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

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{{Doom II 1-10}}
+
{{Doom II 1-11|consolever=MAP36: The Crusher (PlayStation Doom)|platform=psx}}
 
{{map|slot=MAP06|name=Crusher (Doom II)}}
 
{{map|slot=MAP06|name=Crusher (Doom II)}}
'''MAP06: The Crusher''' is the sixth map of [[Doom II]]. It was designed by [[American McGee]] and uses the [[Doom II music|music]] track "In The Dark". 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 (Doom II)|MAP05: The Waste Tunnels]] on upper skill levels - will also be introduced.
+
'''MAP06: The Crusher''' is the sixth map of [[Doom II]]. It was designed by [[American McGee]] and uses the [[Doom II music|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 (Doom II)|MAP05: The Waste Tunnels]] on upper skill levels - will also be introduced.
  
==Strategy==
+
== Walkthrough ==
[[Image:MAP06 map.png|thumb|300px|Map of MAP06]] <br clear="left"/>
+
[[File:MAP06 map.png|thumb|300x300px|Map of The Crusher]]
===Walkthrough===
+
{{map spots}}
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.
 
  
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.
+
===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 have acquired the blue keycard, 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 (''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.
  
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.
+
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.
 +
 
 +
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.
  
 
===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).
+
# 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 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).
+
# 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''')
# 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 [[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 (N).
+
# 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''')
 +
 
 +
===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 both bugs mentioned above.
 +
 
 +
== Areas / screenshots ==
 +
<gallery mode=nolines widths=160px>
 +
DoomII-Crusher-the-spiderdemon.png
 +
DoomII-Crusher-corridor.png
 +
DoomII-Crusher-the-room.png
 +
DoomII-Crusher-the-red-key.png
 +
DoomII-Crusher-secret.png
 +
DoomII-Crusher-outside.png
 +
</gallery>
  
==Speedrunning==
+
== Speedrunning ==
 
===Routes and tricks===
 
===Routes and tricks===
* In the exit room, you can straferun onto the floor just infront of the exit. You will still need the yellow keycard located in the far corner of the room.
+
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===
 
===Records===
Line 26: Line 45:
 
!Run||Time||Player||Date||File||Notes
 
!Run||Time||Player||Date||File||Notes
 
|-
 
|-
|[[UV speed]]||00:54||[[Henning Skogsto]]||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}}||
 
|-
 
|-
|[[NM speed]]||00:56||[[Henning Skogsto]]||1999-09-30||{{competnftp|doom2/nmare/nm06-056.zip|nm06-056.zip}}||
+
|[[NM speed]]||00:56||[[Henning Skogstø]]||1999-09-30||{{competnftp|doom2/nmare/nm06-056.zip|nm06-056.zip}}||
 
|-
 
|-
|[[UV max]]||02:29||[[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]]||2000-09-08||{{competnftp|doom2/nm100s/ns06-105.zip|ns06-105.zip}}||
Line 36: Line 55:
 
|[[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}}||
 
|-
 
|-
|[[UV -respawn]]||02:27||[[Henning Skogsto]]||1999-09-03||{{competnftp|doom2/respawn/re06-227.zip|re06-227.zip}}||
+
|[[UV -respawn]]||02:26||[[Zvonimir Bužanić (fx)]]||2012-10-19||{{competnftp|doom2/respawn/re06-226.zip|re06-226.zip}}||
 
|-
 
|-
|[[UV Tyson]]||15:43||[[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 "method_man" Razak]]||2003-11-28||{{competnftp|doom2/pacifist/pa06-113.zip|pa06-113.zip}}||
+
|[[UV pacifist]]||01:13||[[Jakub Razák|Jakub Razák (method_man)]]||2003-11-28||{{competnftp|doom2/pacifist/pa06-113.zip|pa06-113.zip}}||
 
|}
 
|}
  
==Statistics==
+
''The data was last verified in its entirety on October 18, 2012.''
 +
 
 +
== 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 ==
 
===Map data===
 
===Map data===
{| {{prettytable}}
+
{{mapdata|
|[[Things]]||247
+
  things=247|
 +
  vertexes=935|
 +
  linedefs=1011|
 +
  sidedefs=1409|
 +
  sectors=183|
 +
  vertexbefore=803}}
 +
 
 +
===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]]||colspan="3"|2
 +
|-
 +
|style="text-align: left;"|[[Shotgun guy]]||17||26||30
 +
|-
 +
|style="text-align: left;"|[[Heavy weapon dude]]||4||8||11
 +
|-
 +
|style="text-align: left;"|[[Imp]]||23||37||44
 +
|-
 +
|style="text-align: left;"|[[Lost soul]]||colspan="3"|2
 +
|-
 +
|style="text-align: left;"|[[Demon]]||1||5||7
 +
|-
 +
|style="text-align: left;"|[[Spectre]]||3||5||11
 +
|-
 +
|style="text-align: left;"|[[Revenant]]||1||2||4
 +
|-
 +
|style="text-align: left;"|[[Hell knight]]||1||5||2
 +
|-
 +
|style="text-align: left;"|[[Spiderdemon]]||0||0||1
 +
|-
 +
![[Weapon|Weapons]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Super shotgun]]||colspan="3"|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;"|[[Clip]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[4 shotgun shells]]||9||9||8
 +
|-
 +
|style="text-align: left;"|[[Box of shotgun shells]]||1||0||0
 +
|-
 +
|style="text-align: left;"|[[Box of rockets]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Energy cell (Doom)|Energy cell]]||colspan="3"|3
 +
|-
 +
|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]]||colspan="3"|9
 +
|-
 +
|style="text-align: left;"|[[Medikit]]||colspan="3"|8
 +
|-
 +
|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;"|[[Armor bonus]]||colspan="3"|9
 +
|-
 +
|style="text-align: left;"|[[Health bonus]]||colspan="3"|5
 +
|-
 +
|style="text-align: left;"|[[Supercharge]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Megasphere]]||colspan="3"|2
 +
|-
 +
|style="text-align: left;"|[[Backpack]]||colspan="3"|1
 +
|-
 +
![[Key|Keys]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|Blue keycard||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|Red keycard||colspan="3"|1
 
|-
 
|-
|[[Vertices]]||935
+
|style="text-align: left;"|Yellow keycard||colspan="3"|1
 
|-
 
|-
|[[Linedefs]]||1011
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
|[[Sidedefs]]||1409
+
|style="text-align: left;"|[[Barrel|Exploding barrel]]||colspan="3"|9
 
|-
 
|-
|[[Sectors]]||183
+
|style="text-align: left;"|[[Teleporter|Teleport landing]]||colspan="3"|10
 
|}
 
|}
 
+
{{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||colspan="3"|2
 +
|-
 +
|style="text-align: left;"|Shotgun guy||17||26||30
 +
|-
 +
|style="text-align: left;"|Heavy weapon dude||4||8||11
 +
|-
 +
|style="text-align: left;"|Imp||23||37||44
 +
|-
 +
|style="text-align: left;"|Lost soul||colspan="3"|2
 +
|-
 +
|style="text-align: left;"|Demon||1||5||7
 
|-
 
|-
|[[Spider Mastermind]]s||0||0||1
+
|style="text-align: left;"|Spectre||3||5||11
 
|-
 
|-
|[[Sergeant]]s||17||26||30
+
|style="text-align: left;"|Revenant||1||2||4
 
|-
 
|-
|[[Spectre]]s||3||5||11
+
|style="text-align: left;"|Hell knight||1||5||2
 
|-
 
|-
|[[Imp]]s||23||37||44
+
|style="text-align: left;"|Spiderdemon||0||0||1
 
|-
 
|-
|[[Demon]]s||1||5||7
+
!Weapons!!1-2!!3!!4-5
 
|-
 
|-
|[[Trooper]]s||2||2||2
+
|style="text-align: left;"|[[Shotgun]]||colspan="3"|1
 
|-
 
|-
|[[Lost Soul]]s||2||2||2
+
|style="text-align: left;"|Super shotgun||colspan="3"|1
 
|-
 
|-
|[[Chaingunner]]s||4||8||11
+
|style="text-align: left;"|[[Chaingun]]||colspan="3"|1
 
|-
 
|-
|[[Revenant]]s||1||2||4
+
|style="text-align: left;"|Rocket launcher||colspan="3"|1
 
|-
 
|-
|[[Hell Knight]]s||1||5||2
+
|style="text-align: left;"|Plasma gun||colspan="3"|1
 
|-
 
|-
!Powerups||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|[[BFG9000]]||colspan="3"|1
 
|-
 
|-
|[[Backpack]]s||1||1||1
+
!Ammunition!!1-2!!3!!4-5
 
|-
 
|-
|[[Stim pack]]s||9||9||9
+
|style="text-align: left;"|Clip||colspan="3"|1
 
|-
 
|-
|[[Medikit]]s||8||8||8
+
|style="text-align: left;"|4 shotgun shells||9||9||8
 
|-
 
|-
|[[Soul sphere]]s||1||1||1
+
|style="text-align: left;"|Box of shotgun shells||1||0||0
 
|-
 
|-
|[[Health bonus]]es||5||5||5
+
|style="text-align: left;"|Box of rockets||colspan="3"|3
 
|-
 
|-
|[[Armor bonus]]es||9||9||9
+
|style="text-align: left;"|Energy cell||colspan="3"|3
 
|-
 
|-
|[[Green armor]]s||1||1||1
+
|style="text-align: left;"|Energy cell pack||colspan="3"|3
 
|-
 
|-
|[[Blue armor]]s||1||1||1
+
!Health & Armor!!1-2!!3!!4-5
 
|-
 
|-
|[[Megasphere]]||2||2||2
+
|style="text-align: left;"|Stimpack||colspan="3"|9
 
|-
 
|-
!Weapons||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Medikit||colspan="3"|8
 
|-
 
|-
|[[Rocket launcher]]s||1||1||1
+
|style="text-align: left;"|Armor||colspan="3"|1
 
|-
 
|-
|[[Plasma gun]]s||1||1||1
+
|style="text-align: left;"|Megaarmor||colspan="3"|1
 
|-
 
|-
|[[Super shotgun]]s||1||1||1
+
!Items!!1-2!!3!!4-5
 
|-
 
|-
!Ammunition||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Armor bonus||colspan="3"|9
 
|-
 
|-
|[[Bulk Cell]]s||1||1||1
+
|style="text-align: left;"|Health bonus||colspan="3"|5
 
|-
 
|-
|[[Ammo clip]]s||1||1||1
+
|style="text-align: left;"|Supercharge||colspan="3"|1
 
|-
 
|-
|[[Shell]]s||9||9||8
+
|style="text-align: left;"|Megasphere||colspan="3"|2
 
|-
 
|-
|[[Box of rockets|Rocket boxes]]||1||1||1
+
|style="text-align: left;"|Backpack||colspan="3"|1
 
|-
 
|-
|[[Energy cell]]s||3||3||3
+
!Keys!!1-2!!3!!4-5
 
|-
 
|-
|[[Box of shells|Shell boxes]]||1||0||0
+
|style="text-align: left;"|Blue keycard||colspan="3"|1
 
|-
 
|-
!Keys||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Red keycard||colspan="3"|1
 
|-
 
|-
|[[Blue card]]s||1||1||1
+
|style="text-align: left;"|Yellow keycard||colspan="3"|1
 
|-
 
|-
|[[Yellow card]]s||1||1||1
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
|[[Red card]]s||1||1||1
+
|style="text-align: left;"|[[Multiplayer#Cooperative|Cooperative start]]||colspan="3"|4
 
|-
 
|-
!Barrels||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|[[Deathmatch start]]||colspan="3"|6
 
|-
 
|-
|[[Exploding barrel]]s||9||9||9
+
|style="text-align: left;"|Exploding barrel||colspan="3"|9
 
|-
 
|-
 +
|style="text-align: left;"|Teleport landing||colspan="3"|10
 
|}
 
|}
 +
{{col-end}}
 +
 +
==Trivia==
 +
{{French level name|Le Broyeur}}
  
===Trivia===
+
== External links ==
In this map is the very first appearance of a [[revenant]].
+
* {{competnmap|2|206|MAP06}}
 +
* {{dsda|id=945|mapid=206|title=MAP06 demos}}
 +
* [http://ian-albert.com/games/doom_2_maps/ Top-down perspective view of all Doom II levels] by Ian Albert
  
==External links==
 
* [http://www.doom2.net/~compet-n/database/cn.cgi?map:doom2:06 MAP06 demos from the Compet-n database]
 
* [http://ian-albert.com/misc/doom2maps.php 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]]

Revision as of 08:46, 14 January 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

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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

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

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 have acquired the blue keycard, 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 (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.

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 bonuses 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.

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.

Secrets

  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 (K). (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 (L). (sector 124)
  3. While ascending the spiraling staircase leading to the red keycard, two alcoves will open, revealing enemies (M). 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 (N). (sector 146)

Bugs

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.

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 both bugs mentioned above.

Areas / screenshots

Speedrunning

Routes and tricks

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.

Records

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 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 October 18, 2012.

Deathmatch

Player spawns

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

Map data

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

Things

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

Trivia

The official French name of this level is Le Broyeur.

External links