Difference between revisions of "MAP09: Cryonics (Daedalus: Alien Defense)"

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===Essentials===
 
===Essentials===
 +
Beware of the chaingunners that greet you on entry, especially the one behind you.  Once they have been dealt with, head right (west) from the travel tube into a small room containing two consoles and a heavy door.  Activate one of the consoles to open the door - all the doors beyond this one will open manually.  Follow the doors until you reach a very large chamber with stasis cells set into the walls, and a large body of water in the middle.  Enter the power room (the door is at the centre of the north wall), and press the green button to open the microgen room.  Take the microgen and run as fast as you can back to the entrance, as all the stasis cells will shortly be opened, releasing a large number of high-hitpoint enemies all over the map.  Return to [[MAP16: Scout Bay (Daedalus: Alien Defense)|Scout Bay]], via Storage and Secondary Bridge.
  
 
===Other points of interest===
 
===Other points of interest===
 +
Until you remove the microgen from the power room, the map can be explored in a leisurely fashion, with minimal opposition.
 +
 +
The western pillar in the centre of the water chamber is hollow, and its entrance is underwater.  Inside the pillar, a [[megasphere]] and the WAD's first [[plasma gun]] can be found.
  
 
===Secrets===
 
===Secrets===

Revision as of 19:28, 28 October 2020

Daedalus maps
Out of the trashcan and into the fire

01 02 03 04 05 06 07 14

Gentlebeings, start your engines
Driving Miss Deadly

13 21 22 23 24 25 26

Wo ist der U-bahn, bitte?

20 27 28 29 30 31 32

This level occupies the map slot MAP09. For other maps which occupy this slot, see Category:MAP09.

MAP09: Cryonics is the ninth map of Daedalus: Alien Defense. It was designed by Ty Halderman and uses the music track " ".

Under construction icon-yellow.svgThis article about a map is a stub. Please help the Doom Wiki by adding to it.


Walkthrough

Map of Cryonics
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

Beware of the chaingunners that greet you on entry, especially the one behind you. Once they have been dealt with, head right (west) from the travel tube into a small room containing two consoles and a heavy door. Activate one of the consoles to open the door - all the doors beyond this one will open manually. Follow the doors until you reach a very large chamber with stasis cells set into the walls, and a large body of water in the middle. Enter the power room (the door is at the centre of the north wall), and press the green button to open the microgen room. Take the microgen and run as fast as you can back to the entrance, as all the stasis cells will shortly be opened, releasing a large number of high-hitpoint enemies all over the map. Return to Scout Bay, via Storage and Secondary Bridge.

Other points of interest

Until you remove the microgen from the power room, the map can be explored in a leisurely fashion, with minimal opposition.

The western pillar in the centre of the water chamber is hollow, and its entrance is underwater. Inside the pillar, a megasphere and the WAD's first plasma gun can be found.

Secrets

  1. (sector 24)
  2. (sector 157)

Bugs

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Current records

The records for the map at the Doomed Speed Demos Archive are:

Style Time Player Date File Notes
UV speed
NM speed
UV max
NM100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

Miscellaneous demos

Style Time Player Date File Notes
.zip

Statistics

Map data

Things 504
Vertices 5600*
Linedefs 4937
Sidedefs 8151
Sectors 260
* The vertex count without the effect of node building is 4258.

Things

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


Technical information

Inspiration and development

Trivia

See also

Sources

External links