MAP04: Gulch (Enigma)

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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 " ".

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

Clean the are first at the start and collect some ammo. Go through the river on the left and keep moving until yo go into the next area, after a small waterfall. Instead of falling straight down, move carefully above the ledges. You'll see a little path with green, stone-like textures. Follow this path until you see a yellow skull on the right wall. In front of the skull is the yellow key. You will have to make a little jump to fall right over it and pick it up.

Now return to the waterfall where you came from. On the ground level, next to the elevator, there is a misaligned portal floor. In front of it there is a hidden door with a portal that will return you to the starting area. Once you are back at the start, to your left, towards the west, there is a hidden wall that you can press and behind the hidden wall there is a little hidden door. You will be in a red room where the mancubus was guarding. You can jump to the next area easily, aiming towards the south. Keep walking through the stone tunnels until you reach the middle point, where you will jump through a gap. To your right there is going to be stairs that lead to a mancubus room. In there there is a switch that activates the stairs to the exit room, you will see them clearly in front of you bu do not go there yet.

Keep moving unto the next section, in an area with a blue torch next to a red room. Take a left turn and keep moving until you see a skull switch. Hit it, it will lower the platform down the stairs. Go up the platform and look for a skull switch near the waterfall. Once you spot it, shoot it, it will open the next area and also reveal a lot of new enemies, including a spidermastermind.

In the next area, be careful not to pick up the single HP bonus, it is a bars-trap that will make you vulnerable and lock you for a some seconds. Go through a little ledge that connects the spidermastermind room. The blue key will be right next to the wall texture at the bottom. Once you pick it up, you will be teleported back to the waterfall area at the start. The stairs will be right in front of you. Simply follow the path and you will reach the exit door to finish the map.

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 records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
UV speed 0:46.77 GrumpyCat 2020-09-02 en04p046.zip Cross-listed from Pacifist
NM speed 0:47.43 GrumpyCat 2020-09-02 en04n047.zip
UV max 6:31.66 Andrey Boldt (Hitherto) 2021-11-01 eni4-631.zip
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist 0:46.77 GrumpyCat 2020-09-02 en04p046.zip

The data was last verified in its entirety on December 9, 2021.

Deathmatch

Player spawns

This level contains seven spawn points:

  1. facing south-west. (thing 313)
  2. facing south-west. (thing 314)
  3. facing south-west. (thing 315)
  4. facing south-east. (thing 316)
  5. facing east. (thing 317)
  6. facing north-east. (thing 318)
  7. facing north. (thing 319)

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