MAP06: The Weapons Factory (Harmony)

Harmony maps

This level occupies the map slot MAP06. For other maps which occupy this slot, see Category:MAP06.

MAP06: The Weapons Factory is the sixth map of Harmony. It was designed by Thomas van der Velden (t.v.) and uses the music track "The Edge" by Kyū. The map is rather difficult due to the large number of Centaurs, which are strong, resistant to damage, and have a dual mine/grenade launcher. The par time defined in MAPINFO is 7:00.

Contents

WalkthroughEdit

Map of The Weapons Factory
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.

EssentialsEdit

  1. Head left, and ride the lift up.
  2. Expect a lot of trouble reaching the factory ahead. There are three centaurs in the lower perimeter, encountered one at a time. on the platform proper, there are two more centaurs. First, take the long circle around, and reach the second floor. Then, enter the structure by the north side.
  3. Once inside, enter the side room. There is a centaur here, which you need to kill or evade. Look for a switch inside the room, which opens the elevator.
  4. Ride the elevator down, and enter the basement.
  5. In the basement:
    1. Kill the centaur, since you need to get past him to open a door.
    2. Head right, and get past the crushers. At the branch, head left for +100% health.
    3. You will find a centaur, or two on hard. Evade them, and continue onward.
    4. Collect the green keycard. To reach it, you need to dodge the automatic shooters. Jump onto the raised platforms, keeping to the right side, and return just as quickly. If you fall, you can get back up by using the key card platform (but you will take damage from shots even if it is lowered.)
    5. On the return leg, you will need to encounter another centaur. If it is too dangerous to attack or slip past it, you may try to double-back along a longer route.
  6. Return to the elevator, and head to the top. Enter.
  7. When you reach the next room, it is covered by up to 8 centaurs. You need to get a keycard from the eastern centaur. Try defeating it by making loose circles around its nearby pillar, or by kiting it by hit and hide attacks. When it is down, get the keycard, and enter the next room.
  8. The next room has two centaurs, and it will darken if you enter it. You will also need to clear laser beams on the walls.
  9. In the final room, get the keycard, and collecting it releases a Centaur (or on easy, two hunters). After dealing with the centaur (kill or evade) and unlocking the exit, you can proceed to the next level.

SecretsEdit

  1. In the basement, substep 3: Before getting past the centaur, you should see a grenade just behind you. Open the secret door behind that, and you will eventually reach 200% armor. (sector 128)

BugsEdit

In version 1.1, the automatic laser shooters are only audible for the first shot in a cycle, and many shots at the green keycard are misaligned and come out of the walls next to the shooters. This was changed for the Doom Classic Unity port by removing all the laser shooters.

In version 1.1, in the tripmine room, the tripmine at sector 95 behaves strangely; the explosion trigger consists of two trigger lines on either side of the laser, and activating one trigger line or shooting the mine will remove it as well as a section of the pillar without an explosion. Walking close to the hole in the pillar or shooting again will release the delayed explosion. In the Doom Classic Unity port, even more tripmines in this room acquired the bug.

In version 1.1, the tripmines at sectors 87, 41 and 252 have misaligned textures. This was fixed for the Doom Classic Unity port

Areas / screenshotsEdit

SpeedrunningEdit

Routes and tricksEdit

Current recordsEdit

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

Run Time Player Date File Notes
UV speed
NM speed
UV max
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

The (absence of) data was last verified in its entirety on December 12, 2021.

DeathmatchEdit

Player spawnsEdit

This level contains four spawn points:

  1. facing north. (thing 311)
  2. facing west. (thing 312)
  3. facing south. (thing 313)
  4. facing east. (thing 314)

StatisticsEdit

Map dataEdit

Things 292
Vertices 5185*
Linedefs 4787
Sidedefs 7721
Sectors 533
* The vertex count without the effect of node building is 4045.

ThingsEdit

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

External linksEdit