Difference between revisions of "MAP09: Some Drilling Implied (BTSX-E1)"

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{{BTSX-E1 9-16}}
 
{{BTSX-E1 9-16}}
 
{{map|slot=MAP09}}
 
{{map|slot=MAP09}}
{{level stub}}
 
 
 
'''MAP09: Some Drilling Implied''' is the ninth level of the first episode of [[Back to Saturn X]]. It was designed by [[Sarah Mancuso (esselfortium)]] and [[Travers Dunne]], and uses the music track "Untilted", by [[James Paddock]]. The [[par time]] is 3:30. {{add-on name|Offworld Dentistry}}
 
'''MAP09: Some Drilling Implied''' is the ninth level of the first episode of [[Back to Saturn X]]. It was designed by [[Sarah Mancuso (esselfortium)]] and [[Travers Dunne]], and uses the music track "Untilted", by [[James Paddock]]. The [[par time]] is 3:30. {{add-on name|Offworld Dentistry}}
  
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===Essentials===
 
===Essentials===
 +
Head straight forward to a [[shotgun]] which is overlooked by [[imp]]s (plus [[zombiemen]] and a [[mancubus]] on Hurt Me Plenty (HMP) [[Skill level#Doom and Doom II skill levels|skill level]], and [[chaingunner]]s on Ultra-Violence (UV) and Nightmare (NM)), then head west into a chamber with a blue [[key]] door. Head north into a neighboring chamber with a yellow key door, then east into an outdoor area guarded by zombies and imps - you will see the yellow keycard on a pillar in a [[Damaging floor|nukage]] pool, but you cannot reach it from here. Climb the steps by the south wall and go through the doorway at the top to reach the ledge overlooking the starting room, which you can follow round to the blue keycard - note the enemies that have been released at ground level, as well as [[shotgun guy]]s being released behind you when you take the key.
 +
 +
Drop to ground level and head west to the blue key door you saw earlier, then open it to confront some waiting imps and zombiemen (plus [[demon]]s on HMP or higher). Approach the door on the west side of the room, kill any enemies that are released from a compartment next to it then go through the door and head up two sets of steps. Turn left at the top, ready to kill any demons/[[spectre]]s that are released behind you, then look east to see a balcony with an [[arachnotron]] - from this ledge you can run east to leap down to a platform where a mancubus guards a pillar holding the red keycard. As you land on the platform the back wall will lower to reveal one or two more mancubi; you can then step past this wall to find a button that will lower the pillar holding the red key. With the red key, open the north door to return to the starting area then head east to a second red key door and open it to confront one or more waiting revenants. Enter the tunnel on the north side and head straight forward to a button, then press it to lower the floor and go down to the nukage pool holding the yellow key - you will see a [[Monster closet|compartment]] holding several enemies open on your right, but the pillar holding the key will also lower so you can collect it. On UV and NM, watch out for an [[arch-vile]] that teleports in to the west.
 +
 +
Head due west to the yellow key door you passed earlier and open it, kill any waiting zombies and imps then press the button on the back wall to lower a pillar behind you holding a [[rocket launcher]]; this will also lower the floor of the neighboring hallway, letting you drop into a room to the west with one or two [[Hell knight]]s (plus a [[baron of Hell]] on UV and NM). Press the button on the west wall to raise some steps in the north-east corner, climb them then press the button on your right to lower the wall and get back to the rocket launcher room. Open the yellow key door on the south side (the hallway that lowered has now risen again), then immediately turn right to see that a chamber with imps and zombies has opened - enter this chamber and press the button on the back wall to go down to the exit room where more of the same enemies are waiting. As you step off the lift you will see one or two [[cacodemon]]s and barons appear on a platform ahead - fight your way past them and flip the switch on the west wall to end the level.
  
 
===Other points of interest===
 
===Other points of interest===
  
 
===Secrets===
 
===Secrets===
#'''Sector 58:''' In the room with the western yellow door, an alcove on the north wall can be lowered to reveal a tunnel to a small area with a [[rocket launcher]] (not on UV and NM), a [[box of rockets]], and a [[medikit]].
+
# In the room with the western yellow key door, the north alcove contains two computer panels. The left-hand panel is recessed and can be pressed to lower it, revealing a tunnel to a ledge with a rocket launcher (not on UV or NM), a [[box of rockets]] and a [[medikit]]. ('''sector 58''')
#'''Sector 306:''' Past the yellow door and west of the rocket launcher room, hit the switch to raise some stairs, then use the switch up here to open the way back to the rocket launcher room. Go south through this room and on the bridge, drop to the east to a [[teleporter]] which takes you to a [[backpack]] (on HNTR and below), or an [[Energy cell (Doom)|energy cell]] and four [[rocket]]s (on HMP and above).
+
# Past the yellow key door and west of the rocket launcher room, hit the switch to raise some stairs, then use the switch up here to open the way back to the rocket launcher room. Go south through this room and on the bridge, then drop to the east to a [[teleporter]] which takes you to a [[backpack]] (on I'm Too Young To Die and Hey Not Too Rough), or an [[Energy cell (Doom)|energy cell]] and four [[rocket]]s (on HMP or higher). ('''sector 306''')
  
 
===Bugs===
 
===Bugs===

Latest revision as of 16:07, 6 December 2022

Back to Saturn X E1 maps 09-16

01 02 03 04 05 06 07 08
(09 - 16)
17 18 19 20 21 22 23
24 25
Secret maps: 31 32

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

MAP09: Some Drilling Implied is the ninth level of the first episode of Back to Saturn X. It was designed by Sarah Mancuso (esselfortium) and Travers Dunne, and uses the music track "Untilted", by James Paddock. The par time is 3:30. In the official add-on version, this level's name is Offworld Dentistry.

Walkthrough[edit]

Map of Some Drilling Implied
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]

Head straight forward to a shotgun which is overlooked by imps (plus zombiemen and a mancubus on Hurt Me Plenty (HMP) skill level, and chaingunners on Ultra-Violence (UV) and Nightmare (NM)), then head west into a chamber with a blue key door. Head north into a neighboring chamber with a yellow key door, then east into an outdoor area guarded by zombies and imps - you will see the yellow keycard on a pillar in a nukage pool, but you cannot reach it from here. Climb the steps by the south wall and go through the doorway at the top to reach the ledge overlooking the starting room, which you can follow round to the blue keycard - note the enemies that have been released at ground level, as well as shotgun guys being released behind you when you take the key.

Drop to ground level and head west to the blue key door you saw earlier, then open it to confront some waiting imps and zombiemen (plus demons on HMP or higher). Approach the door on the west side of the room, kill any enemies that are released from a compartment next to it then go through the door and head up two sets of steps. Turn left at the top, ready to kill any demons/spectres that are released behind you, then look east to see a balcony with an arachnotron - from this ledge you can run east to leap down to a platform where a mancubus guards a pillar holding the red keycard. As you land on the platform the back wall will lower to reveal one or two more mancubi; you can then step past this wall to find a button that will lower the pillar holding the red key. With the red key, open the north door to return to the starting area then head east to a second red key door and open it to confront one or more waiting revenants. Enter the tunnel on the north side and head straight forward to a button, then press it to lower the floor and go down to the nukage pool holding the yellow key - you will see a compartment holding several enemies open on your right, but the pillar holding the key will also lower so you can collect it. On UV and NM, watch out for an arch-vile that teleports in to the west.

Head due west to the yellow key door you passed earlier and open it, kill any waiting zombies and imps then press the button on the back wall to lower a pillar behind you holding a rocket launcher; this will also lower the floor of the neighboring hallway, letting you drop into a room to the west with one or two Hell knights (plus a baron of Hell on UV and NM). Press the button on the west wall to raise some steps in the north-east corner, climb them then press the button on your right to lower the wall and get back to the rocket launcher room. Open the yellow key door on the south side (the hallway that lowered has now risen again), then immediately turn right to see that a chamber with imps and zombies has opened - enter this chamber and press the button on the back wall to go down to the exit room where more of the same enemies are waiting. As you step off the lift you will see one or two cacodemons and barons appear on a platform ahead - fight your way past them and flip the switch on the west wall to end the level.

Other points of interest[edit]

Secrets[edit]

  1. In the room with the western yellow key door, the north alcove contains two computer panels. The left-hand panel is recessed and can be pressed to lower it, revealing a tunnel to a ledge with a rocket launcher (not on UV or NM), a box of rockets and a medikit. (sector 58)
  2. Past the yellow key door and west of the rocket launcher room, hit the switch to raise some stairs, then use the switch up here to open the way back to the rocket launcher room. Go south through this room and on the bridge, then drop to the east to a teleporter which takes you to a backpack (on I'm Too Young To Die and Hey Not Too Rough), or an energy cell and four rockets (on HMP or higher). (sector 306)

Bugs[edit]

Areas / screenshots[edit]

Speedrunning[edit]

Current records[edit]

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

Run Time Player Date File Notes
UV speed
NM speed
UV max 4:51.97 Guanlan Chen (GarrettChan) 2020-08-16 b109m451.zip
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist
NoMo 0:50.03 Sayeth 2021-02-21 b109o050.zip

The data was last verified in its entirety on June 3, 2022.

Statistics[edit]

Map data[edit]

Things 427
Vertices 2338*
Linedefs 2584
Sidedefs 3829
Sectors 453
* The vertex count without the effect of node building is 2021.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

External links[edit]