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

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===Trivia===
 
In this map is the very first appearance of a [[revenant]].
 
  
 
==External links==
 
==External links==

Revision as of 14:15, 30 September 2012

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

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 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.

Strategy

Map of MAP06

Walkthrough

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 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).
  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).
  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).

Speedrunning

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.

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:54 Henning Skogsto 2000-04-24 lv06-054.zip
NM speed 00:56 Henning Skogsto 1999-09-30 nm06-056.zip
UV max 02:29 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 02:27 Henning Skogsto 1999-09-03 re06-227.zip
UV Tyson 15:43 Xit Vono 2002-05-02 ty061543.zip
UV pacifist 01:13 Jakub "method_man" Razak 2003-11-28 pa06-113.zip

Statistics

Map data

Things 247
Vertices 935
Linedefs 1011
Sidedefs 1409
Sectors 183

Things

Monsters ITYTD and HNTR HMP UV and NM
Spider Masterminds 0 0 1
Sergeants 17 26 30
Spectres 3 5 11
Imps 23 37 44
Demons 1 5 7
Troopers 2 2 2
Lost Souls 2 2 2
Chaingunners 4 8 11
Revenants 1 2 4
Hell Knights 1 5 2
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 1 1 1
Stim packs 9 9 9
Medikits 8 8 8
Soul spheres 1 1 1
Health bonuses 5 5 5
Armor bonuses 9 9 9
Green armors 1 1 1
Blue armors 1 1 1
Megasphere 2 2 2
Weapons ITYTD and HNTR HMP UV and NM
Rocket launchers 1 1 1
Plasma guns 1 1 1
Super shotguns 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Bulk Cells 1 1 1
Ammo clips 1 1 1
Shells 9 9 8
Rocket boxes 1 1 1
Energy cells 3 3 3
Shell boxes 1 0 0
Keys ITYTD and HNTR HMP UV and NM
Blue cards 1 1 1
Yellow cards 1 1 1
Red cards 1 1 1
Barrels ITYTD and HNTR HMP UV and NM
Exploding barrels 9 9 9

External links