Difference between revisions of "MAP04 (Equinox)"

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{{Equinox}}
 
{{Equinox}}
 
{{map|slot=MAP04|nocat=noname}}
 
{{map|slot=MAP04|nocat=noname}}
{{Level stub}}
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'''MAP04''' is the fourth map of [[Equinox]]. It was designed by [[Bernard De Windt (B.P.R.D)]] and uses a MIDI rendition of "{{wp|Mars, the Bringer of War}}".
'''MAP04''' is the fourth map of [[Equinox]]. It was designed by [[B.P.R.D]] and uses MIDI rendition of "{{wp|Mars, the Bringer of War}}".
 
  
 
== Walkthrough ==
 
== Walkthrough ==
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===Essentials===
 
===Essentials===
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From the start of the level, go forward. The doors in front of you will open. You will enter a large room full of [[former human]]s, [[imp]]s and [[arachnotron]]s. Go left. In the south area, there is a door labelled "Equinox".
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The door leads to a dark room, and upon entering, some cylinders open up revealing sillhouettes of humans inside them. Go past the first two cylinders, and turn right. Go into the dark hallway. On the other side is a room with five orb-shaped switches. Activate the middle one, and return to the large central area.
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Go up the eastern staircase in the area. Keep following the path, and there will be a newly opened room with 3 adjacent staircases. Go up the stairs and at the end you will go down a lift. There will be a small room with a slightly opened wire gate leading to a vent. Go into it and follow the path. At the end, activate the orb-shaped switch.
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Go back to the central area, and go up the western of two spiral staircases in the north of the area. At the end there will be a newly opened door. Go through it and go left. Keep following the path, until you reach a dead end. Press the switch to your left, and the wall in front of you will open, revealing a platform that descends once you walk on it. Go down it.
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At the bottom is a hallway full of [[chaingunner]]s and [[revenant]]s. Follow the hallway to the end, and the platform below you will rise. At the top is a large room containing a [[cyberdemon]]. In the south-east corner of the room, there is a crack in the floor. Go down it, and follow the path. It will lead to another hallway.
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At the end of the hallway is a door. Go through it. You will enter a room with some [[Mancubus|mancubi]] in front of a door. Behind the door is a small room with a spiral staircase in the north-east corner. Descend it, and follow the cramped hallway after it. At the south end of the hallway is a platform. At the top is another hallway leading to a door. Go through it.
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You will enter a large room full of structures with the sillhouettes of [[Baron of Hell|barons of Hell]] inside them. There is a ledge with a switch at the end of it. After flipping it, an alarm will go off and a large explosion will ensue. After that, the level completes.
  
 
===Other points of interest===
 
===Other points of interest===
  
 
===Secrets===
 
===Secrets===
# This secret along with Secret #2 are connected. In the room to the southwest with five switches, press on the rightmost switch, then leave this area back to the big hallways. Just before the bend leading north, go up to get a [[megasphere]] and a [[rocket launcher]]. Note that if you press the second switch from the right, a bar raises up preventing you from reaching either item (and subsequently, the sector of Secret #2, although this Secret can still be triggered). ('''sector 279''')
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# This secret along with Secret #2 are connected. In the room to the southwest with five switches, press on the rightmost switch (the closest one to the east), then leave this area back to the big hallways. Just before the bend leading north, go up to get a [[megasphere]] and a [[rocket launcher]]. Note that if you press the second switch from the right, a bar raises up preventing you from reaching either item (and subsequently, the sector of Secret #2, although this Secret can still be triggered). ('''sector 279''')
 
# See Secret #1. ('''sector 240''')
 
# See Secret #1. ('''sector 240''')
 
# After the room with the [[cyberdemon]], fall down the hole and keep going east until you reach a hall with two red pipes on the south wall. Open the wall in between these pipes to get a [[computer area map]]. ('''sector 260''')
 
# After the room with the [[cyberdemon]], fall down the hole and keep going east until you reach a hall with two red pipes on the south wall. Open the wall in between these pipes to get a [[computer area map]]. ('''sector 260''')
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* {{dsda2|wad=equinox|title=Equinox demos}}
 
* {{dsda2|wad=equinox|title=Equinox demos}}
  
[[Category:B.P.R.D levels]]
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[[Category:Bernard De Windt levels]]

Latest revision as of 10:17, 5 December 2023

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

MAP04 is the fourth map of Equinox. It was designed by Bernard De Windt (B.P.R.D) and uses a MIDI rendition of "Mars, the Bringer of War".

Walkthrough[edit]

Map of MAP04
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]

From the start of the level, go forward. The doors in front of you will open. You will enter a large room full of former humans, imps and arachnotrons. Go left. In the south area, there is a door labelled "Equinox".

The door leads to a dark room, and upon entering, some cylinders open up revealing sillhouettes of humans inside them. Go past the first two cylinders, and turn right. Go into the dark hallway. On the other side is a room with five orb-shaped switches. Activate the middle one, and return to the large central area.

Go up the eastern staircase in the area. Keep following the path, and there will be a newly opened room with 3 adjacent staircases. Go up the stairs and at the end you will go down a lift. There will be a small room with a slightly opened wire gate leading to a vent. Go into it and follow the path. At the end, activate the orb-shaped switch.

Go back to the central area, and go up the western of two spiral staircases in the north of the area. At the end there will be a newly opened door. Go through it and go left. Keep following the path, until you reach a dead end. Press the switch to your left, and the wall in front of you will open, revealing a platform that descends once you walk on it. Go down it.

At the bottom is a hallway full of chaingunners and revenants. Follow the hallway to the end, and the platform below you will rise. At the top is a large room containing a cyberdemon. In the south-east corner of the room, there is a crack in the floor. Go down it, and follow the path. It will lead to another hallway.

At the end of the hallway is a door. Go through it. You will enter a room with some mancubi in front of a door. Behind the door is a small room with a spiral staircase in the north-east corner. Descend it, and follow the cramped hallway after it. At the south end of the hallway is a platform. At the top is another hallway leading to a door. Go through it.

You will enter a large room full of structures with the sillhouettes of barons of Hell inside them. There is a ledge with a switch at the end of it. After flipping it, an alarm will go off and a large explosion will ensue. After that, the level completes.

Other points of interest[edit]

Secrets[edit]

  1. This secret along with Secret #2 are connected. In the room to the southwest with five switches, press on the rightmost switch (the closest one to the east), then leave this area back to the big hallways. Just before the bend leading north, go up to get a megasphere and a rocket launcher. Note that if you press the second switch from the right, a bar raises up preventing you from reaching either item (and subsequently, the sector of Secret #2, although this Secret can still be triggered). (sector 279)
  2. See Secret #1. (sector 240)
  3. After the room with the cyberdemon, fall down the hole and keep going east until you reach a hall with two red pipes on the south wall. Open the wall in between these pipes to get a computer area map. (sector 260)
  4. In the room with the mancubi, take the steps up to the small room with the switch. The wall you see past the window will open, revealing a Hell knight and a megaarmor. By entering this small compartment, you also open up a niche inside the small room containing a teleporter. Taking this teleporter leads you behind the cages in the northeast part of the map, with numerous health and armor bonuses as well as a box of ammo. (sector 338)

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 4:45.20 Paul Hiebert (Creaphis) 2010-07-29 eq04-445.zip
NM speed
UV max 10:19.94 Brian Nesser (Anima Zero) 2010-08-01 eq04-1019.zip
NM 100S
UV -fast 12:31.71 vdgg 2020-08-27 eq04f1231.zip
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on December 13, 2021.

Deathmatch[edit]

Player spawns[edit]

This level contains four spawn points:

  1. facing west. (thing 527)
  2. facing north-west. (thing 528)
  3. facing south-east. (thing 529)
  4. facing north. (thing 530)

Statistics[edit]

Map data[edit]

Things 606
Vertices 3028*
Linedefs 3049
Sidedefs 4656
Sectors 428
* The vertex count without the effect of node building is 2580.

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]