MAP04: Wormhole (TNT: Evilution)

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Revision as of 14:18, 24 April 2010 by Mikerakhabit (talk | contribs) (added some trivia)


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

MAP04: Wormhole is the fourth map of TNT: Evilution. It was designed by Ty Halderman and uses the music track "Death's Bells". It is made with two similar areas; the latter is a bit tougher and darker. The mirrored area of the map somehow resembles a parallel dimension (or a darker world) where the atmosphere is more dark and depressing.

Overview

Walkthrough

Map of MAP04

There are 2 areas: the basic area and the mirrored area. It is not mandatory to play the mirrored area before exiting. At the start of the basic area, go left and climb the left-side stairwells to the top and open the door. Cross the corridor and lift (which contains a Revenant) and pass the door. Go down the stairs until halfway where the exit will be located to the left.

Secrets

  1. Straight in front of you at the start of the level is a raised platform with a rocket launcher on it. You can lower it like a lift to get the weapon.
  2. After passing the first main area, you arrive in a narrow brown stairway. There are two candles off to the right side. Open the wall behind the candle closest to the door you came in from. Ride the lifts behind it up to a rather extensive secret area.
  3. At the very top of secret 2, there are three computer banks. Each one can lower like a lift, revealing hidden goodies. The longest of them counts as a secret.
  4. Just west of secret 3 is a brown alcove. Step into it to be taken down to a path leading back to the narrow brown stairway from earlier.
  5. Further down the steps, the path splits into three - take the middle one. About halfway through, the floor will lower and you'll be able to go left or right into two new rooms. Go right, and step through the glowing red/blue bars. You'll be teleported to a near mirror-image of the first half of the level.
  6. Once you've entered the second, mirrored half of the level, proceed up the stairs and the south end of the triangle-shaped triple hallways. Although the candles from the previous half of the level (from secret 2) are missing, the secret doors remain. Open the east wall at the top of the stairs to open it.
  7. Taking the hidden door a bit further down the stairs (mirroring secret 4) also counts as a secret.
  8. At the top of secret 6/7, there is a very steep stairway leading down into a cave that was not present in the previous half of the level. Follow the tunnel to the end, where you'll see a red torch. Open the slightly different-textured wall to reveal a hidden path leading back to the triangle hall.

Speedrunning

View of the easy part
View of the hard part

Routes and tricks

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:12 Drew "stx-Vile" DeVore 2001-10-09 ev04-012.zip
NM speed 00:16 Vincent Catalaá 2000-12-01 tn04-016.zip
UV max 06:16 Radek Pecka 2001-05-14 ev04-616.zip
NM100S 02:40 Drew "stx-Vile" DeVore 2002-07-18 es04-240.zip
UV -fast 07:45 Tomas "DeDo" Kollar 2003-08-07 ef04-745.zip
UV -respawn 06:55 Xit Vono 2002-05-23 er04-655.zip
UV Tyson
UV pacifist 02:17 Xit Vono 2002-11-22 ep04-217.zip

Statistics

Map data

Things 412
Vertices 1416
Linedefs 1604
Sidedefs 1377
Sectors 382

Things

Monsters ITYTD and HNTR HMP UV and NM
Sergeants 4 12 12
Spectres 1 8 17
Imps 20 60 60
Demons 6 21 21
Cacodemons 0 4 4
Lost Souls 8 24 24
Arch-Viles 0 1 1
Chaingunners 1 13 16
Revenants 0 1 7
Mancubi 0 0 3
Arachnotrons 0 0 1
Hell Knights 1 2 7
Powerups ITYTD and HNTR HMP UV and NM
Stim packs 33 19 19
Medikits 7 0 0
Soul spheres 1 0 1
Health bonuses 14 14 14
Green armors 2 2 2
Automaps 0 0 1
Megasphere 1 1 0
Weapons ITYTD and HNTR HMP UV and NM
Shotguns 2 2 2
Chainguns 1 1 1
Rocket launchers 1 1 1
Chainsaws 1 1 1
Super shotguns 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Shells 7 7 7
Rockets 4 4 4
Rocket boxes 3 3 5
Ammo boxes 2 2 2
Shell boxes 11 11 14

Trivia

The name of this level likely refers to a hypothetical concept of travelling through spacetime (or, in the case of this map, player travels to the parallel dimension), by means of a "tunnel" between two points in the space-time continuum.

External links