MAP11: Circle of Death (Doom II)

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Revision as of 01:52, 14 October 2010 by 187.13.13.96 (talk) (Secrets)


This level occupies the map slot MAP11. For other maps which occupy this slot, see Category:MAP11.
Doom II 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

MAP11: Circle of Death (named "'O' of Destruction!" on the automap) is the eleventh map of Doom II. It was designed by John Romero and uses the music track "The Healer Stalks". The automap name is a reference to the Hoe of Destruction in the Ultima series of games, of which Romero is a fan [src]. This map also introduces another new enemy, the arch-vile.

Strategy

Map of MAP11

Walkthrough

Proceed along the walkway (A) to your right and take a right across the bridge into a rusty metal area. Climb the stairs and take out the arachnotrons and cacodemons that attack. Proceed up either staircase into the structure ahead of you. Once you pass through the doorway inside the structure, the first arch-vile of the game is released (B). Take cover behind either side of the door if needed. Once it's been killed, re-enter the room and pick up the blue keycard (C). Now return to the main area of the level.

Make your way along the walkway to the opposite end of the area and go through the blue door (D). Flip the switch to raise a ledge just outside (E). Continue through this room, up the small staircase, and along the newly risen ledge. Flip the satyr-faced switch and return to the main area once again. Continue along the walkway to the left about halfway, and across the newly created bridge to the red keycard (F).

Drop down into the slime to the northwest of the central circular walkway and head through the red door (G). Proceed through the hallway, towards the iron bars (which will automatically open), and up the stairs, arriving at a wooden skull switch. Flip it to lower a platform just outside. From the new platform, drop onto the cement walkway and continue along it, eventually dropping into a dark cave (H). Dispose of the flying enemies here and head through the brightly lit tunnel in the structure ahead. You should now be in a "E"-shaped watery room (I). Ride the lift in the upper prong of the "E" up to a switch. Press it, ride the lift back down, and run into the timed lift that just lowered in the lower prong of the "E". Press the switch there to open the gate to the exit switch (J). The teleport near the exit switch will take you back to the main area (on a ledge with an otherwise unreachable soul sphere, if you need it).

NOTE: Because of a peculiarity of the Doom engine that allows the player to press a switch no matter how far above or below it they are, one can skip a large amount of this map of they wish; one can press the mentioned wooden skill switch in the final paragraph of the above walk through from the nukage outside the red door by hugging the ledge it sits on. Then one can jump onto the cement walkway leading to the exit area from the main "O".

Secrets

Official

  1. From the non-official secret (see below), turn back around and ascend the stairs. When you reach the top, a lift will lower back at the bottom of the stairs, along the south wall. Ride this lift up to a chaingun (L). To the left of the chaingun is a wall with pipes on it. Open this wall and follow the tunnel to the end, where you'll land on an otherwise unreachable platform with a blur sphere on it (M).
  2. After retrieving the blue keycard, return to the main area (the "O"). Along the eastern wall in the northern half of the nukage lake, a small opening will have opened. Go through and take the teleporter at the end to reach the Imp's platform (N).
  3. After passing through the red door, you'll go through a set of automatically-opening metal bars. The wall alongside the northernmost bar can be opened when the bars are opened. Take the passage out to the Hell Knight's cage, containing an invulnerability sphere (O).

Non-official

  1. Despite not being counted officially although still containing an artifact, it serves as a base for the first official secret mentioned above, so it's worth. From the start, follow the path along to the right and take the next right through the doorway into a new area. You should be facing a set of stairs. Turn around, and look for the pool of blood on the ground to the left of the doorway you entered from (K). The wall behind the blood can be walked straight through in order to get the soul sphere behind it.
  2. At the very end of the map, just before the exit switch, there's a teleporter to your right. Take it to grab the inaccessible soul sphere sitting atop the highest ledge seen at the start of the map.

Bugs

  1. In versions of Doom II prior to 1.9, the Arachnotron that appears on Ultra-Violence near the left-side stairwell heading towards the blue-key room is partially placed (i.e it's stuck) inside a tree, and hence does not move or attack.
  2. Near the switch that activates the walkway leading to the red key platform, two Spectres are immobile trapping another that is against the switch wall, which can be freed if the two stuck Spectres are killed.

Speedrunning

Routes and tricks

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:34 Ian Sabourin 2001-12-07 lv11-034.zip
NM speed 00:36 Ian Sabourin 2002-04-15 nm11-036.zip
UV max 02:05 Drew "stx-Vile" DeVore 2003-03-29 lv11-205.zip
NM100S 01:09 Henning Skogsto 1999-09-14 ns11-109.zip
UV -fast 02:36 Radek Pecka 2002-03-06 fa11-236.zip
UV -respawn 02:15 Radek Pecka 2002-03-06 re11-215.zip
UV Tyson 27:22 Xit Vono 2002-07-31 ty112722.zip
UV pacifist 00:47 Radek Pecka 2001-10-29 pa11-047.zip

Statistics

Map data

Things 238
Vertices 780
Linedefs 850
Sidedefs 1195
Sectors 143

Things

Monsters ITYTD and HNTR HMP UV and NM
Sergeants 3 8 12
Spectres 1 5 12
Imps 7 12 13
Demons 0 1 1
Troopers 4 6 8
Cacodemons 1 6 10
Lost Souls 2 4 9
Arch-Viles 1 1 1
Pain Elementals 0 2 4
Chaingunners 1 3 4
Revenants 1 1 1
Arachnotrons 0 2 3
Hell Knights 0 2 2
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 1 1 1
Stim packs 14 14 14
Medikits 18 18 18
Soul spheres 2 2 2
Health bonuses 11 11 11
Armor bonuses 6 6 6
Green armors 1 1 1
Blue armors 1 1 1
Invulnerabilities 1 1 1
Invisibilities 1 1 1
Radiation suits 2 2 2
Weapons ITYTD and HNTR HMP UV and NM
Shotguns 1 1 1
Chainguns 1 1 1
Rocket launchers 1 1 1
Plasma guns 1 1 1
BFG 9000s 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Bulk Cells 3 3 3
Shells 7 7 7
Rocket boxes 5 5 5
Energy cells 3 3 3
Ammo boxes 6 6 6
Shell boxes 3 3 3
Keys ITYTD and HNTR HMP UV and NM
Blue cards 1 1 1
Red cards 1 1 1

External links