E1M6 (Return to Phobos)

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Return to Phobos maps
This level occupies the map slot E1M6. For other maps which occupy this slot, see Category:E1M6.

E1M6 is the sixth map of Return to Phobos. It was designed by Michael Kelsey.

Walkthrough[edit]

Map of E1M6
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]

Other points of interest[edit]

Secrets[edit]

  1. The staircase leading up to the red key has a secret door on its south side leading to a room containing a demon (medium and hard skills), two rockets, a clip, two medikits, and a megaarmor. There is also another secret room (also part of the same secret sector) in a symmetrically opposite position on the opposite staircase, containing a demon, two rockets, a clip, a berserk, two medikits, and a green armor. (sector 20)
  2. The niche containing the yellow key contains a switch that opens up a door in the opposite niche leading to a room with a supercharge on a platform. This can be lowered by pressing the switch in the western alcove followed by the switch in the eastern alcove (the supercharge will not lower if the switches are pressed in the opposite order). (sector 89)
  3. South of the start area is a square corridor with a red door in the east (which opens up the door leading to the yellow key). The southern wall of the central structure is a secret door leading to a room containing a megaarmor, two stimpacks, and two boxes of shotgun shells. (sector 100)
  4. The room symmetrically opposite the blue key room has a secret door in the eastern wall, ultimately leading to an area with a supercharge and a rocket launcher on a platform that can be accessed by jumping through the nearby window (this secret can thus be accessed from either side). (sector 72)

Bugs[edit]

When the southern lift to the plasma gun room (sector 96) is triggered, an invisible polygonal region within the upper chamber simultaneously behaves as a lift, separated from the actual lift by an impassable line. This causes a huge HOM if you fall into the "hole" while the lift is lowered, though you are not permanently stuck.

The supercharge next to the yellow key can be picked up without lowering the inner steel platform (e.g., if one has pressed the red switches in the wrong order).

Demo files[edit]

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

Current records[edit]

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

Run Time Player Date File Notes
UV speed
NM speed 4:09.74 Serge Marudov (Never_Again) 2003-05-03 return01_na2.zip
UV max
NM 100S
UV -fast 3:34.57 Revved 2021-09-08 re16f334.zip
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on December 9, 2021.

Deathmatch[edit]

Player spawns[edit]

This level contains six spawn points:

  1. facing south. (thing 467)
  2. facing north. (thing 468)
  3. facing west. (thing 469)
  4. facing east. (thing 470)
  5. facing west. (thing 471)
  6. facing west. (thing 472)

Statistics[edit]

Map data[edit]

Things 473
Vertices 1168*
Linedefs 1313
Sidedefs 1730
Sectors 117
* The vertex count without the effect of node building is 1108.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

External links[edit]