Difference between revisions of "MAP02: Shuttle Bay (Icarus: Alien Vanguard)"

From DoomWiki.org

[unchecked revision][checked revision]
(Undo revision 44563 by 68.204.198.205 (talk))
m (Automated edit - Add extra Co-op equipment category)
(21 intermediate revisions by 4 users not shown)
Line 1: Line 1:
 +
{{Icarus 01-11}}
 
{{map|slot=MAP02}}
 
{{map|slot=MAP02}}
{{Icarus 01-10}}
+
'''MAP02: Shuttle Bay''' is the second level of [[Icarus: Alien Vanguard]], taking place just after [[Doom's protagonist|the main character]] docks at the ''Icarus'' with the hyper-shuttle from [[MAP01: Shuttlecraft (Icarus: Alien Vanguard)|the previous level]]. It was designed by John Minadeo and uses the music track "The Search" by [[David Shaw (Tolwyn)]].
'''MAP02: Shuttle Bay''' is the second level of [[Icarus: Alien Vanguard]].  In this level, the player has docked on the exploration cruiser, Icarus, and can now begin their task of eliminating the hellspawn who have infested the ship. It was designed by John Minadeo, and uses the music track "The Search" by [[David "Tolwyn" Shaw]].
 
  
 
== Walkthrough ==
 
== Walkthrough ==
[[Image:Icarus_MAP02_map.png|thumb|300px|Map of MAP02]]
+
[[File:Icarus_MAP02_map.png|thumb|300x300px|Map of Shuttle Bay]]
: Letters in ''italics'' refer to marked spots on the map.  [[Sector]] numbers in '''boldface''' are [[secrets]] which count toward the [[Intermission screen|end-of-level tally]].
+
{{Map spots}}
  
 
===Essentials===
 
===Essentials===
 +
From the entrance, head forward and left. You can go to a number of different places from this room. For now, head through the northern door. Ahead, you will see a bunch of octagonal rooms with [[monster]]s sneaking about. Go towards the one directly east of the hallway you are in, and then go all the way north. Then head east towards the door and open it. Head around the blue-floored area to the large metal room where you will see the yellow keycard at the far end. Grab it, but watch out as enemies appear from columns and on the balcony. Use the lift to go back up and then head left towards the switch and the door. Flip the switch and then open the door, then go straight west, up the lift and then down the stairs back to the octagonal rooms. Go straight west towards the [[berserk pack]] and open the walls with yellow borders around them to obtain the blue keycard. Head back into the room where you can go a number of places, and then take the northeast door. In the next room, there should be a [[teleporter]] in the northwest corner, so take it. When you emerge, go west all the way until you find a broken bridge. To build it, head down and to the left and up the stairs. You should see a door with blue borders on it, open it for a switch. Press it, then turn around and head up the stairs there for a switch that builds the bridge. Another switch will be revealed near the base of the bridge where you were, so use it to trigger a lift, ride it up, and then cross the bridge north. Head straight towards the blue-floored area with the computer panels, and notice that one of them says "RED ALERT". Press on the panel in front of it to trigger windows with [[zombiemen]] inside. Shoot through one of these windows and a door will open to the west. Follow it up to a passage with [[imp]]s behind some bars. Press the switch in this room that is to the left to remove some of the bars. You can squeeze through these bars. Open the big door and the red key will be available so pick it up. After collecting it, go straight west towards the door that says "PLANET EXIT". Open it and press the panel furthest to the right to exit the map.
  
 
===Other points of interest===
 
===Other points of interest===
 +
There are two rooms to the east of the starting point with lots of zombies and some minor supplies.
 +
 +
In the red key room, open the door to the north and follow the corridor to a switch. Leave the room and to the southwest is another switch. Hitting this switch will lower one set of bars in the room to the left of the red key room.
 +
 +
North of the room that has the teleporter, if you enter through the southern door, the middle silo will open containing a [[medikit]] and an [[armor bonus]].
  
 
===Secrets===
 
===Secrets===
# In the room west of the starting area, the textures of one of the steel pillars are aligned higher than the rest. Press on it, and it will lower like an elevator to reveal a [[soul sphere]]. ('''sector 100''')
+
 
# In the room directly to the west of the red [[keys|keycard]] room, a section of wall in the northeast alcove bears blue lights. Open this to find a teleporter taking you to a previously inaccessible alcove in the starting room, containing a [[stimpack]] and a [[berserk pack]]. ('''sector 412''')
+
====Official====
 +
# From the first room enter the western door and go straight west until you hit a column. The column ('''sector 100''') to your right (north) has its textures aligned slightly higher than the others. Push it to reveal (an [[imp]] on hard [[Skill level#Doom and Doom II skill levels|skills]] and) a [[soul sphere]].
 +
# In the room west of the red [[key]]card room, a section of wall ('''sector 412''') in the northeastern alcove has blue paneling. It can be '''only once''' temporarily opened for a teleporter leading to the previously inaccessible alcove in the first room, containing a [[stimpack]] and a [[berserk]] pack.
 +
 
 +
====Non-official====
 +
# In the room west of the one with blue paneling mentioned in official secret #2, open the northern wall's easternmost part to find a [[green armor]].
  
 
===Bugs===
 
===Bugs===
Because of the way the switch you can press to lower yourself if the elevator rises again is designed, the pillar in secret #1 cannot be activated from its northern side. Use the other sides of the pillar instead.
+
The elevator that makes up secret #1 cannot be activated from its northern side (linedef 523), as that side is where the switch that frees you from it is located. Use its other sides instead.
  
 
===Demo files===
 
===Demo files===
*  
+
*
  
 
== Areas / screenshots ==
 
== Areas / screenshots ==
 
+
<gallery mode=nolines widths=160px>
<gallery>
+
|
Image: |  
 
 
</gallery>
 
</gallery>
  
Line 30: Line 40:
  
 
===Routes and tricks===
 
===Routes and tricks===
As with many other levels in Icarus that have "teleporter" or "begin simulation" exits, a [[death slide]] can be performed on this level in the exit hall. Because all of the [[rocket launcher]]s on this level are [[multiplayer]]-only, you must let a monster kill you to pull it off. The easiest way is by manipulating an [[imp]] two rooms before the exit hall to follow you, and then throw a fireball at you as you run toward the barrier, with low enough health for it to kill you. If performed correctly, your corpse will slide under the barrier and onto the teleporter, ending the level.
+
Like other Icarus levels with teleporter exits, you can do a [[suicide exit]] in the exit room. Monsters must be used for it, though, as none of the [[rocket launcher]]s can be accessed in single-player. The easiest method is to make an [[imp]] two rooms from the exit follow you, and then kill you with a fireball as you charge at the barrier. If the timing is right, your body will slide under the barrier and into the teleporter to exit the level.
  
 
===Current records===
 
===Current records===
The records for the map on the [http://www.doomworld.com/sda/doom_sda.htm Doomed Speed Demos Archive] are:
+
The records for the map on the [[Doomed Speed Demos Archive]] are:
  
 
{| {{prettytable}}
 
{| {{prettytable}}
 
!Run||Time||Player||Date||File||Notes
 
!Run||Time||Player||Date||File||Notes
 
|-
 
|-
|[[UV speed]]||01:55||[[Brad Spencer]]||1999-06-25||[http://competn.doom2.net/pub/sda/i-o/icar_bs.zip icar_bs.zip]||
+
|[[UV speed]]||01:55||[[Brad Spencer]]||1999-06-25||[http://doomedsda.us/lmps/610/2/ic02_155.zip ic02_155.zip]||
 
|-
 
|-
|[[NM speed]]||00:19||[[Selim "Bastard" Benabdelkhalek]]||2004-05-13||[http://competn.doom2.net/pub/sda/i-o/icn_sbb1.zip icn_sbb1.zip]||
+
|[[NM speed]]||00:19||[[Selim Benabdelkhalek (Bastard)]]||2004-05-13||[http://doomedsda.us/lmps/610/3/In02-019.zip in02-019.zip]||
 
|-
 
|-
|[[UV max]]||04:58||[[George Bell]]||1996-07-12||[http://competn.doom2.net/pub/sda/i-o/icuvdemo.zip icuvdemo.zip]||
+
|[[UV max]]||03:11||[[j4rio]]||2012-06-10||[http://doomedsda.us/lmps/610/1/ic02-311.zip ic02-311.zip]||
 
|-
 
|-
 
|[[NM100S]]|| || || || ||
 
|[[NM100S]]|| || || || ||
 
|-
 
|-
|[[UV -fast]]||11:13||[[Roger Moraga]]||1997-02-27||[http://competn.doom2.net/pub/sda/i-o/icgmdemo.zip icgmdemo.zip]||
+
|[[UV -fast]]||05:17||[[Revved]]||2010-03-08||[http://doomedsda.us/lmps/610/5/ic02f517.zip ic02f517.zip]||
 
|-
 
|-
|[[UV -respawn]]|| || || || ||
+
|[[UV -respawn]]||04:56||[[David Spring (Springy)]]||2013-02-26||[http://doomedsda.us/lmps/610/6/ic02r456.zip ic02r456.zip]||
 
|-
 
|-
|[[UV Tyson]]|| || || || ||
+
|[[UV Tyson]]||08:10||[[j4rio]]||2010-12-27||[http://doomedsda.us/lmps/610/8/ic02t810.zip ic02t810.zip]||
 
|-
 
|-
|[[UV pacifist]]|| || || || ||
+
|[[UV pacifist]]||00:43||[[Graham Burgess (Grazza)]]||2005-03-03||[http://doomedsda.us/lmps/610/7/ic02s043.zip ic02s043.zip]||
 
|}
 
|}
  
Line 58: Line 68:
 
{| {{prettytable}}
 
{| {{prettytable}}
 
!Run||Time||Player||Date||File||Notes
 
!Run||Time||Player||Date||File||Notes
 +
|-
 +
|[[UV speed]] cooperative||00:14||[[Doug Merrill (Opulent)]]<br />[[Graham Burgess (Grazza)]]||2007-02-25||[http://doomedsda.us/lmps/collections/lan2007.zip lan2007.zip]||ic02d014.lmp / ic02g014.lmp<br/>Recorded at a 2007 {{wp|Local area network|LAN}} event in {{wp|Prague}}.
 
|-
 
|-
 
|[[UV max]] [[speedrunning#Tool-assisted demos|TAS]]||03:12||[[Andy Olivera]]||1999-12-29||[http://competn.doom2.net/pub/sda/i-o/icuvlmps.zip icuvlmps.zip]||  
 
|[[UV max]] [[speedrunning#Tool-assisted demos|TAS]]||03:12||[[Andy Olivera]]||1999-12-29||[http://competn.doom2.net/pub/sda/i-o/icuvlmps.zip icuvlmps.zip]||  
 +
|-
 +
|[[skill level|HMP]] speed [[no monsters mode|nomo]]||05:24||[[TeamTNT]]||1996-04-07||[http://doomedsda.us/lmps/collections/icarhelp.zip icarhelp.zip]||Walkthrough demo.
 
|}
 
|}
 +
 +
''The data was last verified in its entirety on April 13, 2015.''
  
 
== Deathmatch ==
 
== Deathmatch ==
 +
 +
===Player spawns===
 +
This level contains eight spawn points:
 +
# facing east. ('''thing 38''')
 +
# facing east. ('''thing 39''')
 +
# facing north. ('''thing 45''')
 +
# facing south-east. ('''thing 194''')
 +
# facing east. ('''thing 195''')
 +
# facing north-west. ('''thing 196''')
 +
# facing south. ('''thing 197''')
 +
# facing north-east. ('''thing 198''')
  
 
== Statistics ==
 
== Statistics ==
 +
===Map data===
 +
{{mapdata|
 +
  things=415|
 +
  vertexes=2021|
 +
  linedefs=2381|
 +
  sidedefs=1407|
 +
  sectors=546|
 +
  vertexbefore=1861}}
  
===Map data===
+
===Things===
{| {{prettytable}}
+
This level contains the following numbers of [[thing]]s per [[Skill level#Doom and Doom II skill levels|skill level]]:
|[[Things]]||415
+
 
 +
{{col-begin}}
 +
{{col-break|width=33%}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Single-player
 
|-
 
|-
|[[Vertex]]es||1861
+
![[Monster|Monsters]]!!1-2!!3!!4-5
 
|-
 
|-
|[[Linedefs]]||2381
+
|style="text-align: left;"|[[Zombieman]]||57||62||70
 
|-
 
|-
|[[Sidedefs]]||3544
+
|style="text-align: left;"|[[Shotgun guy]]||17||36||46
 
|-
 
|-
|[[Sectors]]||546
+
|style="text-align: left;"|[[Imp]]||13||25||29
|}
 
 
 
===Things===
 
{| {{prettytable}}
 
![[Monsters]]||[[ITYTD]] and [[HNTR]]||[[HMP]]||[[UV]] and [[NM]]
 
 
|-
 
|-
|[[Arachnotron]]s|| || ||  
+
|style="text-align: left;"|[[Demon]]||0||0||2
 
|-
 
|-
|[[Arch-Vile]]s|| || ||
+
![[Weapon|Weapons]]!!1-2!!3!!4-5
 
|-
 
|-
|[[Baron of Hell|Barons of Hell]]|| || ||
+
|style="text-align: left;"|[[Chainsaw]]||colspan="3"|1
 
|-
 
|-
|[[Cacodemon]]s|| || ||  
+
|style="text-align: left;"|[[Shotgun]]||colspan="3"|2
 
|-
 
|-
|[[Chaingunner]]s|| || ||
+
![[Ammo|Ammunition]]!!1-2!!3!!4-5
 
|-
 
|-
|[[Commander Keen]]s|| || ||  
+
|style="text-align: left;"|[[Clip]]||colspan="3"|24
 
|-
 
|-
|[[Cyberdemon]]s|| || ||  
+
|style="text-align: left;"|[[4 shotgun shells]]||colspan="3"|3
 
|-
 
|-
|[[Demon]]s|| || ||
+
![[Item#Doom games|Health & Armor]]!!1-2!!3!!4-5
 
|-
 
|-
|[[Hell Knight]]s|| || ||  
+
|style="text-align: left;"|[[Stimpack]]||colspan="3"|21
 
|-
 
|-
|[[Icon of Sin]]|| || ||  
+
|style="text-align: left;"|[[Medikit]]||4||4||3
 
|-
 
|-
|[[Imp]]s|| || ||  
+
|style="text-align: left;"|[[Armor]]||2||2||3
 
|-
 
|-
|[[Lost Soul]]s|| || ||
+
!Items!!1-2!!3!!4-5
 
|-
 
|-
|[[Mancubus|Mancubi]]|| || ||
+
|style="text-align: left;"|[[Armor bonus]]||colspan="3"|48
 
|-
 
|-
|[[Pain Elemental]]s|| || ||  
+
|style="text-align: left;"|[[Health bonus]]||colspan="3"|47
 
|-
 
|-
|[[Revenant]]s|| || ||  
+
|style="text-align: left;"|[[Supercharge]]||colspan="3"|1
 
|-
 
|-
|[[Sergeant]]s|| || ||  
+
|style="text-align: left;"|[[Berserk]]||colspan="3"|2
 
|-
 
|-
|[[Spectre]]s|| || ||
+
![[Key|Keys]]!!1-2!!3!!4-5
 
|-
 
|-
|[[Spider Mastermind]]s|| || ||  
+
|style="text-align: left;"|Blue keycard||colspan="3"|1
 
|-
 
|-
|[[Trooper]]s|| || ||  
+
|style="text-align: left;"|Red keycard||colspan="3"|1
 
|-
 
|-
|[[Wolfenstein SS]]|| || ||  
+
|style="text-align: left;"|Yellow keycard||colspan="3"|1
 
|-
 
|-
![[Powerup]]s||ITYTD and HNTR||HMP||UV and NM
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
|[[Armor bonus]]es|| || ||  
+
|style="text-align: left;"|[[Teleporter|Teleport landing]]||colspan="3"|19
 +
|}
 +
{{col-break}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Multiplayer
 
|-
 
|-
|[[Backpack]]s|| || ||
+
!Monsters!!1-2!!3!!4-5
 
|-
 
|-
|[[Berserk pack]]s|| || ||  
+
|style="text-align: left;"|Zombieman||57||62||70
 
|-
 
|-
|[[Combat armor|Blue armor]]s|| || ||  
+
|style="text-align: left;"|Shotgun guy||17||36||46
 
|-
 
|-
|[[Computer map]]s|| || ||  
+
|style="text-align: left;"|Imp||13||25||29
 
|-
 
|-
|[[Security armor|Green armor]]s|| || ||  
+
|style="text-align: left;"|Demon||0||0||2
 
|-
 
|-
|[[Health bonus]]es|| || ||
+
!Weapons!!1-2!!3!!4-5
 
|-
 
|-
|[[Blur artifact|Invisibilities]]|| || ||  
+
|style="text-align: left;"|Chainsaw||colspan="3"|1
 
|-
 
|-
|[[Invulnerability|Invulnerabilities]]|| || ||  
+
|style="text-align: left;"|Shotgun||colspan="3"|8
 
|-
 
|-
|[[Light amplification visor|Light goggles]]|| || ||
+
|style="text-align: left;"|[[Super shotgun]]||colspan="3"|1
 
|-
 
|-
|[[Medikit]]s|| || ||  
+
|style="text-align: left;"|[[Rocket launcher]]||colspan="3"|5
 
|-
 
|-
|[[Megasphere]]s|| || ||  
+
|style="text-align: left;"|[[Plasma gun]]||colspan="3"|3
 
|-
 
|-
|[[Radiation suit]]s|| || ||  
+
|style="text-align: left;"|[[BFG9000]]||colspan="3"|1
 
|-
 
|-
|[[Soul Sphere]]s|| || ||
+
!Ammunition!!1-2!!3!!4-5
 
|-
 
|-
|[[Stimpack]]s|| || ||  
+
|style="text-align: left;"|Clip||colspan="3"|24
 
|-
 
|-
![[Weapons]]||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|4 shotgun shells||colspan="3"|8
 
|-
 
|-
|[[Chainsaw]]s|| || ||  
+
|style="text-align: left;"|[[Box of shotgun shells]]||colspan="3"|7
 
|-
 
|-
|[[Shotgun]]s|| || ||  
+
|style="text-align: left;"|[[Rocket]]||colspan="3"|7
 
|-
 
|-
|[[Super shotgun]]s|| || ||  
+
|style="text-align: left;"|[[Box of rockets]]||colspan="3"|3
 
|-
 
|-
|[[Chaingun]]s|| || ||  
+
|style="text-align: left;"|[[Energy cell (Doom)|Energy cell]]||colspan="3"|6
 
|-
 
|-
|[[Rocket launcher]]s|| || ||
+
!Health & Armor!!1-2!!3!!4-5
 
|-
 
|-
|[[Plasma rifle]]s|| || ||  
+
|style="text-align: left;"|Stimpack||colspan="3"|21
 
|-
 
|-
|[[BFG 9000]]s|| || ||  
+
|style="text-align: left;"|Medikit||4||4||3
 
|-
 
|-
![[Ammunition]]||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Armor||2||2||3
 
|-
 
|-
|[[Ammo clip]]s|| || ||  
+
|style="text-align: left;"|[[Megaarmor]]||colspan="3"|1
 
|-
 
|-
|[[Box of ammo|Bullet boxes]]|| || ||
+
!Items!!1-2!!3!!4-5
 
|-
 
|-
|[[Shotgun shells|Shell]]s|| || ||  
+
|style="text-align: left;"|Armor bonus||colspan="3"|48
 
|-
 
|-
|[[Box of shells|Shell boxes]]|| || ||  
+
|style="text-align: left;"|Health bonus||colspan="3"|47
 
|-
 
|-
|[[Rocket]]s|| || ||  
+
|style="text-align: left;"|Supercharge||colspan="3"|1
 
|-
 
|-
|[[Box of rockets|Rocket boxes]]|| || ||
+
|style="text-align: left;"|[[Megasphere]]||colspan="3"|1
 
|-
 
|-
|[[Cell]]s|| || ||  
+
|style="text-align: left;"|Berserk||colspan="3"|2
 
|-
 
|-
|[[Bulk cell]]s|| || ||  
+
|style="text-align: left;"|[[Partial invisibility]]||colspan="3"|5
 
|-
 
|-
![[Keys]]||ITYTD and HNTR||HMP||UV and NM
+
!Keys!!1-2!!3!!4-5
 
|-
 
|-
|Blue cards|| || ||  
+
|style="text-align: left;"|Blue keycard||colspan="3"|1
 
|-
 
|-
|Blue skulls|| || ||  
+
|style="text-align: left;"|Red keycard||colspan="3"|1
 
|-
 
|-
|Red cards|| || ||  
+
|style="text-align: left;"|Yellow keycard||colspan="3"|1
 
|-
 
|-
|Red skulls|| || ||
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
|Yellow cards|| || ||  
+
|style="text-align: left;"|[[Multiplayer#Cooperative|Cooperative start]]||colspan="3"|4
 
|-
 
|-
|Yellow skulls|| || ||  
+
|style="text-align: left;"|[[Deathmatch start]]||colspan="3"|8
 
|-
 
|-
 +
|style="text-align: left;"|Teleport landing||colspan="3"|19
 
|}
 
|}
 +
{{col-end}}
  
 
== Technical information ==
 
== Technical information ==
Line 212: Line 252:
  
 
== See also ==
 
== See also ==
 
 
*  
 
*  
  
 
== Sources ==
 
== Sources ==
 
 
*  
 
*  
  
 
== External links ==
 
== External links ==
 +
* {{dsda|id=610|title=Icarus: Alien Vanguard demos}}
  
* [http://www.doomworld.com/sda/icarus.htm Icarus: Alien Vanguard demos at the Doomed Speed Demos Archive]
 
 
[[Category:Levels by name|Shuttle Bay (Icarus: Alien Vanguard)]]
 
 
[[Category:John Minadeo levels]]
 
[[Category:John Minadeo levels]]
 +
[[Category:Levels with extra equipment in co-op]]

Revision as of 05:43, 8 June 2019

Icarus maps 01-11

(01 - 11)
12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32

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

MAP02: Shuttle Bay is the second level of Icarus: Alien Vanguard, taking place just after the main character docks at the Icarus with the hyper-shuttle from the previous level. It was designed by John Minadeo and uses the music track "The Search" by David Shaw (Tolwyn).

Walkthrough

Map of Shuttle Bay
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

From the entrance, head forward and left. You can go to a number of different places from this room. For now, head through the northern door. Ahead, you will see a bunch of octagonal rooms with monsters sneaking about. Go towards the one directly east of the hallway you are in, and then go all the way north. Then head east towards the door and open it. Head around the blue-floored area to the large metal room where you will see the yellow keycard at the far end. Grab it, but watch out as enemies appear from columns and on the balcony. Use the lift to go back up and then head left towards the switch and the door. Flip the switch and then open the door, then go straight west, up the lift and then down the stairs back to the octagonal rooms. Go straight west towards the berserk pack and open the walls with yellow borders around them to obtain the blue keycard. Head back into the room where you can go a number of places, and then take the northeast door. In the next room, there should be a teleporter in the northwest corner, so take it. When you emerge, go west all the way until you find a broken bridge. To build it, head down and to the left and up the stairs. You should see a door with blue borders on it, open it for a switch. Press it, then turn around and head up the stairs there for a switch that builds the bridge. Another switch will be revealed near the base of the bridge where you were, so use it to trigger a lift, ride it up, and then cross the bridge north. Head straight towards the blue-floored area with the computer panels, and notice that one of them says "RED ALERT". Press on the panel in front of it to trigger windows with zombiemen inside. Shoot through one of these windows and a door will open to the west. Follow it up to a passage with imps behind some bars. Press the switch in this room that is to the left to remove some of the bars. You can squeeze through these bars. Open the big door and the red key will be available so pick it up. After collecting it, go straight west towards the door that says "PLANET EXIT". Open it and press the panel furthest to the right to exit the map.

Other points of interest

There are two rooms to the east of the starting point with lots of zombies and some minor supplies.

In the red key room, open the door to the north and follow the corridor to a switch. Leave the room and to the southwest is another switch. Hitting this switch will lower one set of bars in the room to the left of the red key room.

North of the room that has the teleporter, if you enter through the southern door, the middle silo will open containing a medikit and an armor bonus.

Secrets

Official

  1. From the first room enter the western door and go straight west until you hit a column. The column (sector 100) to your right (north) has its textures aligned slightly higher than the others. Push it to reveal (an imp on hard skills and) a soul sphere.
  2. In the room west of the red keycard room, a section of wall (sector 412) in the northeastern alcove has blue paneling. It can be only once temporarily opened for a teleporter leading to the previously inaccessible alcove in the first room, containing a stimpack and a berserk pack.

Non-official

  1. In the room west of the one with blue paneling mentioned in official secret #2, open the northern wall's easternmost part to find a green armor.

Bugs

The elevator that makes up secret #1 cannot be activated from its northern side (linedef 523), as that side is where the switch that frees you from it is located. Use its other sides instead.

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Like other Icarus levels with teleporter exits, you can do a suicide exit in the exit room. Monsters must be used for it, though, as none of the rocket launchers can be accessed in single-player. The easiest method is to make an imp two rooms from the exit follow you, and then kill you with a fireball as you charge at the barrier. If the timing is right, your body will slide under the barrier and into the teleporter to exit the level.

Current records

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

Run Time Player Date File Notes
UV speed 01:55 Brad Spencer 1999-06-25 ic02_155.zip
NM speed 00:19 Selim Benabdelkhalek (Bastard) 2004-05-13 in02-019.zip
UV max 03:11 j4rio 2012-06-10 ic02-311.zip
NM100S
UV -fast 05:17 Revved 2010-03-08 ic02f517.zip
UV -respawn 04:56 David Spring (Springy) 2013-02-26 ic02r456.zip
UV Tyson 08:10 j4rio 2010-12-27 ic02t810.zip
UV pacifist 00:43 Graham Burgess (Grazza) 2005-03-03 ic02s043.zip

Miscellaneous demos

Run Time Player Date File Notes
UV speed cooperative 00:14 Doug Merrill (Opulent)
Graham Burgess (Grazza)
2007-02-25 lan2007.zip ic02d014.lmp / ic02g014.lmp
Recorded at a 2007 LAN event in Prague.
UV max TAS 03:12 Andy Olivera 1999-12-29 icuvlmps.zip
HMP speed nomo 05:24 TeamTNT 1996-04-07 icarhelp.zip Walkthrough demo.

The data was last verified in its entirety on April 13, 2015.

Deathmatch

Player spawns

This level contains eight spawn points:

  1. facing east. (thing 38)
  2. facing east. (thing 39)
  3. facing north. (thing 45)
  4. facing south-east. (thing 194)
  5. facing east. (thing 195)
  6. facing north-west. (thing 196)
  7. facing south. (thing 197)
  8. facing north-east. (thing 198)

Statistics

Map data

Things 415
Vertices 2021*
Linedefs 2381
Sidedefs 1407
Sectors 546
* The vertex count without the effect of node building is 1861.

Things

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

Technical information

Inspiration and development

Trivia

See also

Sources

External links