Difference between revisions of "MAP03: Shackled (Hell Revealed II)"

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===Secrets===
 
===Secrets===
# In the storage room, one crate in the northwest acts like an elevator when touched.  Use it to access an [[armor]] on top of another crate. ('''sector 70''')
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# In the storage room located in the western part of the map, one crate in the northwest acts like an elevator when touched.  Use it to access an [[armor]] on top of another crate. Remember to grab the armor before exiting the room, otherwise, you won't be able to come back there. ('''sector 70''')
# Next the teleporter which takes you to the red key, one section of the northern wall does not have a green tinge.  Open it to find a [[berserk pack]]. ('''sector 149''')
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# In the eastern part of the map, next to the teleporter which takes you to the red key, one section of the northern wall does not have a green tinge.  Open it to find a [[berserk pack]]. ('''sector 149''')
  
 
===Bugs===
 
===Bugs===
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''The data was last verified in its entirety on January 14, 2022.''
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''The data was last verified in its entirety on April 3, 2022.''
  
 
== Deathmatch ==
 
== Deathmatch ==

Latest revision as of 11:13, 29 January 2023

Hell Revealed II 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 MAP03. For other maps which occupy this slot, see Category:MAP03.

MAP03: Shackled is the third map of Hell Revealed II. It was designed by Jonas Feragen and uses the music track "Old Bones" by Sam Woodman.

Walkthrough[edit]

Map of Shackled
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]

Grab the shotgun directly behind your starting point and get rid of the shotgun guys guarding the super shotgun. Head into the open hallway to the left and go right from there. You have a view of the cargo area you need to go in later, and there are several enemies present inside. Kill the imps and press the switch to open up the other end of the hallway. Kill more imps here and you will find the door leading to the cargo bay. Make sure all the enemies inside are dead, then maneuver around the crates until you find the blue keycard. Flip the switch and quickly maneuver back to the door before it closes; there is a staircase on the west side so you can reach the walkway with the zombiemen. When you succeed, head back to the start and through the passage behind where the super shotgun was. Take out the Hell knights and zombiemen, then cross to the other side. Be prepared for a nasty ambush when you grab the box of shotgun shells in front of the blue door. After getting rid of the monsters there, ignore the blue door for now and head into their compartment where you will find a door leading to a gray-walled area. Kill the demons, press the switch to open the next part of the area, and collect the yellow keycard from the monsters. Now go to the blue door and open it.

This square room has several color doors; take the yellow one for a large room with several monsters. You will also see the red key here. Go up the stairs on the left and follow the hallway. When you see the barons of Hell, you may also want to check behind you for two arch-viles. At the end of the hall is a teleporter, which leads to the room behind the red key. Press the switch to lower a box of rockets on ground floor, then jump out the window to get the red keycard. Look out for a wall of revenants on the left as you leave. Back at the square room with color doors, take the red one to find two more doors. The one to your left can be opened, and it has a Hell knight and a switch. The switch opens the other door for an imp and a teleporter. Take it to a small room with Hell knights. Take the door here for a mancubus and a gargoyle switch, then teleport back. The bars blocking way to the bridge are now gone, so you can cross to the exit now.

Other points of interest[edit]

The red door at the starting point contains a plasma gun.

Secrets[edit]

  1. In the storage room located in the western part of the map, one crate in the northwest acts like an elevator when touched. Use it to access an armor on top of another crate. Remember to grab the armor before exiting the room, otherwise, you won't be able to come back there. (sector 70)
  2. In the eastern part of the map, next to the teleporter which takes you to the red key, one section of the northern wall does not have a green tinge. Open it to find a berserk pack. (sector 149)

Bugs[edit]

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
UV max 5:56.86 vdgg 2020-04-16 h203-556.zip
NM 100S
UV -fast 8:40.89 Brian Nesser (Anima Zero) 2006-05-19 h203f840.zip
UV -respawn
UV Tyson 2:52:49.89 Aqfaq 2018-07-17 h203t25249.zip
UV pacifist
NoMo 0:45.83 Looper 2010-12-14 h2nomo_looper.zip

The data was last verified in its entirety on April 3, 2022.

Deathmatch[edit]

Player spawns[edit]

This level contains five spawn points:

  1. facing east. (thing 252)
  2. facing east. (thing 258)
  3. facing east. (thing 266)
  4. facing east. (thing 279)
  5. facing east. (thing 287)

Statistics[edit]

Map data[edit]

Things 294
Vertices 1103*
Linedefs 1303
Sidedefs 607
Sectors 166
* The vertex count without the effect of node building is 1011.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

See also[edit]

Sources[edit]

External links[edit]