Difference between revisions of "E2M6: Halls of the Damned (Doom)"

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(Additonal map oversight added)
(Bug section: Illogical design of the entrance door.)
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* In one of the hidden alcoves, two extra [[demon]]s appear in [[skill level|ultra-violence]] on top of two other demons, rendering them immobile.
 
* In one of the hidden alcoves, two extra [[demon]]s appear in [[skill level|ultra-violence]] on top of two other demons, rendering them immobile.
 
* The crossable linedef 302, located in the wood maze to the left of the backpack, has line type 2 "W1 Open Door" on it. However because the line also features a non-zero, but unused tag (11), crossing it has no ill effects on the level.
 
* The crossable linedef 302, located in the wood maze to the left of the backpack, has line type 2 "W1 Open Door" on it. However because the line also features a non-zero, but unused tag (11), crossing it has no ill effects on the level.
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* Like many of the preceding areas, this level is also equipped with an entrance door (DOOR3). However, there's a solid wall right behind it. While this isn't a proper bug, it's rather an oddity in level design.
  
 
==Speedrunning==
 
==Speedrunning==
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* [http://www.doom2.net/~compet-n/database/cn.cgi?map:udoom:26 E2M6 demos from the Compet-n database]
 
* [http://www.doom2.net/~compet-n/database/cn.cgi?map:udoom:26 E2M6 demos from the Compet-n database]
 
* [http://ian-albert.com/misc/doommaps.php Top-down perspective view of all Doom levels] by Ian Albert
 
* [http://ian-albert.com/misc/doommaps.php Top-down perspective view of all Doom levels] by Ian Albert
 
 
[[Category:Levels by name|Halls of the Damned (Doom)]]
 
[[Category:Levels by name|Halls of the Damned (Doom)]]
 
[[Category:Sandy Petersen levels]]
 
[[Category:Sandy Petersen levels]]

Revision as of 13:37, 19 October 2009

Ultimate Doom maps
Knee-Deep in the Dead

M1 M2 M3 M4 M5 M6 M7 M8 M9

Inferno

M1 M2 M3 M4 M5 M6 M7 M8 M9

Thy Flesh Consumed

M1 M2 M3 M4 M5 M6 M7 M8 M9

This level occupies the map slot E2M6. For other maps which occupy this slot, see Category:E2M6.

E2M6: Halls of the Damned is the sixth map of The Shores of Hell in Doom. It was designed by Sandy Petersen and it uses the music track "Sinister." The par time is 6:00.

The base featured in the level is likely (despite its hellish name) man-made and is perhaps supposed to resemble an underground bunker or tunnel complex such as the real Cheyenne Mountain base.

Strategy

Map of E2M6

Walkthrough

Go into the other room at the start. Kill any enemies here, and grab the Rocket Launcher. Open the door in here. Kill the enemy in front of you (if one is there), and hit the switch. Leave this room, and go back into the room we started in. Go past the new opening and go right. Go all the way straight, past all of the pillars, and hit the switch when you get to it. A platform to the right of it will rise, and use that platform to get to that Berserk Pack. Take it, and see that the platform around the pillars have lowered to just a slime pit. Get off the platform you're on, and RUN through the new opening in the western part of this room. Follow it to a switch and some health. Once you hit the switch, get out of this room, go left onto a platform, collect the health, and go left into a new opening, where there's a Blue Door, and to the right is a normal door. Go through the normal door, having a Shotgun or Chaingun ready.

Go all the way straight, killing any Zombiemen/Shotgun Guys in your way. When you have the choice to go left or right, go left. Go straight, and go left to get the Blue Key. Turn around, go right, then all the way straight (skip the hallway to the left as we progress), until you get to a brown opening. Go inside this dark, brown room (this is a maze if you were wondering). I don't know the exact guide to the door in here, but all I can tell is look around until you find a door in here, and kill any enemies in your way. Once you find the door, go through it, and go right, going through a hallway. When you get out of this hallway, go left, and take another left to a small room, and in here, and go left, and get the Red Key. Exit this small room, and backtrack your steps to the door, killing any enemies in your way. Go back through the door, and work your way out of this maze. When you do get out of this dark maze (to the bright white halls again), go left, and on this part of the hall are 3 doors to the left. Each door is separated by a wall. Take the second one.

Use a Shotgun or Chaingun to blast the Zombiemen/Shotgun Guys/ in front of you. Follow this hallway to another door. Open it, go into this small room, and hit the switch on the right wall. A new passage behind you has opened. Go through it. Follow the long hallway to another room. On hard skill levels there will be a Cacodemon in this room. Kill it, and open the door that has a Health Bonus in front of it.

In here, take either path to the other end of the room, and at the other end of the room is the Yellow Key. Take it, exit this room, and back in this room, Imps have been released. Take a left, through this same long hall again, outrunning these enemies. When you wind of in front of the switch you hit, take the door on your right, follow the hall to the other door, open it, and turn right. Now, kill any new appearing Demons or Barons (on hard skill levels) in your way. Go left past the opening to the maze, keep going straight, and then as you go keep on heading straight, take a left to another hallway. Run straight to the door, open it. To the right, open the Blue Door. Go inside and open the Red Door. Go inside and open the Yellow Door. Go inside and hit the exit switch.

Secrets

  1. In the north end of the map is an octagonal grey brick room with exits in the four cardinal directions (as well as the entrance you came from in the southwest). Go through the door in the west; the area behind it counts as a secret. Beware of the crusher here.
  2. From the octagonal hub mentioned above, go through the door in the north. Step onto the raised platform in the next room to trigger the secret, as well as an enemy ambush.
  3. After getting the yellow skull key, follow the winding corridor in the east of the octagonal hub. Open the yellow door and flip the "exit" switch. It's a fake, and will lower you into another enemy-infested area. Go through the door ahead of you to get back up.

Bugs

  • One "hanging leg" decoration (Thing 274) has no flags set for any of the difficulty classes, so it does not actually appear in the level.
  • In one of the hidden alcoves, two extra demons appear in ultra-violence on top of two other demons, rendering them immobile.
  • The crossable linedef 302, located in the wood maze to the left of the backpack, has line type 2 "W1 Open Door" on it. However because the line also features a non-zero, but unused tag (11), crossing it has no ill effects on the level.
  • Like many of the preceding areas, this level is also equipped with an entrance door (DOOR3). However, there's a solid wall right behind it. While this isn't a proper bug, it's rather an oddity in level design.

Speedrunning

Routes and tricks

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 01:12 Xit Vono 2002-11-26 e2m6-112.zip
NM speed 01:19 Xit Vono 2002-11-23 n2m6-119.zip
UV max 04:09 Radek Pecka 2004-02-01 e2m6-409.zip
NM100S 01:46 Radek Pecka 2002-11-25 n2s6-146.zip
UV -fast 05:13 Xit Vono 2003-05-27 f2m6-513.zip
UV -respawn 03:46 Radek Pecka 2000-09-03 r2m6-346.zip
UV Tyson 04:56 Radek Pecka 2004-01-29 t2m6-456.zip
UV pacifist 02:13 Adam Williamson 1999-06-13 p2m6-213.zip

Statistics

Map data

Things 326
Vertices 967
Linedefs 1094
Sidedefs 1324
Sectors 181

Things

Monsters ITYTD and HNTR HMP UV and NM
Sergeants 8 10 11
Spectres 1 2 3
Imps 20 23 39
Demons 14 29 35
Barons of Hell 0 0 3
Troopers 7 11 11
Cacodemons 0 6 9
Lost Souls 10 20 30
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 1 1 1
Stim packs 17 19 19
Medikits 13 13 13
Soul spheres 1 1 1
Health bonuses 9 9 9
Armor bonuses 12 12 12
Green armors 1 1 1
Blue armors 1 1 1
Berserks 1 1 1
Invisibilities 3 3 3
Automaps 1 1 1
Light goggles 4 4 4
Weapons ITYTD and HNTR HMP UV and NM
Shotguns 1 0 0
Chainguns 1 1 1
Rocket launchers 1 1 1
Plasma guns 1 1 1
Chainsaws 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Ammo clips 8 8 8
Shells 24 23 23
Rockets 7 7 6
Rocket boxes 3 3 3
Energy cells 4 4 4
Ammo boxes 1 1 1
Shell boxes 4 4 4
Keys ITYTD and HNTR HMP UV and NM
Red skulls 1 1 1
Yellow skulls 1 1 1
Blue skulls 1 1 1

External links