MAP10: Containment Area (Console Doom)

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Containment Area

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This is a console version
of a PC level.

This level occupies the map slot MAP10. For other maps which occupy this slot, see Category:MAP10.

MAP10: Containment Area is the tenth level of most console versions of Doom, based on the original E2M2: Containment Area with modifications made to adapt the level to the consoles' memory and storage limitations. The author of the conversion is American McGee, and the original map authors are Tom Hall and Sandy Petersen. The map first appeared in Atari Jaguar version, and was later used in the 3DO, Sega 32X, Game Boy Advance, Sony PlayStation, and Sega Saturn versions. Due to its original size, it is one of the most radically altered levels, with nearly half of the original geometry removed.

Walkthrough

Map of Containment Area
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

Before moving southward collect the green armor and the shotgun. The armor lies to the right of you starting position. The position of the shotgun depends on the current skill level. On the easy skill levels it is put on the floor near the armor and a box of shells lie on the crate. On all other skills the shotgun is put on the crate. You should lower the crate to get these items. Flip the switch on the wall to lower the crate.

Move southward and turn left. You will see the first berserk pack in the game (unless you visited the Military Base). Take it and turn right. You will see a metal arch behind which is a room spanning southward. If you want you may explore the other parts of the crate maze. In any case you have to go to the room behind the metal arch.

Yellow key (optional)

When looking on the arch, head left (east). You will see small gray crates making a staircase. Ascend on them and collect a stimpack and another armor. Drop down to the next portion of the corridor. If you turn left here you will come to a dead end with the third armor (you can take it later). Head to the north and you will meet a door. Kill imps and take some items in the "alcoves" between crates. Enter the door to be in a room. There are three locked doors and the keycard in the consequent room. If you take the card, the three silver pillars will rise. Flip the switches on each of the pillar to open the doors. Behind the central door is a rocket launcher. Behind the other ones are group of enemies (kill them with the new weapon or use the desired one).

Also, if you flipped one or two switches and after comming back to the room of pillars they all have been lowered, you still can flip the switches while they are "sunk" one by one every time returning there. First, flip the switch on the right, east, pillar to open the central door with the rocket launcher. Then, flip the other switches to open the rest of the doors. Therefore, you can exploit blast damage against the enemies as long as they do not leave their rooms.

With the yellow key, get back to the place of the crate maze where there were the berserk pack and the first door. Behind the door is the yellow door. Open it but be careful. There is an inescapable nukage pit. First, destroy the demons with an impack weapon while you are standing near the door. When they are dead, flip the switch on the other end of the room. The pit will soon vanish and the chaingun will be accessible.

Blue and red keys

Now move into the room behind the metal arch and toward south. To open silver door press the switch. Step on the platform to make a staircase. Ascend to a room with lamps in the middle. Head to the left, and you will be in a nukage room with two islands. Both islands contain items. Get to the other side with the blue keycard to get it. Once picked up the key go to the revealed passage to the right, which is the shortcut to the large room. Descend to the blue door (killing a demon on your way). Open the door and you will be back in the familiar room. Open another blue door to the right. Behind is the red keycard.

Return to the staircase and to the room with the lamps in the middle. Now take either right (west) or a corridor ahead (south). Both paths guides you to the exit but if you choose to go to the south you can find items and the fourth armor in a room. If you choose the west going to the extreme end and collecting two stimpacks, you will eventually discover a room with blue armor, ammo clip and two shotgun shells.

In the south west you can see a nukage pool and two doors. One of which is the inaccessible exit. You need to build a bridge to it. Open the second door which requires red key. Behind is a room with imps and a switch that will build the bridge. Now you can finish the level.

Other points of interest

Secrets

  1. (sector 38)
  2. (sector 46)
  3. (sector 78)
  4. (sector 79)
  5. (sector 80)
  6. (sector 112)

Bugs

The unreachable chainsaw room is highlighted in red.

The chainsaw room is still present on the level and is normally inaccessible. It is ordinarily impossible to get into this room and therefore to get 100% kills and secrets. In the Atari Jaguar version, it is possible to clip into the area using a glitch with the rocket launcher. This was fixed in the PlayStation and Saturn version, as these versions remove the orphaned rooms.

One barrel (Thing 90) has no flags set for any of the three difficulty classes, so it does not actually appear in the level.

Comparison of versions

Compared to the PC level, a large amount of changes were made to the console version to simplify it for the limitations of consoles.

The entire western section of the crate maze has been removed.

The western hallway from the central marble room and the slime river it leads to have been removed. The exit door is now separated from the rest of the level by an isolated slime pit. The pit itself is made shallow.

The crusher hallway and the yellow keycard room were removed. The blue keycard area, previously after the crusher hallway, is now where the yellow keycard room used to be. The eastern hallway from the central marble room was shortened to match this change in geometry. The yellow key now finds its place in the north-eastern optional room with rocket launcher, so the players can find the chaingun and complete the crate maze without going to the south side to get the key.

The three hallways with flashing blue lights in the west of the level and the three sets of quadrant-shaped lifts in the southeast of the map, along with their associated secret areas, have been removed.

Areas / screenshots

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Atari Jaguar screenshots

3DO screenshots

Sega 32X screenshots

PlayStation screenshots

Sega Saturn screenshots

Game Boy Advance screenshots

Music

The map uses the following music tracks:

Port Track Composer Notes
Atari Jaguar "Donna To The Rescue" Robert Prince Only plays in the intermission screen after the map is completed.
3DO "Donna To The Rescue" Robert Prince Re-orchestrated version played by live band
Sega 32X "At Doom's Gate" Robert Prince
Game Boy Advance "Intermission From DOOM" Robert Prince
Sony PlayStation "A Calm Panic Rises" Aubrey Hodges
Sega Saturn "Breath Of Horror" Aubrey Hodges

Statistics

Map data

Things 140
Vertices 820*
Linedefs 804
Sidedefs 1029
Sectors 127
* The vertex count without the effect of node building is 670.

Things

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

Technical information

Inspiration and development

Trivia

Navigation

Console Doom levels - Atari Jaguar, 3DO, Game Boy Advance
Phobos:
Deimos:
Hell:
Secret levels:
Console Doom levels - Sega 32X
Phobos:
Deimos:
Hell:
Secret levels:
Console Doom levels - Doom for Sony PlayStation and Sega Saturn
Ultimate Doom
Phobos:
Deimos:
Hell:
Earth:
Secret levels:
Doom II
The Star Base:
The City:
Hell:
Secret levels: