Difference between revisions of "MAP02: Engineering (Daedalus: Alien Defense)"

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Open the double door, and activate both panels to disable the forcefield.  The computer will respond in the alien language, but as your translator is offline, the message is incomprehensible.  In the large room beyond, the structure in the centre of the room contains a shotgun, and a booth to the east contains a charger for your translator.
 
Open the double door, and activate both panels to disable the forcefield.  The computer will respond in the alien language, but as your translator is offline, the message is incomprehensible.  In the large room beyond, the structure in the centre of the room contains a shotgun, and a booth to the east contains a charger for your translator.
  
Go through one of the eastern doors, down the staircase, and through the door to the east (the one to the west is locked.) This leads you into a T-shaped room with a barred alcove and central enclosure.  Activate the two panels in the central enclosure to raise the bars, then activate the panel in the alcove.  This will unlock the western door - go through it.  Press the red switch inside to restore power to the rest of the area, and return to the big room.
+
Go through one of the eastern doors, down the staircase, and through the door to the east (the one to the west is locked).  This leads you into a T-shaped room with a barred alcove and central enclosure.  Activate the two panels in the central enclosure to raise the bars, then activate the panel in the alcove.  This will unlock the western door - go through it.  Press the red switch inside to restore power to the rest of the area, and return to the big room.
  
 
Go through one of the northern doors and into the room beyond, which contains two dormant travel tubes.  Enter the small door on the north side of the room and trip the switch inside; this will lower a lift within the room.  Ride the lift to the top and go through the dark narrow corridor.  Enter one of the doors at the end, and you will be on a balcony overlooking the room with the travel tubes.  Trip both the switches in this room to power up the travel tubes.  Do them one at a time, as tripping them causes chaingunners to teleport in!  Return to the travel tube room.
 
Go through one of the northern doors and into the room beyond, which contains two dormant travel tubes.  Enter the small door on the north side of the room and trip the switch inside; this will lower a lift within the room.  Ride the lift to the top and go through the dark narrow corridor.  Enter one of the doors at the end, and you will be on a balcony overlooking the room with the travel tubes.  Trip both the switches in this room to power up the travel tubes.  Do them one at a time, as tripping them causes chaingunners to teleport in!  Return to the travel tube room.

Revision as of 14:56, 28 October 2020

Daedalus maps
Out of the trashcan and into the fire
Gentlebeings, start your engines

08 09 10 11 12 15 16 18 19

Driving Miss Deadly

13 21 22 23 24 25 26

Wo ist der U-bahn, bitte?

20 27 28 29 30 31 32

This level occupies the map slot MAP02. For other maps which occupy this slot, see Category:MAP02.

MAP02: Engineering is the second map of Daedalus: Alien Defense. It was designed by Jeromy Visser and uses the music track MM_03.MID by Rich Nagel.

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Walkthrough

Map of Engineering
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

First visit

Open the double door, and activate both panels to disable the forcefield. The computer will respond in the alien language, but as your translator is offline, the message is incomprehensible. In the large room beyond, the structure in the centre of the room contains a shotgun, and a booth to the east contains a charger for your translator.

Go through one of the eastern doors, down the staircase, and through the door to the east (the one to the west is locked). This leads you into a T-shaped room with a barred alcove and central enclosure. Activate the two panels in the central enclosure to raise the bars, then activate the panel in the alcove. This will unlock the western door - go through it. Press the red switch inside to restore power to the rest of the area, and return to the big room.

Go through one of the northern doors and into the room beyond, which contains two dormant travel tubes. Enter the small door on the north side of the room and trip the switch inside; this will lower a lift within the room. Ride the lift to the top and go through the dark narrow corridor. Enter one of the doors at the end, and you will be on a balcony overlooking the room with the travel tubes. Trip both the switches in this room to power up the travel tubes. Do them one at a time, as tripping them causes chaingunners to teleport in! Return to the travel tube room.

Next to the travel tubes, there are two buttons marked with up and down arrows. Press the up arrow, and enter the eastern travel tube, which leads to Kitchen.

Second visit

Although you've been summoned to the engine room, you will not be able to get far without the relevant security pass. Activate the travel tubes, and enter the western one, which leads to Sleeping Quarters.

Third visit

Enter the western corridor in the travel tube room. At the end there are two sets of doors that lead into a square room with green lighting. Enter the doors at the opposite end of the room, which lead into a room with a travel tube. Activate the travel tube, which leads to Engine Room.

Fourth visit

As there is a fire in the engine core, the lights that previously green are now red. Enter the doors on the western side of the room with the Engine Room travel tube, which lead into a room with two consoles. Activate both; the one on the wall puts out the fire in the engine core (and turns the lights yellow), and the one in the centre of the room powers up the travel tube to the bridge. Return to Engine Room.

Other points of interest

Secrets

  1. (sector 136)
  2. (sector 443)

Bugs

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Current records

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

Style Time Player Date File Notes
UV speed
NM speed
UV max
NM100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

Miscellaneous demos

Style Time Player Date File Notes
.zip

Deathmatch

Player spawns

This level contains only two spawn points, making it unplayable in deathmatch mode:

  1. facing east. (thing 1)
  2. facing south-east. (thing 2)

Statistics

Map data

Things 267
Vertices 3829*
Linedefs 3541
Sidedefs 5934
Sectors 539
* The vertex count without the effect of node building is 2884.

Things

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


Technical information

Inspiration and development

Trivia

See also

Sources

External links