MAP10: Cosmodrome (Plutonia 2)

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Plutonia 2 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 33

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

MAP10: Cosmodrome is the tenth map of Plutonia 2. It was designed by Thomas van der Velden, and uses James Paddock's music track "Astral Dreadnought", which is also the name of the original creature in Dungeons & Dragons that inspired the Cacodemon.

Walkthrough

Map of Cosmodrome
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

Go through the teleporter behind you. Shoot down the zombiemen here and then press the switch. The aircraft will fly far above you and compartments to the north and south will open with many monsters inside. Clear the area and drop into the loading bay. The door opens as you approach it, so head in, get rid of the arch-vile, press the switch, and then use the teleporter to be back where you were before. The southern monster compartment has an opening, follow the path behind it to a large open area with a large UAAF building. Its entrance is on the south side, so cross the bridge picking up the super shotgun along the way and enter. Climb the stairs and follow the path all the way around until you drop into the center of the building, where you find chaingunners and a switch. The switch exposes you to cacodemons, demons, and mancubi. In the expanded area, flip the switch on the southwestern column, which opens a way out to the northeast, back to the walkway.

A new opening is revealed to the right, so go through there, and over the bridge (this was the same area with an arch-vile and a teleporter) to the next room. There are several shotgun guys and zombiemen stationed here, in a similar manner to that one room from Refueling Base. Kill them as you make you way to the next area. A compartment opens up revealing pain elementals and a Hell knight, and there are also mancubi present. If you grab the rocket launcher, another monster-filled compartment opens. You will see the blue keycard on the opposite side of gap, with lifts constantly going up and down between the section you are on and the one on the opposite end. Use them to cross over, and watch out for the cacodemons that attack you. After getting the key, cross back, and then open the blue door. Kill the arch-vile in front of you and take the walkways back out of the UAAF building. Cross the bridge and open the blue door, taking the lift up. You will notice that this area was your actual starting point, and that you are on the other side of the fence. Flip the switch to lower into the exit room, where you will find several monsters guarding the exit.

Other points of interest

Secrets

  1. In the large open area in the northwest corner of the map, push the button in the middle and drop down into the hall with the arch-vile. Go down this hall and into the room with a four-square set of white teleporters. In the back left corner, one of the boxes is gray (most of them are brown). Press use to lower the gray box and pick up a blue armor (#1).
  2. When first entering the UAAF building, proceed until you are about to exit the building through a platform (which has some revenants on it). Just north of that exit is a window looking out west. You have to press the 'use' button at the base of the window facing outside. This will lower a platform in front of you (#2) with another blue armor.
  3. Upon entering the room with many "hiderooms" with UAAF logos on them, turn left and then turn right. The first right hideout will have a single UAAF logo. Open this wall (#3) to find a backpack and partial invisibility.
  4. Upon reaching the room with a poison pit with a bridge operated by several lifts moving at random, drop into the pit, turn left (north) and go to the end. You will see on the north side a recessed wall with a stone floor. Open this wall for a curved hallway (#4) containing a backpack. Open the silver wall behind it and another hall (#5) will open in front of you, with six armor bonuses and a soul sphere.
  5. See secret #4.

Bugs

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Current records

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

Run Time Player Date File Notes
UV speed 01:02 Boris Klimeš (dew) 2011-05-07 p210-102.zip
NM speed
UV max 05:10 Zahid 2012-07-04 p210-510.zip
NM100S
UV -fast
UV -respawn
UV Tyson 17:12 z0diac 2009-11-10 p210t1712.zip
UV pacifist

Last updated on April 8, 2013.

Miscellaneous Demos

Run Time Player Date File Notes
UV -nomonsters 00:58 Boris Klimeš (dew) 2009-03-08 p210o058.zip
First Demo Attempt 16:10 Memfis 2011-02-03 pl2mem10.zip

Last updated on April 8, 2013.

Deathmatch

Player spawns

This level contains four spawn points:

  1. facing north-west. (thing 204)
  2. facing south. (thing 205)
  3. facing south-east. (thing 206)
  4. facing south-east. (thing 207)

Statistics

Map data

Things 336
Vertices 2838*
Linedefs 2703
Sidedefs 4205
Sectors 291
* The vertex count without the effect of node building is 2296.

Things

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

Technical information

Inspiration and development

Trivia

See also

Sources

External links