Difference between revisions of "MAP05: The Waste Tunnels (Doom II)"

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{{map|slot=MAP05}}
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{{Doom II 1-11|consolever=MAP35: The Waste Tunnels (PlayStation Doom)|platform=psx}}
{{Doom II 1-10}}
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{{map|slot=MAP05|name=Waste Tunnels (Doom II)}}
'''MAP05: The Waste Tunnels''' is the fifth map of [[Doom II]]. It was designed by [[American McGee]] and uses the [[Doom II music|music]] track "DOOM".
+
'''MAP05: The Waste Tunnels''' is the fifth map of [[Doom II]]. It was designed by [[American McGee]] and uses the [[Doom II music|music]] track "DOOM". The [[par time]] is 1:30. If the game is played on [[Ultra-Violence]] or [[Nightmare!]] skill levels, the [[monster]] [[Hell knight]] debuts in the map. Otherwise it will only debut on [[MAP06: The Crusher (Doom II)|MAP06: The Crusher]].
  
==Strategy==
+
== Walkthrough ==
[[Image:MAP05 map.png|thumb|300px|Map of MAP05]] <br clear="left"/>
+
[[File:MAP05 map.png|thumb|300x300px|Map of The Waste Tunnels]]
 +
{{map spots}}
  
===Walkthrough===
+
===Essentials===
Walk straight ahead at the start to get the [[soul sphere]]. Stay away from the walls in this room, as there are several sinking platforms that face you with [[imp]]s and little else of value. Head left towards the door at the end of the room (you may want to get secret #1 on the way for some serious firepower). When you reach the "door", you'll find that it, too, is a sinking platform (A).
+
The opening conditions of the level are dependent on the chosen [[skill level]]. On the two easiest ones, there is a [[shotgun]] at the gate in front of you. However, on the three hardest levels, a [[soul sphere]] can be seen in the distance, and the shotgun is replaced by a [[super shotgun]].
  
At this point you are faced with a dark corridor with a three-way fork in the path (B):
+
Walk straight ahead at the start to enter a corridor. Beware the monsters that guard the area. Stay away from the walls, as there are several sinking platforms that can lead you to surprise encounters with [[imp]]s that reside in small chambers below the floor. Head east towards the door at the end of the room. When you are at it, you will find out that the floor in front of it is a concealed platform as well. At this point, you are faced with a dark corridor with a three-way fork.
  
The left path, through a door with a lighted arrow pointing at it, contains a winding hallway with a soul sphere, as well as secret #2, at the end (H).
+
You have two alternative routes to the red [[Keys|keycard]]. The center path in the fork is the faster one. At the end of the path, there is a lift leading to a brick-floored hall. Go through the door on the northern side of the hall to get behind the barred area. Follow the corridor around to the east to reach the red keycard. Continue down the passage and drop into a network of water tunnels.  
  
The right path leads to a short hall with a series of doors (C). Flip all the switches behind the doors to open two exits out of this area, as well as a closet with a [[combat armor]]. One of the exits is a shortcut to a much later part of the level (G), but it bypasses a required keycard, so return to the fork.
+
Go through the red door that is straight ahead. On Ultra-Violence or higher, you will face the first [[Hell knight]] of the game. After defeating him, pick up the blue keycard, proceed through a second red door, and enter the adjacent blue door.  
  
Whether you choose to go left and/or right or not, you'll ultimately need to go down the center path in the fork. At the end is a lift leading up into another, more well-lit room. Go through the door on the left side of the room to get behind the barred area. Follow this around to the right to reach the red [[keycard]]. Continue down the watery tunnel and drop down into the waste tunnels. Straight ahead is the red door, but you can explore the branching tunnels if you like. Go through the red door to face the first [[Hell Knight]] of the game. After defeating him, pick up the blue keycard and proceed through a second red door, along the path, and through the blue door on the left (D).
+
Behind the door, continue west or east around the wall. Then proceed along the edge to the yellow keycard. Upon picking it up, two walls will open up, revealing [[cacodemon]]s. After dealing with them, you can go along the bridge and enter the yellow door to exit the level.
  
Behind the blue door, continue left or right around the wall, then along the edge to the yellow keycard. Upon picking it up, two walls will open up, revealing [[Cacodemon]]s. After dealing with them, you can either explore secret #3 or go straight along the bridge and through the yellow door to exit the level (E).
+
===Other points of interest===
 +
In the starting corridor with the sinking platforms, the northwestern imp chamber holds a [[security armor]]. If you like to visit the place, move towards the wall between the two red torches using small movements. Such action will make the platform lower without you and expose the imps for you to kill. Get the armor and use the platform to return.
  
 +
The northern path of the fork has a door and a [[Sector#Sector types|blinking]] arrow pointing at it. Behind the door, there is a winding hallway with a soul sphere at its end. Notice that when you are at a hairpin turn, a room with a monster will be revealed in the direction you came from.
 +
 +
The southern path leads to a short hall with a series of doors. As you enter the new area, a door will close behind you, trapping you in temporarily unless you retreat rapidly. (Note that if you end up onto the side you came from, you can reopen the door by returning to the platform at the fork.) Each of the northern doors covers a room with a switch. The arrows on the floor indicate what the toggles will do.
 +
 +
The switch with the left-pointing arrow will open the door that prevented you from escaping. The one with the right-pointing arrow will open a chamber with a [[combat armor]] at the other end of the hall. The third switch with a down-pointing arrow will open a door at the back of the room that is opposite the switch. The opened route is connected to the aforementioned water tunnels. Face east in the area and go to the end of the watery passage. There is a staircase that leads to the brick-floored hall.
 +
 +
A certain section forms a rectangle in the water tunnels. The space in the middle can be accessed from the southern side. There is a room with a [[rocket launcher]] guarded by a group of [[zombiemen]]. If you yet enter the door to the west, you can get into the dry corridor behind the barred windows. The place holds a [[box of shells]]. On the three easiest skill levels, there is also a varying amount of [[medikit]]s. 
 +
   
 
===Secrets===
 
===Secrets===
# After leaving the first room, you'll be in a corridor with a row of windows in front of you. Run through the leftmost window to reach a platform overlooking the outdoor area beyond. Upon entering the room adjacent to this platform, a wall will open revealing some [[sergeant]]s. After dealing with them, open the northern wall of this room to re-access the room you came from. However, upon doing so, a floor will lower at the far wall straight ahead of you (F). Quickly run into this hole to obtain the first plasma rifle in the game (G).
+
# The corridor with the sinking platforms has a row of windows. Run through the easternmost window to reach a platform overlooking the outdoor area beyond. Upon entering the room next to the platform, a wall will open revealing some [[sergeant]]s. After dealing with them, open the northern wall of the room to reaccess the corridor. Upon doing so, a floor will also lower at the far wall straight ahead of you. Quickly run into this hole to obtain the first [[plasma rifle]] in the game. ('''sector 94''') Notice that you can also activate the two previous things by pressing the northern green torch in the room where the blue keycard is held.
# In the pitch black room with flashing lights, enter the door the lighted arrow is pointing to (on the northern wall). Behind it is a twisting corridor which eventually leads to a [[soul sphere]] (H). Open the wall behind the soul sphere to reveal a [[berserk pack]] (I).
+
# Once you have obtained the soul sphere at the end of the winding hallway, open the back wall of the alcove to reveal a [[berserk pack]]. ('''sector 92''')
# When approaching the [[yellow keycard]] in the final room, two walls will open on the southern wall, releasing [[Cacodemon]]s (J). After dispensing with them, you can enter either of the two holes they emerged from (both lead to the same area) by running in from the higher platform. Inside are some [[imp]]s and [[ammunition]] (K).
+
# When approaching the yellow keycard in the final room, two walls will open on the southern wall, releasing cacodemons. After dispensing with them, you can enter either of the two exposed holes (both lead to the same area) by running in from the higher platform. Inside are some imps and three [[Ammo|ammunition]] packs. ('''sector 153''')
 +
 
 +
===Bugs===
 +
On Ultra-Violence or higher, two [[lost soul]]s ([[things]] 107 and 108) occupy the same position and are immobile until one of them is killed.
 +
 
 +
If the player opens the westernmost door (sector 46) in the short hall with the series of doors while using [[no monsters mode]], the ceilings of the combat armor chamber (4) and the alcoves to either side of the exit (153) will lower all the way to the floors, preventing the entrances into the rooms from ever opening.{{dwforums|id=40777|title=}} Due to an unknown reason, the two mentioned areas share tag number 9 with the westernmost door. They are thus activated as well when the door is opened, and since the ceiling heights of their adjacent sectors (the closed doors) are at the same level as their floors, the ceilings will actually move [[Door|four units past the floors]]. During normal gameplay, it does not cause problems as the present monsters prevent the movement.
 +
 
 +
The [[Sidedef|backsides]] of [[linedefs]] 489 and 560 are missing upper textures, resulting in both having a [[hall of mirrors effect]].
  
==Speedrunning==
+
== Areas / screenshots ==
 +
<gallery mode=nolines widths=160px>
 +
DoomII_MAP05_SinkingPlat.png|Use accuracy to surprise the lurking imps.
 +
DoomII_MAP05_Fork.png|Go left for health powerups, take a right to find a proper armor, or just proceed to get the red key.
 +
DoomII_MAP05_Cacoend.png|There is blue liquid near the exit.
 +
</gallery>
  
 +
== Speedrunning ==
 
===Routes and tricks===
 
===Routes and tricks===
  
===Records===
+
===Current records===
The [[Compet-N]] records for the map are:
+
The [[Compet-n]] records for the map are:
 +
 
 
{| {{prettytable}}
 
{| {{prettytable}}
!Run||Time||Player||Date||File||Notes
+
! Run !! Time !! Player !! Date !! File !! Notes
 
|-
 
|-
|[[UV speed]]||00:24||[[Marijo "Sedlo" Sedlic]]||2002-04-21||{{competnftp|doom2/speed/lv05-024.zip|lv05-024.zip}}||
+
|[[UV speed]]||00:23||[[Drew DeVore (stx-Vile)]]||2005-04-24||{{competnftp|doom2/speed/lv05-023.zip|lv05-023.zip}}||
 
|-
 
|-
|[[NM speed]]||00:27||[[Vincent Catalaá]]||2000-03-19||{{competnftp|doom2/nmare/nm05-027.zip|nm05-027.zip}}||
+
|[[NM speed]]||00:27||[[Vincent Catalaá (Peroxyd)]]||2000-03-19||{{competnftp|doom2/nmare/nm05-027.zip|nm05-027.zip}}||
 
|-
 
|-
 
|[[UV max]]||02:10||[[Anders Johnsen]]||2001-12-13||{{competnftp|doom2/max/lv05-210.zip|lv05-210.zip}}||
 
|[[UV max]]||02:10||[[Anders Johnsen]]||2001-12-13||{{competnftp|doom2/max/lv05-210.zip|lv05-210.zip}}||
 
|-
 
|-
|[[NM100S]]||01:20||[[Henning Skogsto]]||2000-05-01||{{competnftp|doom2/nm100s/ns05-120.zip|ns05-120.zip}}||
+
|[[NM100S]]||01:03||[[Jim Leonard (Xit Vono)]]||2008-02-24||{{competnftp|doom2/nm100s/ns05-103.zip|ns05-103.zip}}||
 
|-
 
|-
|[[UV -fast]]||02:32||[[Henning Skogsto]]||2000-06-06||{{competnftp|doom2/fast/fa05-232.zip|fa05-232.zip}}||
+
|[[UV -fast]]||02:26||[[Radek Pecka]]||2004-05-16||{{competnftp|doom2/fast/fa05-226.zip|fa05-226.zip}}||
 
|-
 
|-
 
|[[UV -respawn]]||02:27||[[Radek Pecka]]||2001-05-22||{{competnftp|doom2/respawn/re05-227.zip|re05-227.zip}}||
 
|[[UV -respawn]]||02:27||[[Radek Pecka]]||2001-05-22||{{competnftp|doom2/respawn/re05-227.zip|re05-227.zip}}||
 
|-
 
|-
|[[UV Tyson]]||04:28||[[Anders Johnsen]]||2000-05-07||{{competnftp|doom2/tyson/ty05-428.zip|ty05-428.zip}}||
+
|[[UV Tyson]]||04:16||[[Jim Leonard (Xit Vono)]]||2006-02-01||{{competnftp|doom2/tyson/ty05-416.zip|ty05-416.zip}}||
 
|-
 
|-
|[[UV pacifist]]||00:27||[[Vaclav "Bolton" Kunes]]||1999-12-22||{{competnftp|doom2/pacifist/pa05-027.zip|pa05-027.zip}}||
+
|[[UV pacifist]]||00:25||[[Karim El-Sheikh (Kimo Xvirus)]]||2009-06-28||{{competnftp|doom2/pacifist/pa05-025.zip|pa05-025.zip}}||
 
|}
 
|}
  
==Statistics==
+
''The data was last verified in its entirety on July 5, 2020.''
 +
 
 +
== Deathmatch ==
 +
 
 +
===Player spawns===
 +
This level contains five spawn points:
 +
# facing east. ('''thing 40''')
 +
# facing east. ('''thing 41''')
 +
# facing south. ('''thing 42''')
 +
# facing south. ('''thing 43''')
 +
# facing west. ('''thing 44''')
 +
 
 +
== Statistics ==
 
===Map data===
 
===Map data===
{| {{prettytable}}
+
{{mapdata|
|[[Things]]||217
+
  things=217|
 +
  vertexes=864|
 +
  linedefs=958|
 +
  sidedefs=1291|
 +
  sectors=176|
 +
  vertexbefore=767}}
 +
 
 +
===Things===
 +
This level contains the following numbers of [[thing]]s per [[Skill level#Doom and Doom II skill levels|skill level]]:
 +
 
 +
{{col-begin}}
 +
{{col-break|width=33%}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Single-player
 +
|-
 +
![[Monster|Monsters]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Zombieman]]||11||14||16
 +
|-
 +
|style="text-align: left;"|[[Shotgun guy]]||14||22||25
 +
|-
 +
|style="text-align: left;"|[[Heavy weapon dude]]||0||5||11
 +
|-
 +
|style="text-align: left;"|[[Imp]]||23||42||54
 +
|-
 +
|style="text-align: left;"|[[Lost soul]]||2||3||6
 +
|-
 +
|style="text-align: left;"|[[Demon]]||2||1||1
 +
|-
 +
|style="text-align: left;"|[[Spectre]]||0||3||7
 +
|-
 +
|style="text-align: left;"|[[Cacodemon]]||1||2||3
 +
|-
 +
|style="text-align: left;"|[[Hell knight]]||0||0||1
 +
|-
 +
![[Weapon|Weapons]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Shotgun]]||1||0||0
 +
|-
 +
|style="text-align: left;"|[[Super shotgun]]||0||1||1
 +
|-
 +
|style="text-align: left;"|[[Rocket launcher]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Plasma gun]]||colspan="3"|1
 +
|-
 +
![[Ammo|Ammunition]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Box of bullets]]||colspan="3"|2
 +
|-
 +
|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;"|[[Box of rockets]]||colspan="3"|2
 +
|-
 +
|style="text-align: left;"|[[Energy cell pack]]||colspan="3"|1
 +
|-
 +
![[Item#Doom games|Health & Armor]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Stimpack]]||9||10||12
 +
|-
 +
|style="text-align: left;"|[[Medikit]]||4||3||1
 +
|-
 +
|style="text-align: left;"|[[Armor]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Megaarmor]]||colspan="3"|1
 +
|-
 +
!Items!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Supercharge]]||1||2||2
 +
|-
 +
|style="text-align: left;"|[[Berserk]]||colspan="3"|1
 +
|-
 +
![[Key|Keys]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|Blue keycard||colspan="3"|1
 
|-
 
|-
|[[Vertices]]||864
+
|style="text-align: left;"|Red keycard||colspan="3"|1
 
|-
 
|-
|[[Linedefs]]||958
+
|style="text-align: left;"|Yellow keycard||colspan="3"|1
 
|-
 
|-
|[[Sidedefs]]||1291
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
|[[Sectors]]||176
+
|style="text-align: left;"|[[Teleporter|Teleport landing]]||colspan="3"|1
 
|}
 
|}
 
+
{{col-break}}
===Things===
+
{| {{prettytable|style=text-align: center;}}
{| {{prettytable}}
+
!colspan="4"|Multiplayer
!Monsters||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
+
|-
 +
!Monsters!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|Zombieman||11||14||16
 +
|-
 +
|style="text-align: left;"|Shotgun guy||14||22||25
 +
|-
 +
|style="text-align: left;"|Heavy weapon dude||0||5||11
 +
|-
 +
|style="text-align: left;"|Imp||23||42||54
 +
|-
 +
|style="text-align: left;"|Lost soul||2||3||6
 +
|-
 +
|style="text-align: left;"|Demon||2||1||1
 +
|-
 +
|style="text-align: left;"|Spectre||0||3||7
 +
|-
 +
|style="text-align: left;"|Cacodemon||1||2||3
 
|-
 
|-
|[[Sergeant]]s||14||22||25
+
|style="text-align: left;"|Hell knight||0||0||1
 
|-
 
|-
|[[Spectre]]s||0||3||7
+
!Weapons!!1-2!!3!!4-5
 
|-
 
|-
|[[Imp]]s||23||42||54
+
|style="text-align: left;"|Shotgun||2||1||1
 
|-
 
|-
|[[Demon]]s||2||1||1
+
|style="text-align: left;"|Super shotgun||0||1||1
 
|-
 
|-
|[[Trooper]]s||11||14||16
+
|style="text-align: left;"|Rocket launcher||colspan="3"|1
 
|-
 
|-
|[[Cacodemon]]s||1||2||3
+
|style="text-align: left;"|Plasma gun||colspan="3"|1
 
|-
 
|-
|[[Lost Soul]]s||2||3||6
+
|style="text-align: left;"|[[BFG9000]]||colspan="3"|1
 
|-
 
|-
|[[Chaingunner]]s||0||5||11
+
!Ammunition!!1-2!!3!!4-5
 
|-
 
|-
|[[Hell Knight]]s||0||0||1
+
|style="text-align: left;"|Box of bullets||colspan="3"|2
 
|-
 
|-
!Powerups||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|4 shotgun shells||9||9||8
 
|-
 
|-
|[[Stim pack]]s||9||10||12
+
|style="text-align: left;"|Box of shotgun shells||colspan="3"|4
 
|-
 
|-
|[[Medikit]]s||4||3||1
+
|style="text-align: left;"|Box of rockets||colspan="3"|3
 
|-
 
|-
|[[Soul sphere]]s||1||2||2
+
|style="text-align: left;"|Energy cell pack||colspan="3"|1
 
|-
 
|-
|[[Green armor]]s||1||1||1
+
!Health & Armor!!1-2!!3!!4-5
 
|-
 
|-
|[[Blue armor]]s||1||1||1
+
|style="text-align: left;"|Stimpack||9||10||12
 
|-
 
|-
|[[Berserk]]s||1||1||1
+
|style="text-align: left;"|Medikit||4||3||1
 
|-
 
|-
!Weapons||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Armor||colspan="3"|1
 
|-
 
|-
|[[Shotgun]]s||1||0||0
+
|style="text-align: left;"|Megaarmor||colspan="3"|1
 
|-
 
|-
|[[Rocket launcher]]s||1||1||1
+
!Items!!1-2!!3!!4-5
 
|-
 
|-
|[[Plasma gun]]s||1||1||1
+
|style="text-align: left;"|Supercharge||1||2||2
 
|-
 
|-
|[[Super shotgun]]s||0||1||1
+
|style="text-align: left;"|Berserk||colspan="3"|1
 
|-
 
|-
!Ammunition||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|[[Invulnerability]]||colspan="3"|1
 
|-
 
|-
|[[Bulk Cell]]s||1||1||1
+
|style="text-align: left;"|[[Light amplification visor]]||colspan="3"|1
 
|-
 
|-
|[[Shell]]s||9||9||8
+
|style="text-align: left;"|[[Partial invisibility]]||colspan="3"|2
 
|-
 
|-
|[[Box of rockets|Rocket boxes]]||2||2||2
+
!Keys!!1-2!!3!!4-5
 
|-
 
|-
|[[Box of ammo|Ammo boxes]]||2||2||2
+
|style="text-align: left;"|Blue keycard||colspan="3"|1
 
|-
 
|-
|[[Box of shells|Shell boxes]]||4||4||4
+
|style="text-align: left;"|Red keycard||colspan="3"|1
 
|-
 
|-
!Keys||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Yellow keycard||colspan="3"|1
 
|-
 
|-
|[[Blue card]]s||1||1||1
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
|[[Yellow card]]s||1||1||1
+
|style="text-align: left;"|[[Multiplayer#Cooperative|Cooperative start]]||colspan="3"|4
 
|-
 
|-
|[[Red card]]s||1||1||1
+
|style="text-align: left;"|[[Deathmatch start]]||colspan="3"|5
 
|-
 
|-
 +
|style="text-align: left;"|Teleport landing||colspan="3"|1
 
|}
 
|}
 +
{{col-end}}
 +
 +
==Trivia==
 +
{{French level name|Les Égouts}}
  
==External links==
+
== External links ==
* [http://www.doom2.net/compet-n/database/cn.cgi?map:doom2:05 MAP05 demos from the Compet-N database]
+
* {{competnmap|2|205|MAP05}}
 +
* {{dsda|id=945|mapid=205|title=MAP05 demos}}
 +
* [http://ian-albert.com/games/doom_2_maps/ Top-down perspective view of all Doom II levels] by Ian Albert
  
[[Category:Levels by name|Waste Tunnels (Doom II)]]
+
[[Category:American McGee levels]]
 +
[[Category:Levels with extra equipment in co-op]]

Revision as of 09:17, 5 July 2020

Doom II maps 01-11

(01 - 11)
12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32

Sony-PlayStation-5501-Console-FL.png

This level has a
console version.

This level occupies the map slot MAP05. For other maps which occupy this slot, see Category:MAP05.

MAP05: The Waste Tunnels is the fifth map of Doom II. It was designed by American McGee and uses the music track "DOOM". The par time is 1:30. If the game is played on Ultra-Violence or Nightmare! skill levels, the monster Hell knight debuts in the map. Otherwise it will only debut on MAP06: The Crusher.

Walkthrough

Map of The Waste Tunnels
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

The opening conditions of the level are dependent on the chosen skill level. On the two easiest ones, there is a shotgun at the gate in front of you. However, on the three hardest levels, a soul sphere can be seen in the distance, and the shotgun is replaced by a super shotgun.

Walk straight ahead at the start to enter a corridor. Beware the monsters that guard the area. Stay away from the walls, as there are several sinking platforms that can lead you to surprise encounters with imps that reside in small chambers below the floor. Head east towards the door at the end of the room. When you are at it, you will find out that the floor in front of it is a concealed platform as well. At this point, you are faced with a dark corridor with a three-way fork.

You have two alternative routes to the red keycard. The center path in the fork is the faster one. At the end of the path, there is a lift leading to a brick-floored hall. Go through the door on the northern side of the hall to get behind the barred area. Follow the corridor around to the east to reach the red keycard. Continue down the passage and drop into a network of water tunnels.

Go through the red door that is straight ahead. On Ultra-Violence or higher, you will face the first Hell knight of the game. After defeating him, pick up the blue keycard, proceed through a second red door, and enter the adjacent blue door.

Behind the door, continue west or east around the wall. Then proceed along the edge to the yellow keycard. Upon picking it up, two walls will open up, revealing cacodemons. After dealing with them, you can go along the bridge and enter the yellow door to exit the level.

Other points of interest

In the starting corridor with the sinking platforms, the northwestern imp chamber holds a security armor. If you like to visit the place, move towards the wall between the two red torches using small movements. Such action will make the platform lower without you and expose the imps for you to kill. Get the armor and use the platform to return.

The northern path of the fork has a door and a blinking arrow pointing at it. Behind the door, there is a winding hallway with a soul sphere at its end. Notice that when you are at a hairpin turn, a room with a monster will be revealed in the direction you came from.

The southern path leads to a short hall with a series of doors. As you enter the new area, a door will close behind you, trapping you in temporarily unless you retreat rapidly. (Note that if you end up onto the side you came from, you can reopen the door by returning to the platform at the fork.) Each of the northern doors covers a room with a switch. The arrows on the floor indicate what the toggles will do.

The switch with the left-pointing arrow will open the door that prevented you from escaping. The one with the right-pointing arrow will open a chamber with a combat armor at the other end of the hall. The third switch with a down-pointing arrow will open a door at the back of the room that is opposite the switch. The opened route is connected to the aforementioned water tunnels. Face east in the area and go to the end of the watery passage. There is a staircase that leads to the brick-floored hall.

A certain section forms a rectangle in the water tunnels. The space in the middle can be accessed from the southern side. There is a room with a rocket launcher guarded by a group of zombiemen. If you yet enter the door to the west, you can get into the dry corridor behind the barred windows. The place holds a box of shells. On the three easiest skill levels, there is also a varying amount of medikits.

Secrets

  1. The corridor with the sinking platforms has a row of windows. Run through the easternmost window to reach a platform overlooking the outdoor area beyond. Upon entering the room next to the platform, a wall will open revealing some sergeants. After dealing with them, open the northern wall of the room to reaccess the corridor. Upon doing so, a floor will also lower at the far wall straight ahead of you. Quickly run into this hole to obtain the first plasma rifle in the game. (sector 94) Notice that you can also activate the two previous things by pressing the northern green torch in the room where the blue keycard is held.
  2. Once you have obtained the soul sphere at the end of the winding hallway, open the back wall of the alcove to reveal a berserk pack. (sector 92)
  3. When approaching the yellow keycard in the final room, two walls will open on the southern wall, releasing cacodemons. After dispensing with them, you can enter either of the two exposed holes (both lead to the same area) by running in from the higher platform. Inside are some imps and three ammunition packs. (sector 153)

Bugs

On Ultra-Violence or higher, two lost souls (things 107 and 108) occupy the same position and are immobile until one of them is killed.

If the player opens the westernmost door (sector 46) in the short hall with the series of doors while using no monsters mode, the ceilings of the combat armor chamber (4) and the alcoves to either side of the exit (153) will lower all the way to the floors, preventing the entrances into the rooms from ever opening.[1] Due to an unknown reason, the two mentioned areas share tag number 9 with the westernmost door. They are thus activated as well when the door is opened, and since the ceiling heights of their adjacent sectors (the closed doors) are at the same level as their floors, the ceilings will actually move four units past the floors. During normal gameplay, it does not cause problems as the present monsters prevent the movement.

The backsides of linedefs 489 and 560 are missing upper textures, resulting in both having a hall of mirrors effect.

Areas / screenshots

Speedrunning

Routes and tricks

Current records

The Compet-n records for the map are:

Run Time Player Date File Notes
UV speed 00:23 Drew DeVore (stx-Vile) 2005-04-24 lv05-023.zip
NM speed 00:27 Vincent Catalaá (Peroxyd) 2000-03-19 nm05-027.zip
UV max 02:10 Anders Johnsen 2001-12-13 lv05-210.zip
NM100S 01:03 Jim Leonard (Xit Vono) 2008-02-24 ns05-103.zip
UV -fast 02:26 Radek Pecka 2004-05-16 fa05-226.zip
UV -respawn 02:27 Radek Pecka 2001-05-22 re05-227.zip
UV Tyson 04:16 Jim Leonard (Xit Vono) 2006-02-01 ty05-416.zip
UV pacifist 00:25 Karim El-Sheikh (Kimo Xvirus) 2009-06-28 pa05-025.zip

The data was last verified in its entirety on July 5, 2020.

Deathmatch

Player spawns

This level contains five spawn points:

  1. facing east. (thing 40)
  2. facing east. (thing 41)
  3. facing south. (thing 42)
  4. facing south. (thing 43)
  5. facing west. (thing 44)

Statistics

Map data

Things 217
Vertices 864*
Linedefs 958
Sidedefs 1291
Sectors 176
* The vertex count without the effect of node building is 767.

Things

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

Trivia

The official French name of this level is Les Égouts.

External links