper 2012-01-12 lv18o020.zip
Stroller 0:42.80 ChaingunChaCha 2024-02-22 lv18str042_80.zip
Collector 1:01.60 hokis 2010-01-09 lv18col101.zip

The data was last verified in its entirety on March 8, 2024.

Deathmatch[edit]

Player spawns[edit]

This level contains five spawn points:

  1. facing east. (thing 4)
  2. facing west. (thing 468)
  3. facing east. (thing 469)
  4. facing north-west. (thing 470)
  5. facing south. (thing 471)

Statistics[edit]

Map data[edit]

Things 498
Vertices 806*
Linedefs 774
Sidedefs 986
Sectors 108
* The vertex count without the effect of node building is 671.

Things[edit]

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

Trivia[edit]

  • The main theme for this level's background music is reminiscent to the verse riff of Pantera's "This Love".
  • The official French name of this level is La Cour.

External links[edit]