MAP15: Industrial Zone (Doom 2 In Name Only)

MAP15: Industrial Zone is the fifteenth map of Doom 2 In Name Only. It was designed by Matt Powell (cannonball) and uses the music track "". The par time defined in MAPINFO is 8:00.

Official

 * 1) Run from your starting point south to the big UAC logo, then open it. Inside is an armor bonus, a health bonus, and a backpack. The switch inside lowers one of four barricades to the red key. (sector 72)
 * 2) One step in the building north of the starting building looks different than the rest. Cross this step, then quickly run to the west towards the lowering column to get a megasphere. (sector 288)
 * 3) Flip the switch in the southeasternmost building, then run up the set of steps on the right side. Quickly turn around and shoot the switch on the wall to open a door nearby. You can now collect the plasma gun in this building. Note that shooting the switch will also release one of the barricades to the red key as well. (sector 460)
 * 4) Enter the room with the spider mastermind and jump into the nukage. The northwestern square column has the electricity symbol on its south side. Press on this side to lower armor bonuses and a computer area map. There are two switches at the top of the column if you ride it up. The northern switch will release one of the four barricades leading to the red key. (sector 531)
 * 5) In the room east of the yellow key, go to the flesh column closest to the west wall, then look for an electricity symbol on the south wall. Press on it to lower the wall and get a box of rockets and 11 health bonuses. (sector 702)
 * 6) In Secret #5, there will be another wall with the electricity symbol on it. Lower it to reveal a corridor with several health bonuses. There is another electricity symbol to find here, use it to lower the wall at the end of the corridor and obtain the BFG9000. (sector 836)
 * 7) In the westernmost building, go onto the blue-floored section and follow the columns until you see a candle (this candle will not be present on Hey, Not Too Rough or lower). Where the candle is, lower the wall to find a switch. There will also be an energy cell pack here as well, but it will also not be present on Hey, Not Too Rough or lower. (sector 828)
 * 8) The switch in Secret #7 opens up a door just after the yellow door and next to the barricade, but not for long. Quickly head back to this door and flip the switch inside to lower the barricade. This secret has two boxes of rockets, two medikits, and an invulnerability, plus a teleporter to the northern end of the street. (sector 1009)
 * 9) In the northeasternmost blood room, go towards the switch on the east side and press on the metal panel with the electricity symbol on it. You will find two energy cell packs. (sector 490)
 * 10) Four barricades bar access to the red key. Three of these barricades can be opened in Secrets #1, #3, and #4. The last barricade can be opened by going west from where the barricades are and spotting a hidden button somewhere in the southwest. After opening the barricades, collect the red key, partial invisibility, soul sphere, and energy cell packs. Also take note of the switches, as well as the numbers on the floor corresponding to three of the switches, if you want to take the secret exit. (sector 615)
 * 11) Open the red door and take the stairs on the right. Find the wooden wall with blood on it and lower it to find a megasphere and an energy cell pack. (sector 645)
 * 12) Make your way all the way to the eastern part of the building that requiring the red key, and you will end up in the switch puzzle that leads to the secret exit. If you memorized the pattern from Secret #10, you can press three switches to leave. For reference, press the switch to the left of the door, then the middle switch on the south wall, then the leftmost switch on the north wall. (sector 994)

Non-official
Next to the barricade leading north of the main streets of the map is a large metal pillar with torches, a soul sphere, and a teleporter. The nearest building to this pillar has an arch-vile on it. If you let the arch-vile live and perform a well-timed arch-vile jump, you can reach the pillar. The teleporter here takes you behind the barricade, which can save some time.

Current records
The records for the map at the Doomed Speed Demos Archive are:

Player spawns
This level contains ten spawn points:
 * 1) facing north. (thing 502)
 * 2) facing south. (thing 506)
 * 3) facing south-west. (thing 795)
 * 4) facing south. (thing 808)
 * 5) facing north. (thing 866)
 * 6) facing north. (thing 867)
 * 7) facing north. (thing 868)
 * 8) facing north. (thing 871)
 * 9) facing north. (thing 872)
 * 10) facing north. (thing 878)

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