Difference between revisions of "MAP06: The Crusher (Doom II)"

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===Essentials===
 
===Essentials===
From the starting position, work your way straight forward through the forest of pillars to the lift on the far side (''A''), fighting enemies along the way. The lift will lower to a large room with a blue keycard. (Note: The keycard appears in different locations, depending on your skill level. When you get blue keycard, you can return back to the starting room.) Once at the bottom of the lift, flip the switch to crush whatever enemy is under the huge crusher to make things easier for yourself. Once the monster (''B'') is dead, you can pick up the [[plasma rifle]] and, on ITYTD and HNTR, also a [[blue keycard]] under the crusher. Now ride the lift you came from back to the top. This time, run through the opening in the bars in front of you and you'll land on a small platform with a switch on it (and, on HMP, a blue keycard). Flip this switch to lower a lift at the far end of this room with a blue keycard on it (''C'') (on UV and NM). Run over, and ride the lift up. Follow the hallway around to a [[soul sphere]] (''D''). Drop down and ride the lift back up to the starting room. You can enter secret #2 before you return if you wish.
+
From the starting position, work your way straight forward through the forest of pillars to the lift on the far side, fighting enemies along the way. The lift will lower to a large room with a [[blue keycard]]. (Note: The key appears in different locations, depending on your [[Skill level#Doom and Doom II skill levels|skill level]]. When you have acquired the blue key, you can return to the starting room.) Once at the bottom of the lift, flip the switch to crush whatever enemy is under the huge crusher to make things easier for yourself. Once the monster is dead, you can pick up the [[plasma gun]] and, on I'm Too Young To Die and Hey Not Too Rough, also a blue key under the [[Crushing ceiling|crusher]]. Now ride the lift you came from back to the top. This time, run through the opening in the bars in front of you and you'll land on a small platform with a switch on it (and, on Hurt Me Plenty, a blue key). Flip this switch to lower a lift at the far end of this room with a blue key on it (on Ultra-Violence and Nightmare). Run over, and ride the lift up. Follow the hallway around to a [[supercharge]]. Drop down and ride the lift back up to the starting room. You can enter [[#Secrets|secret #2]] before you return if you wish.
  
Be careful in the starting room, as a closet has opened releasing many enemies that may be lurking among the pillars. Open the blue door at the north end of the room and flip the switch to lower the lift (''E''). The lowered lift exposes a small hidden room with some [[armor bonus]]es you can pick up if you wish. Ride this lift up, and follow the hallway past the red door to the end. Open the door here, flip the switch to lower the floor, and continue through a second door. In the next room, continue up the stairs, fighting the enemies released by the opening walls as you ascend. As you near the top of the spiral staircase, be cautious not to fall into the lava as it is inescapable. At the top of the stairs, hop onto the next platform and grab the [[red keycard]] (''F''). Before returning to the red door, you may want to enter secret #3.
+
Be careful in the starting room, as a closet has opened releasing many enemies that may be lurking among the pillars. Open the blue key door at the north end of the room and flip the switch to lower the lift. The lowered lift exposes a small hidden room with some [[armor bonus]]es you can pick up if you wish. Ride this lift up, and follow the hallway past the red key door to the end. Open the door here, flip the switch to lower the floor, and continue through a second door. In the next room, continue up the stairs, fighting the enemies released by the opening walls as you ascend. As you near the top of the spiral staircase, be cautious not to fall into the [[Damaging floor|lava]] as it is inescapable. At the top of the stairs, hop onto the next platform and grab the red keycard. Before returning to the red key door, you may want to enter secret #3.
  
On your way back to the red door, beware of some recently released imps. Once outside, continue along the path under the Stonehenge-like structures to the next door (''G''). Again, the lava here is inescapable, so be careful. Once through the last door you'll arrive in a large, dark, square room (''H''). Before you do anything else you may want to kill the spectres in the slime moat to keep from getting in your way later on. Make your way to the opposite corner of this room and flip the switch next to the [[yellow keycard]] (''I'') to lower it. When you pick it up, the central structure in the room opens, causing several enemies to teleport in from all directions. Once they're dealt with, enter any of the teleporters along the perimeter of the room to be taken to the inside of the central structure. Flip the switch to raise a bridge to the yellow door on the west side of the large room (''J''). Open it and kill the [[demon]] to exit.
+
On your way back to the red key door, beware of some recently released imps. Once outside, continue along the path under the Stonehenge-like structures to the next door. Again, the lava here is inescapable, so be careful. Once through the last door you'll arrive in a large, dark, square room. Before you do anything else you may want to kill the [[spectre]]s in the nukage moat to keep from getting in your way later on. Make your way to the opposite corner of this room and flip the switch next to the yellow keycard to lower it. When you pick it up, the central structure in the room opens, causing several enemies to teleport in from all directions. Once they're dealt with, enter any of the [[teleporter]]s along the perimeter of the room to be taken to the inside of the central structure. Flip the switch to raise a bridge to the yellow door on the west side of the large room. Open it and kill the [[demon]] to reach the exit switch.
  
 
===Secrets===
 
===Secrets===
# In the starting room with several pillars, locate the pillar with the lightning bolt symbol on it in the southeast corner of the room. This pillar can be lowered manually to reveal a [[megasphere]] (''K''). ('''sector 98''')
+
# In the starting room with several pillars, locate the pillar with the lightning bolt symbol on it in the southeast corner of the room. This pillar can be lowered manually to reveal a [[megasphere]]. ('''sector 98''')
# In the room containing the [[Crushing ceiling|crusher]], drop down into the river of [[Damaging floor|nukage]] in the center and follow to its southeast end, where a secret room holding a [[teleporter]] can be found (''L''). ('''sector 124''')
+
# In the room containing the crusher, drop down into the river of nukage in the center and follow to its southeast end, where a secret room holding a teleporter can be found. ('''sector 124''')
# While ascending the spiraling staircase leading to the red keycard, two alcoves will open, revealing enemies (''M''). The first one contains [[chaingunner]]s, while the second one houses revenants. From the top of the staircase, drop down into the alcove the chaingunners were in. Open the wall with the lightning bolt symbol to reveal a secret area (''N''). ('''sector 146''')
+
# While ascending the spiraling staircase leading to the red keycard, two alcoves will open, revealing enemies. The first one contains [[chaingunner]]s, while the second one houses [[revenant]]s. From the top of the staircase, drop down into the alcove the chaingunners were in. Open the wall with the lightning bolt symbol to reveal a secret area. ('''sector 146''')
  
 
===Bugs===
 
===Bugs===
Two of the six deathmatch starts ([[Thing]]s 238 and 239) have no flags set for any of the three [[Skill level#Doom and Doom II skill levels|difficulty classes]], but as they are handled differently by the engine, they function normally in the level.
+
Using either one-sided door track of the red key door will [[Manual doors on 1S lines cause an illegal operation|crash the game]]. This is because the lines were mistakenly given manual push-activation door actions. The 2019-2020 releases of [[Doom Classic Unity port|Doom Classic]] have a slightly edited version of this map which fixes this.
  
Using the left one-sided door track of the red key door (as viewed from inside) will [[Manual doors on 1S lines cause an illegal operation|crash the game]]. This line was mistakenly given the same line action as the red key door's two-sided activation lines.
+
===Design oddities===
 +
Two of the six deathmatch starts ([[Thing]]s 238 and 239) have no flags set for any of the three difficulty classes, but as they are handled differently by the engine, they function normally in the level. This was also corrected to have flags set in the Doom Classic Unity port.
 +
 
 +
In the outside area just after the red door the sky is set too low, the buildings on both sides are clearly bigger on the inside than outside and there is not enough room for the red door.
  
 
== Areas / screenshots ==
 
== Areas / screenshots ==
 
<gallery mode=nolines widths=160px>
 
<gallery mode=nolines widths=160px>
DoomII-Crusher-the-spiderdemon.png  
+
Doom II MAP06 start.png|Starting area
DoomII-Crusher-corridor.png  
+
Doom II MAP06 revenant.png|Don't get mobbed in the dark
DoomII-Crusher-the-room.png  
+
Doom II MAP06 elevator.png|This elevator overlooks a huge room
DoomII-Crusher-the-red-key.png  
+
Doom II MAP06 spider mastermind.png|A [[spider mastermind]] awaits you in this room
DoomII-Crusher-secret.png  
+
Doom II MAP06 crusher activated.png|A button operates a [[crusher]] able to kill it
DoomII-Crusher-outside.png  
+
Doom II MAP06 gibs and plasma.png|All that's left is a pile of gibs... but now you can grab the [[Plasma gun|plasma rifle]]
 +
Doom II MAP06 river of nukage.png|A river of nukage runs through this room
 +
Doom II MAP06 imps up above.png|Watch out for [[imp]]s once you reach the high ledge
 +
Doom II MAP06 blue key.png|With the [[Key|blue keycard]] in hand, go back to the start
 +
Doom II MAP06 soulsphere.png|But first, you may want to peek around the corner for a [[supercharge]]...
 +
Doom II MAP06 ambush at the start.png|Watch out for more monster ambushes at the starting area
 +
Doom II MAP06 sergeants.png|More [[shotgun guy]]s await past the blue door
 +
Doom II MAP06 red door.png|The red door is visible, but you're going to need the key first
 +
Doom II MAP06 room full of traps.png|Many traps await in this room
 +
Doom II MAP06 more revenants.png|More [[revenant]]s will try to stop you
 +
Doom II MAP06 red key.png|After killing them, you can grab a [[super shotgun]] and aim for the red key
 +
Doom II MAP06 outside.png|The outdoors area past the red door
 +
Doom II MAP06 explosions.png|Do not fall into the lava below, for there is no way out
 +
Doom II MAP06 final area.png|The final area
 +
Doom II MAP06 yellow key.png|Here you can find the yellow keycard you need to exit
 +
Doom II MAP06 final ambush.png|But picking it up triggers one last and large ambush, with monsters teleporting from the center to your position
 +
Doom II MAP06 exit.png|The exit switch
 +
Doom II MAP06 secret pillar.png|Use this pillar at the start to unlock a [[megasphere]] (secret #1)
 +
Doom II MAP06 secret room.png|An extremely generous amount of supplies awaits in this secret area (secret #3)
 
</gallery>
 
</gallery>
  
 
== Speedrunning ==
 
== Speedrunning ==
 
===Routes and tricks===
 
===Routes and tricks===
 +
It is possible to pick up the yellow keycard by moving very slowly towards it and still not trigger the linedef that opens up the door to the central area full of monsters.
 +
 
In the final hall, the player can [[Straferunning|straferun]] over the slime moat onto the floor just in front of the exit. The yellow keycard in the far corner of the hall is still necessary.
 
In the final hall, the player can [[Straferunning|straferun]] over the slime moat onto the floor just in front of the exit. The yellow keycard in the far corner of the hall is still necessary.
  
===Records===
+
===Current Compet-n 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]]||00:54||[[Henning Skogstø]]||2000-04-24||{{competnftp|doom2/speed/lv06-054.zip|lv06-054.zip}}||
 
|[[UV speed]]||00:54||[[Henning Skogstø]]||2000-04-24||{{competnftp|doom2/speed/lv06-054.zip|lv06-054.zip}}||
Line 49: Line 73:
 
|[[UV max]]||02:22||[[Anders Johnsen]]||2003-01-20||{{competnftp|doom2/max/lv06-222.zip|lv06-222.zip}}||
 
|[[UV max]]||02:22||[[Anders Johnsen]]||2003-01-20||{{competnftp|doom2/max/lv06-222.zip|lv06-222.zip}}||
 
|-
 
|-
|[[NM100S]]||01:05||[[Vincent Catalaá]]||2000-09-08||{{competnftp|doom2/nm100s/ns06-105.zip|ns06-105.zip}}||
+
|[[NM100S]]||01:05||[[Vincent Catalaá (Peroxyd)]]||2000-09-08||{{competnftp|doom2/nm100s/ns06-105.zip|ns06-105.zip}}||
 
|-
 
|-
 
|[[UV -fast]]||02:42||[[Radek Pecka]]||2003-01-26||{{competnftp|doom2/fast/fa06-242.zip|fa06-242.zip}}||
 
|[[UV -fast]]||02:42||[[Radek Pecka]]||2003-01-26||{{competnftp|doom2/fast/fa06-242.zip|fa06-242.zip}}||
Line 57: Line 81:
 
|[[UV Tyson]]||15:43||[[Jim Leonard (Xit Vono)]]||2002-05-02||{{competnftp|doom2/tyson/ty061543.zip|ty061543.zip}}||
 
|[[UV Tyson]]||15:43||[[Jim Leonard (Xit Vono)]]||2002-05-02||{{competnftp|doom2/tyson/ty061543.zip|ty061543.zip}}||
 
|-
 
|-
|[[UV pacifist]]||01:13||[[Jakub Razák|Jakub Razák (method_man)]]||2003-11-28||{{competnftp|doom2/pacifist/pa06-113.zip|pa06-113.zip}}||
+
|[[UV pacifist]]||01:13||[[Jakub Razák (method_man)]]||2003-11-28||{{competnftp|doom2/pacifist/pa06-113.zip|pa06-113.zip}}||
 +
|}
 +
 
 +
''The data was last verified in its entirety on July 5, 2020.''
 +
 
 +
===Current DSDA records===
 +
The records for the map at the [[Doom Speed Demo Archive]] are:
 +
 
 +
{| {{prettytable}}
 +
! Run !! Time !! Player !! Date !! File !! Notes
 +
|-
 +
|[[UV speed]]||0:52.57||[[Looper]]||2019-05-28||{{dsda2ftp|doom2/30768/lv06-052.zip|lv06-052.zip}}||
 +
|-
 +
|[[NM speed]]||0:53.91||[[Teedre]]||2022-11-20||{{dsda2ftp|doom2/69411/lv06n-53.zip|lv06n-53.zip}}||
 +
|-
 +
|[[UV max]]||2:16.83||[[Ancalagon]]||2019-01-11||{{dsda2ftp|doom2/30746/lv06-216.zip|lv06-216.zip}}||
 +
|-
 +
|[[NM 100S]]||1:03.03||[[Teedre]]||2021-09-23||{{dsda2ftp|doom2/56487/lv06ns103.zip|lv06ns103.zip}}||
 +
|-
 +
|[[UV -fast]]||2:30.54||[[Andrea Rovenski (Cyberdemon531)]]||2021-06-08||{{dsda2ftp|doom2/53336/d206f230.zip|d206f230.zip}}||
 +
|-
 +
|[[UV -respawn]]||2:26.77||[[Zvonimir Bužanić (fx)]]||2012-10-19||{{dsda2ftp|doom2/30850/re06-226.zip|re06-226.zip}}||
 +
|-
 +
|[[UV Tyson]]||12:38.89||[[j4rio]]||2019-07-28||{{dsda2ftp|doom2/45318/lv06t1238.zip|lv06t1238.zip}}||
 +
|-
 +
|[[UV pacifist]]||1:13.63||[[Jakub Razák (method_man)]]||2003-11-28||{{dsda2ftp|doom2/30861/pa06-113.zip|pa06-113.zip}}||
 +
|-
 +
|[[NoMo]]||0:44.86||[[depr4vity]]||2020-05-13||{{dsda2ftp|doom2/48334/lv06o4486.zip|lv06o4486.zip}}||
 +
|-
 +
|NoMo 100S||1:05.60||[[kvothesixstring]]||2022-07-21||{{dsda2ftp|doom2/65647/lv06os105.zip|lv06os105.zip}}||
 +
|-
 +
|[[Collector]]||0:57.74||{{dsda2user|id=hokis|title=hokis|linkonly=1}}||2010-03-13||{{dsda2ftp|doom2/30887/lv06col057.zip|lv06col057.zip}}||
 
|}
 
|}
  
''The data was last verified in its entirety on October 18, 2012.''
+
''The data was last verified in its entirety on November 22, 2022.''
 +
 
 +
== Deathmatch ==
 +
 
 +
===Player spawns===
 +
This level contains six spawn points:
 +
# facing west. ('''thing 3''')
 +
# facing east. ('''thing 4''')
 +
# facing west. ('''thing 5''')
 +
# facing west. ('''thing 238''')
 +
# facing west. ('''thing 239''')
 +
# facing west. ('''thing 240''')
  
 
== Statistics ==
 
== Statistics ==
Line 248: Line 314:
 
|style="text-align: left;"|[[Multiplayer#Cooperative|Cooperative start]]||colspan="3"|4
 
|style="text-align: left;"|[[Multiplayer#Cooperative|Cooperative start]]||colspan="3"|4
 
|-
 
|-
|style="text-align: left;"|[[Deathmatch start]]||colspan="3"|4
+
|style="text-align: left;"|[[Deathmatch start]]||colspan="3"|6
 
|-
 
|-
 
|style="text-align: left;"|Exploding barrel||colspan="3"|9
 
|style="text-align: left;"|Exploding barrel||colspan="3"|9
Line 255: Line 321:
 
|}
 
|}
 
{{col-end}}
 
{{col-end}}
 +
 +
== Trivia ==
 +
{{French level name|Le Broyeur}}
  
 
== External links ==
 
== External links ==
 
* {{competnmap|2|206|MAP06}}
 
* {{competnmap|2|206|MAP06}}
* {{dsda|id=945|mapid=206|title=MAP06 demos}}
+
* {{dsda2|wad=doom2|map=Map+06|title=MAP06 demos}}
 
* [http://ian-albert.com/games/doom_2_maps/ Top-down perspective view of all Doom II levels] by Ian Albert
 
* [http://ian-albert.com/games/doom_2_maps/ Top-down perspective view of all Doom II levels] by Ian Albert
  
 
[[Category:American McGee levels]]
 
[[Category:American McGee levels]]
 +
[[Category:Levels with extra equipment in co-op]]

Latest revision as of 06:19, 27 January 2024

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 MAP06. For other maps which occupy this slot, see Category:MAP06.

MAP06: The Crusher is the sixth map of Doom II. It was designed by American McGee and uses the music track "In The Dark". The par time is 2:30. The monster revenant debuts in this map; also, if the game is played on Hurt Me Plenty skill level or lower, the Hell knight - who debuts in MAP05: The Waste Tunnels on upper skill levels - will also be introduced.

Walkthrough[edit]

Map of The Crusher
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 starting position, work your way straight forward through the forest of pillars to the lift on the far side, fighting enemies along the way. The lift will lower to a large room with a blue keycard. (Note: The key appears in different locations, depending on your skill level. When you have acquired the blue key, you can return to the starting room.) Once at the bottom of the lift, flip the switch to crush whatever enemy is under the huge crusher to make things easier for yourself. Once the monster is dead, you can pick up the plasma gun and, on I'm Too Young To Die and Hey Not Too Rough, also a blue key under the crusher. Now ride the lift you came from back to the top. This time, run through the opening in the bars in front of you and you'll land on a small platform with a switch on it (and, on Hurt Me Plenty, a blue key). Flip this switch to lower a lift at the far end of this room with a blue key on it (on Ultra-Violence and Nightmare). Run over, and ride the lift up. Follow the hallway around to a supercharge. Drop down and ride the lift back up to the starting room. You can enter secret #2 before you return if you wish.

Be careful in the starting room, as a closet has opened releasing many enemies that may be lurking among the pillars. Open the blue key door at the north end of the room and flip the switch to lower the lift. The lowered lift exposes a small hidden room with some armor bonuses you can pick up if you wish. Ride this lift up, and follow the hallway past the red key door to the end. Open the door here, flip the switch to lower the floor, and continue through a second door. In the next room, continue up the stairs, fighting the enemies released by the opening walls as you ascend. As you near the top of the spiral staircase, be cautious not to fall into the lava as it is inescapable. At the top of the stairs, hop onto the next platform and grab the red keycard. Before returning to the red key door, you may want to enter secret #3.

On your way back to the red key door, beware of some recently released imps. Once outside, continue along the path under the Stonehenge-like structures to the next door. Again, the lava here is inescapable, so be careful. Once through the last door you'll arrive in a large, dark, square room. Before you do anything else you may want to kill the spectres in the nukage moat to keep from getting in your way later on. Make your way to the opposite corner of this room and flip the switch next to the yellow keycard to lower it. When you pick it up, the central structure in the room opens, causing several enemies to teleport in from all directions. Once they're dealt with, enter any of the teleporters along the perimeter of the room to be taken to the inside of the central structure. Flip the switch to raise a bridge to the yellow door on the west side of the large room. Open it and kill the demon to reach the exit switch.

Secrets[edit]

  1. In the starting room with several pillars, locate the pillar with the lightning bolt symbol on it in the southeast corner of the room. This pillar can be lowered manually to reveal a megasphere. (sector 98)
  2. In the room containing the crusher, drop down into the river of nukage in the center and follow to its southeast end, where a secret room holding a teleporter can be found. (sector 124)
  3. While ascending the spiraling staircase leading to the red keycard, two alcoves will open, revealing enemies. The first one contains chaingunners, while the second one houses revenants. From the top of the staircase, drop down into the alcove the chaingunners were in. Open the wall with the lightning bolt symbol to reveal a secret area. (sector 146)

Bugs[edit]

Using either one-sided door track of the red key door will crash the game. This is because the lines were mistakenly given manual push-activation door actions. The 2019-2020 releases of Doom Classic have a slightly edited version of this map which fixes this.

Design oddities[edit]

Two of the six deathmatch starts (Things 238 and 239) have no flags set for any of the three difficulty classes, but as they are handled differently by the engine, they function normally in the level. This was also corrected to have flags set in the Doom Classic Unity port.

In the outside area just after the red door the sky is set too low, the buildings on both sides are clearly bigger on the inside than outside and there is not enough room for the red door.

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

It is possible to pick up the yellow keycard by moving very slowly towards it and still not trigger the linedef that opens up the door to the central area full of monsters.

In the final hall, the player can straferun over the slime moat onto the floor just in front of the exit. The yellow keycard in the far corner of the hall is still necessary.

Current Compet-n records[edit]

The Compet-n records for the map are:

Run Time Player Date File Notes
UV speed 00:54 Henning Skogstø 2000-04-24 lv06-054.zip
NM speed 00:56 Henning Skogstø 1999-09-30 nm06-056.zip
UV max 02:22 Anders Johnsen 2003-01-20 lv06-222.zip
NM100S 01:05 Vincent Catalaá (Peroxyd) 2000-09-08 ns06-105.zip
UV -fast 02:42 Radek Pecka 2003-01-26 fa06-242.zip
UV -respawn 02:26 Zvonimir Bužanić (fx) 2012-10-19 re06-226.zip
UV Tyson 15:43 Jim Leonard (Xit Vono) 2002-05-02 ty061543.zip
UV pacifist 01:13 Jakub Razák (method_man) 2003-11-28 pa06-113.zip

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

Current DSDA records[edit]

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

Run Time Player Date File Notes
UV speed 0:52.57 Looper 2019-05-28 lv06-052.zip
NM speed 0:53.91 Teedre 2022-11-20 lv06n-53.zip
UV max 2:16.83 Ancalagon 2019-01-11 lv06-216.zip
NM 100S 1:03.03 Teedre 2021-09-23 lv06ns103.zip
UV -fast 2:30.54 Andrea Rovenski (Cyberdemon531) 2021-06-08 d206f230.zip
UV -respawn 2:26.77 Zvonimir Bužanić (fx) 2012-10-19 re06-226.zip
UV Tyson 12:38.89 j4rio 2019-07-28 lv06t1238.zip
UV pacifist 1:13.63 Jakub Razák (method_man) 2003-11-28 pa06-113.zip
NoMo 0:44.86 depr4vity 2020-05-13 lv06o4486.zip
NoMo 100S 1:05.60 kvothesixstring 2022-07-21 lv06os105.zip
Collector 0:57.74 hokis 2010-03-13 lv06col057.zip

The data was last verified in its entirety on November 22, 2022.

Deathmatch[edit]

Player spawns[edit]

This level contains six spawn points:

  1. facing west. (thing 3)
  2. facing east. (thing 4)
  3. facing west. (thing 5)
  4. facing west. (thing 238)
  5. facing west. (thing 239)
  6. facing west. (thing 240)

Statistics[edit]

Map data[edit]

Things 247
Vertices 935*
Linedefs 1011
Sidedefs 1409
Sectors 183
* The vertex count without the effect of node building is 803.

Things[edit]

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

Trivia[edit]

The official French name of this level is Le Broyeur.

External links[edit]