Difference between revisions of "MAP04: Holding Area (Doom 64)"

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(Music for the level was in Playstation Doom; Level 3: Toxin Refinery.)
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{{Doom 64 1-10}}
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{{map|slot=MAP04}}
 
{{map|slot=MAP04}}
{{Doom 64 1-10}}
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'''MAP04: Holding Area''' is the fourth map of [[Doom 64]], designed by [[Randy Estrella]]. This level is small and has the secret exit to {{maplinkgen|MAP29|Outpost Omega|Doom 64}}. The level introduces [[Hell knight]]s and the first half of the level is a maze filled with zombies, imps, spectres and demons that spring up as the player flips switches and opens up new areas. It uses the [[Doom 64 music|music]] track "Spaces Between" which is a remix of the music used in [[E1M3: Toxin Refinery]] in the [[Sony PlayStation]] port of Doom.
 
 
'''MAP04: Holding Area''' is the fourth map of Doom 64, designed by [[Randy Estrella]]. This level is small and has the secret exit to [[MAP29: Outpost Omega (Doom 64)|MAP29: Outpost Omega]]. The level introduces Hell Knights and the first half of the the level is a maze filled with zombies, imps, spectres and demons that spring up as the player flips switches and opens up new areas. It uses the [[Doom 64 music|music]] track "Spaces Between" which is also the same music used in Toxin Refinery in the [[Playstation]] port of Doom.
 
  
==Strategy==
+
==Walkthrough==
 +
[[File:DOOM64_MAP04_MAP.png|thumb|330x300px|Map of Holding Area]]
 +
{{Map spots 64}}
  
===Walkthrough===
+
===Essentials===
Lower your crate with a switch and clean the room from [[Zombieman|zombiemen]] and [[spectre]]s. Lower the lift with the switch in the backside of the pillar for a [[security armor]]. Enter the corridor, find a [[Supercharge]] in a niche to the right, and follow the maze to an [[imp]] next to a switch which reveals another part of the corridor - including more [[zombie]]s, [[demon]]s and [[spectre]]s, of course.
+
You begin the map in an enclosed room, facing a switch. Lower the platform you are on with that switch and clean the room from [[Zombieman|zombiemen]] and [[spectre]]s. Exit the room and into the corridor, where you can find a [[supercharge]] waiting on the platform to the right. Follow the maze to an [[imp]] next to a cluster of switches which reveals another parts of the corridor - including more [[zombie]]s, [[demon]]s and spectres, of course.
  
At the next end of the maze, your first [[Hell knight]] awaits you, next to a medikit, fortunately. Press another switch to reveal another part of the maze and opening more connections. To the right of the starting room you will find a brighter area with winding stairs around a pillar. More [[imp]]s and [[Hell knight]]s are waiting for you on a floor surrounding a control room with [[imp]]s which opens its windows when you pass the corner opposite to the entrance. A pole with switches raises and lowers regularly.
+
At the next end of the maze, your first [[Hell knight]] awaits you, next to a medikit, fortunately. Press all the switches inside that room to reveal more parts of the maze and opening more connections. To the right of the starting room you will find a brighter area with winding stairs around a pillar. More imps and Hell knights are waiting for you on a floor surrounding a control room with imps which opens its windows when you pass the corner opposite to the entrance. A pillar with switches on each four sides rises and lowers regularly. Shoot one of the switches on the pillar in the control room to lower a wall keeping you from the [[chaingun]] inside the pillar between the winding stairs.  
  
Jump down the platform (which you can afterwards use as lift) into a moat with [[Lost soul]]s, and find the [[blue key]] here. Now you can enter the last room, fight several [[Lost soul]]s, follow the staircase upwards and meet another [[Hell knight]] and [[Zombieman]]. Then the puzzle with the four switches has to be solved if you want to find another secret level. More [[Lost soul]]s are released. The normal exit room behind a blue door contains more [[Hell knight]]s, the [[teleporter]] room to the secret run (to the right of the blue door) a few [[zombie]]s. The secret exit room has [[Hell knight]]s too.
+
Jump down the platform (which you can afterwards use as lift) into a moat with [[lost soul]]s, and find the [[blue key]] here. Now you can enter the last room, fight several lost souls, follow the staircase upwards and meet another Hell knight and zombieman. Then the puzzle with the four switches has to be solved if you want to find another secret level. More lost souls are released. The normal exit room behind a blue door contains more Hell knights, the [[teleporter]] room to the secret run (to the right of the blue door) a few zombies. The secret exit room has Hell knights too.
  
===100% Completion===
+
===Secrets===
====Enemies====
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====Official====
 +
# In the room with the four switches before the normal exit, turn around at the top of the winding stairs and interact the orange computer screen behind a [[barrel]] to open two niches containing four [[rocket]]s, a [[supercharge]] and some [[lost soul]]s. Stepping in any of the two niches will trigger the secret. ('''sector 43''')
 +
# In order to access the secret exit, press the four switches on the gallery before the normal exit in the following order from the left: 3, 1, 2, and 4. The circular pillars ahead will rise accordingly, and if any of the switches is pressed in the wrong order all the switches will disappear entirely. A few lost souls will spawn before the pillars, along with a couple of Hell knights in the now-open exit room. Use the teleporter in the room to the right, right before normal exit, then run across the raised pillars to get to the secret exit room. ('''sector 36''')
  
====Items====
+
====Non-official====
 
+
* Right at the beginning, turn around and open the wall to enter a cage with a [[berserk]] pack.
====Secrets====
 
# Right at the beginning, turn around and open the wall to enter a cage with a [[Berserk]] pack.
 
# Shoot one of the switches on the pillar in the control room to lower a wall keeping you from the [[Chaingun]] inside the pillar between the winding stairs.
 
# In the 4 switches room, press the orange computer screen behind a [[Barrel]] to open two niches containing [[Rocket]]s, a [[Supercharge]] and some [[Lost soul]]s.
 
# Press the four switches on the gallery before the normal exit in the following order (counted from the left): 3, 1, 2, and 4. A few circular platforms will rise. Use the teleporter to the right of the exit, then run across the platforms to get to the secret exit room.
 
  
 
==Speedrunning==
 
==Speedrunning==
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===Routes and tricks===
 
===Routes and tricks===
  
===Records===
+
===Current records===
  
==Statistics==
+
== Statistics ==
 
===Map data===
 
===Map data===
 +
{{mapdata|
 +
  things=206|
 +
  vertexes=988|
 +
  linedefs=1031|
 +
  sidedefs=1505|
 +
  sectors=102|
 +
  vertexbefore=796}}
 +
 
===Things===
 
===Things===
 +
This level contains the following numbers of [[thing]]s per [[Skill level#Doom 64 skill levels|skill level]]:
 +
 +
{| {{prettytable|style=text-align: center;}}
 +
|-
 +
![[Monster|Monsters]]!!1-2!!3!!4
 +
|-
 +
|style="text-align: left;"|[[Zombieman]]||2||2||4
 +
|-
 +
|style="text-align: left;"|[[Shotgun guy]]||7||13||13
 +
|-
 +
|style="text-align: left;"|[[Imp]]||6||12||13
 +
|-
 +
|style="text-align: left;"|[[Nightmare imp]]||1||0||0
 +
|-
 +
|style="text-align: left;"|[[Lost soul]]||12||28||33
 +
|-
 +
|style="text-align: left;"|[[Demon]]||3||4||4
 +
|-
 +
|style="text-align: left;"|[[Spectre]]||2||5||5
 +
|-
 +
|style="text-align: left;"|[[Hell knight]]||2||6||10
 +
|-
 +
![[Weapon|Weapons]]!!1-2!!3!!4
 +
|-
 +
|style="text-align: left;"|[[Shotgun]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Chaingun]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Rocket launcher]]||colspan="3"|1
 +
|-
 +
![[Ammo|Ammunition]]!!1-2!!3!!4
 +
|-
 +
|style="text-align: left;"|[[Box of bullets]]||colspan="3"|5
 +
|-
 +
|style="text-align: left;"|[[4 shotgun shells]]||9||9||8
 +
|-
 +
|style="text-align: left;"|[[Box of shotgun shells]]||colspan="3"|4
 +
|-
 +
|style="text-align: left;"|[[Rocket]]||colspan="3"|4
 +
|-
 +
![[Item#Doom games|Health & Armor]]!!1-2!!3!!4
 +
|-
 +
|style="text-align: left;"|[[Medikit]]||colspan="3"|3
 +
|-
 +
!Items!!1-2!!3!!4
 +
|-
 +
|style="text-align: left;"|[[Health bonus]]||colspan="3"|20
 +
|-
 +
|style="text-align: left;"|[[Supercharge]]||colspan="3"|2
 +
|-
 +
|style="text-align: left;"|[[Berserk]]||colspan="3"|1
 +
|-
 +
![[Key|Keys]]!!1-2!!3!!4
 +
|-
 +
|style="text-align: left;"|Blue keycard||colspan="3"|1
 +
|-
 +
!Miscellaneous!!1-2!!3!!4
 +
|-
 +
|style="text-align: left;"|[[Barrel]]||colspan="3"|17
 +
|-
 +
|style="text-align: left;"|[[Teleporter|Teleport landing]]||colspan="3"|1
 +
|}
  
 
==External links==
 
==External links==
 +
*
 +
 
[[Category:Randy Estrella levels]]
 
[[Category:Randy Estrella levels]]

Latest revision as of 06:59, 3 December 2022

Doom 64 maps 01-10

(01 - 10)
11 12 13 14 15 16 17 18 19 20
21 22 23 24 28
Secret maps: 29 30 31 32
Fun levels: 25 26 27
Title map: 33
The Lost Levels: 34 35 36 37 38 39
Fun level: 40

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

MAP04: Holding Area is the fourth map of Doom 64, designed by Randy Estrella. This level is small and has the secret exit to MAP29: Outpost Omega. The level introduces Hell knights and the first half of the level is a maze filled with zombies, imps, spectres and demons that spring up as the player flips switches and opens up new areas. It uses the music track "Spaces Between" which is a remix of the music used in E1M3: Toxin Refinery in the Sony PlayStation port of Doom.

Walkthrough[edit]

Map of Holding Area
Letters in italics refer to marked spots on the map. Sector and Thing numbers in boldface are secrets which count toward the end-of-level tally.

Essentials[edit]

You begin the map in an enclosed room, facing a switch. Lower the platform you are on with that switch and clean the room from zombiemen and spectres. Exit the room and into the corridor, where you can find a supercharge waiting on the platform to the right. Follow the maze to an imp next to a cluster of switches which reveals another parts of the corridor - including more zombies, demons and spectres, of course.

At the next end of the maze, your first Hell knight awaits you, next to a medikit, fortunately. Press all the switches inside that room to reveal more parts of the maze and opening more connections. To the right of the starting room you will find a brighter area with winding stairs around a pillar. More imps and Hell knights are waiting for you on a floor surrounding a control room with imps which opens its windows when you pass the corner opposite to the entrance. A pillar with switches on each four sides rises and lowers regularly. Shoot one of the switches on the pillar in the control room to lower a wall keeping you from the chaingun inside the pillar between the winding stairs.

Jump down the platform (which you can afterwards use as lift) into a moat with lost souls, and find the blue key here. Now you can enter the last room, fight several lost souls, follow the staircase upwards and meet another Hell knight and zombieman. Then the puzzle with the four switches has to be solved if you want to find another secret level. More lost souls are released. The normal exit room behind a blue door contains more Hell knights, the teleporter room to the secret run (to the right of the blue door) a few zombies. The secret exit room has Hell knights too.

Secrets[edit]

Official[edit]

  1. In the room with the four switches before the normal exit, turn around at the top of the winding stairs and interact the orange computer screen behind a barrel to open two niches containing four rockets, a supercharge and some lost souls. Stepping in any of the two niches will trigger the secret. (sector 43)
  2. In order to access the secret exit, press the four switches on the gallery before the normal exit in the following order from the left: 3, 1, 2, and 4. The circular pillars ahead will rise accordingly, and if any of the switches is pressed in the wrong order all the switches will disappear entirely. A few lost souls will spawn before the pillars, along with a couple of Hell knights in the now-open exit room. Use the teleporter in the room to the right, right before normal exit, then run across the raised pillars to get to the secret exit room. (sector 36)

Non-official[edit]

  • Right at the beginning, turn around and open the wall to enter a cage with a berserk pack.

Speedrunning[edit]

Routes and tricks[edit]

Current records[edit]

Statistics[edit]

Map data[edit]

Things 206
Vertices 988*
Linedefs 1031
Sidedefs 1505
Sectors 102
* The vertex count without the effect of node building is 796.

Things[edit]

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

Monsters 1-2 3 4
Zombieman 2 2 4
Shotgun guy 7 13 13
Imp 6 12 13
Nightmare imp 1 0 0
Lost soul 12 28 33
Demon 3 4 4
Spectre 2 5 5
Hell knight 2 6 10
Weapons 1-2 3 4
Shotgun 1
Chaingun 1
Rocket launcher 1
Ammunition 1-2 3 4
Box of bullets 5
4 shotgun shells 9 9 8
Box of shotgun shells 4
Rocket 4
Health & Armor 1-2 3 4
Medikit 3
Items 1-2 3 4
Health bonus 20
Supercharge 2
Berserk 1
Keys 1-2 3 4
Blue keycard 1
Miscellaneous 1-2 3 4
Barrel 17
Teleport landing 1

External links[edit]