Difference between revisions of "MAP04: Gulch (Enigma)"

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# Entering or exiting #5 via the main entrance opens up a door at the top of the nearby curved staircase, leading to a [[supercharge]]. ('''sector 251''')
 
# Entering or exiting #5 via the main entrance opens up a door at the top of the nearby curved staircase, leading to a [[supercharge]]. ('''sector 251''')
 
# There is a large yellow door in the north east, which leads, via a [[lift]], to a room with a hexagonal structure in the middle. ('''sector 189''')
 
# There is a large yellow door in the north east, which leads, via a [[lift]], to a room with a hexagonal structure in the middle. ('''sector 189''')
# Open up the door in the south-east edge of #7, wait for the stairs to rise, jump across to the surrounding corridor, go round to the far west, press the switch (which opens up two doors in the branch off the centre of the corridor), jump through the eastern of these doors, press a switch, and return to the hexagonal structure.  A switch will have opened up, which on pressing partially lowers the invulnerability and yellow key platforms, revealing switches which activate crushers on the cyberdemon platforms.  Approaching the switch in the hexagonal structure raises a nearby staircase allowing access to a room with some monsters (which was accessible earlier, but now a water sector has lowered).  Approaching the lift in the north-east of this room lowers the hexagonal column containing a [[baron of hell]] and an energy cell pack. ('''sector 237''')
+
# Open up the door in the south-east edge of #7, wait for the stairs to rise, jump across to the surrounding corridor, go round to the far west, press the switch (which opens up two doors in the branch off the centre of the corridor), jump through the eastern of these doors, press a switch, and return to the hexagonal structure.  A switch will have opened up, which on pressing partially lowers the invulnerability and yellow key platforms, revealing switches which activate crushers on the cyberdemon platforms.  Approaching the switch in the hexagonal structure raises a nearby staircase allowing access to a room with some monsters (which was accessible earlier, but now a water sector has lowered).  Approaching the lift in the north-east of this room lowers the hexagonal column containing a [[baron of Hell]] and an energy cell pack. ('''sector 237''')
 
# There is a hidden lift in the room before the exit, leading to a corridor with three branches, each overlooking the staircase.  The southernmost one contains a supercharge and a box of rockets, and a teleporter to the blue key area. ('''sector 157''')
 
# There is a hidden lift in the room before the exit, leading to a corridor with three branches, each overlooking the staircase.  The southernmost one contains a supercharge and a box of rockets, and a teleporter to the blue key area. ('''sector 157''')
  

Revision as of 12:10, 1 October 2017

The Enigma Episode maps
This level occupies the map slot MAP04. For other maps which occupy this slot, see Category:MAP04.

MAP04: Gulch is the fourth map of The Enigma Episode. It was designed by Jim Flynn and uses the music track " ". The par time is .

Walkthrough

Map of Gulch
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

Other points of interest

Secrets

  1. At the start is a staircase leading up to a megasphere. On the inside of this staircase is a switch which lowers a pentagonal platform to the north containing a box of rockets, an energy cell pack, and an imp or heavy weapon dude. (sector 111)
  2. From #1, jump to the east and walk along a narrow ledge to reach a red room, containing a red key (there is also a super shotgun and a berserk on medium and hard skills). (sector 152)
  3. The red key can open a door to the west (marked with a grey teleporter-pad texture), leading to a room with a plasma gun, a heavy weapon dude, a medikit, and a box of rockets. There is a teleporter here leading to the central area. (sector 72)
  4. West of the start is a room with lost souls and barrels which opens on collecting the megasphere (it can also be opened manually). The southern part of the western wall (marked with a duller texture) of this room is a secret door, leading to a platform with a mancubus (on hard skill) and 2-4 imps. From here it is possible to jump to an invulnerability or to a platform with a cyberdemon. From the latter, it is possible to walk (jumping across a gap) to another platform with a cyberdemon, from which it is possible to jump to the yellow key. En route, it is possible to reach the platform containing the switch to raise the steps to the exit. (sector 15)
  5. The hexagonal room with the blue key on a ledge counts as a secret. (sector 45)
  6. Entering or exiting #5 via the main entrance opens up a door at the top of the nearby curved staircase, leading to a supercharge. (sector 251)
  7. There is a large yellow door in the north east, which leads, via a lift, to a room with a hexagonal structure in the middle. (sector 189)
  8. Open up the door in the south-east edge of #7, wait for the stairs to rise, jump across to the surrounding corridor, go round to the far west, press the switch (which opens up two doors in the branch off the centre of the corridor), jump through the eastern of these doors, press a switch, and return to the hexagonal structure. A switch will have opened up, which on pressing partially lowers the invulnerability and yellow key platforms, revealing switches which activate crushers on the cyberdemon platforms. Approaching the switch in the hexagonal structure raises a nearby staircase allowing access to a room with some monsters (which was accessible earlier, but now a water sector has lowered). Approaching the lift in the north-east of this room lowers the hexagonal column containing a baron of Hell and an energy cell pack. (sector 237)
  9. There is a hidden lift in the room before the exit, leading to a corridor with three branches, each overlooking the staircase. The southernmost one contains a supercharge and a box of rockets, and a teleporter to the blue key area. (sector 157)

Bugs

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Current records

The Compet-n records for the map 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

Statistics

Map data

Things 397
Vertices 1281*
Linedefs 1275
Sidedefs 1901
Sectors 275
* The vertex count without the effect of node building is 991.

Things

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

Technical information

Inspiration and development

Trivia

See also

Sources

External links