MAP11: Feeding Frenzy (Icarus: Alien Vanguard)

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Revision as of 18:36, 3 April 2015 by TheGreenHerring (talk | contribs) (Rewrite old text; add a full set of "other points of interest" (almost 8 years later!); update demo tables)


This level occupies the map slot MAP11. For other maps which occupy this slot, see Category:MAP11.
Template:Icarus 11-20

MAP11: Feeding Frenzy is the eleventh level of Icarus: Alien Vanguard, set in and around a restaurant on Beta Pictoris 3. It was designed by Gregg Anderson.

Walkthrough

Map of MAP11
Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Essentials

Kill any of the nearby shotgun guys and take their shotguns if you do not have one. Enter the restaurant, fight off the monsters and activate the control panel near the restrooms. This will open a secret door by the entrance outside, behind the puddle of blood. Run back out as quickly as you can and head through this door before it closes. (You may try this as many times as you like until you make it.) Kill the monsters inside; the berserk will help this go by faster. At the end of the passage is the blue key. Once you have it, head back outside (the secret door can be opened manually from behind) and into the restaurant. From there, head behind the counter and open the blue door to the east. Keep going east until you reach the end of the hallway and see a switch by a door to the south. Flip it to open the door, head inside, and throw the switch in the northeast corner of the next room. Climb onto the elevator it activates from the east side and a barrier will drop allowing access to another room. Blast the barrel out of the way, clear the room beyond, and press the Use key facing the red torch in the west. A door will open leading into a passageway, with an elevator at the northern end. Take it, and then head around the walkway until you can drop down onto the yellow key. Head back into the room with the torch and throw the switch to open the door out.

Back in the hallway, open the yellow door and press the skull switch inside to open the exit outside. Head around the northeast until you find a door back inside the building. Go east in the next passage, open the yellow door and step into the teleporter. Walk through the wooden arch at your destination and a switch will appear within it. Flip it and the rock wall to the east will fall to reveal a platform with a PT back to the Icarus along with a mysterious green face. Climb the northwest staircase and throw the switch to the southwest. Head downstairs in the southwest and reenter the hallway you left to find an open doorway leading into tunnels. Proceed through it, slaying the monsters, until you find a cavernous area with flowing blood. Jump into the pit, ascend the rock stairs, and enter the northernmost passage. Inside is the red key. Jump back into the pit and use the teleporter in the southwest. Head back out of the tunnels and go east outside. Press the green face and you will be lifted onto the platform. Enter the PT, use the switch in the next room to open the teleport, and step in to end the level.

Other points of interest

The restrooms contain flushable toilets, via a button on one side. Using these will give access to a rocket in the men's restroom, and a clip and armor bonus in the women's restroom.

Using the register at the end of the front counter will briefly open a door to the north leading outside. There is not much here except for monsters, but you can pick up 4 shotgun shells in the east and a box of shells in the southwest.

Activating the register nearest the blue door (northwest of it) will temporarily open a cabinet to the north containing a medikit.

In the kitchen, climbing onto the northernmost counter will allow you to reach the super shotgun to the west. Beware, however, that approaching it will start a crushing ceiling over the gun. Note that you may quickly cross the edge of the counter and then back away before you fall off to stop the crusher at a height you can head under.

East of the kitchen is a pair of storage rooms. Of the items reachable from the floor, the northern storage room contains a medikit and an energy cell; the southern one has a stimpack, two quartets of shells and a shotgun.

The cupboard west of the cage will carry a different powerup and enemy depending on your skill level. On Hey, Not Too Rough or lower, there will be a supercharge with no opposition. On Hurt Me Plenty or higher, you will instead find a megasphere, but it will be guarded by either a hell knight (Hurt Me Plenty) or a baron of hell (Ultra-Violence or higher).

A pair of switches south of the kitchen are linked to two doors toward the east. The westernmost switch will open a door leading into a small room with a few monsters, as well as a box of shells and a box of bullets. The easternmost switch opens the way into a computer room with three health bonuses, two armor bonuses and 4 shotgun shells lining the desk, a medikit in the southwest corner, and a clip on a stool. Climbing the stool will cause a door to open in the southwest of the room, containing some imps guarding a medikit, a box of bullets and a radiation shielding suit.

The first elevator in the yellow key room holds a box of bullets, and will take you up to a platform where you can pick up a stimpack and a chainsaw. Heading to the southern end of the secret passage will uncover a partial invisibility.

Within the tunnel to the blood cavern, heading through the door to the stairway will open a door leading spectres inside. In the tunnel beyond it is a box of rockets and a berserk.

In the blood cavern, the tunnel parallel from where you find the red key ends in a switch that activates an elevator to the supercharge in the southeast of the room. Using it will let you collect the supercharge as well as the energy cell pack on the elevator itself.

If you fall off the platform before you can enter the PT, just return to the switch that lowered the wall and use it again. The green face switch will then be accessible again.

Secrets

  1. The door leading to the blue key counts as a secret. (sector 143)
  2. In the southern storage room, there is a ventilation shaft in the northwest corner. Climb up the crates to reach it. (sector 66) From there, you can jump across the crates in the other storage room to get three sets of 4 shotgun shells and a plasma rifle.
  3. The dark tunnel you head through and the elevator you use to reach the walkway from which you can reach the yellow key both consist of five secret sectors bundled together. (sector 377)
  4. See secret #3. (sector 294)
  5. See secret #3. (sector 289)
  6. See secret #3. (sector 311)
  7. See secret #3. (sector 291)
  8. From where you open the barrier to the PT's platform, there is metal paneling in the northwest. Press the panel with lights on it to open a closet containing two boxes of rockets. (sector 453) On Ultra-Violence or higher, you will also find a BFG9000. Beware, however; on Hurt Me Plenty or higher, two heavy weapon dudes will be waiting here as well.
  9. The first step of the tunnel stairway into the blood cavern counts as a secret. (sector 250)
  10. The front of the bloodfall you jump on to reach the red key also counts as a secret. (sector 329)

Bugs

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Current records

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

Run Time Player Date File Notes
UV speed
NM speed
UV max 07:16 j4rio 2012-06-11 ic11-716.zip
NM100S
UV -fast 30:08 Roger Moraga 1997-03-20 icgmdemo.zip
UV -respawn
UV Tyson 35:06 vdgg 2014-06-29 ic11t3506.zip
UV pacifist

Miscellaneous demos

Run Time Player Date File Notes
UV max TAS 07:46 Andy Olivera 2000-01-02 icuvlmps.zip
UV speed nomo 01:26 Eric Baker (The Green Herring) 2007-07-11 ic11o126.zip UV speed route idea demonstration.
HMP speed nomo 12:32 TeamTNT 1996-04-15 icarhelp.zip Walkthrough demo.

The data was last verified in its entirety on April 3, 2015.

Deathmatch

Statistics

Map data

Things 609
Vertexes 1899
Linedefs 2439
Sidedefs 3851
Sectors 520

Things

Monsters ITYTD and HNTR HMP UV and NM
Arachnotrons
Arch-Viles
Barons of Hell
Cacodemons
Chaingunners
Commander Keens
Cyberdemons
Demons
Hell Knights
Icon of Sin
Imps
Lost Souls
Mancubi
Pain Elementals
Revenants
Sergeants
Spectres
Spider Masterminds
Troopers
Wolfenstein SS
Powerups ITYTD and HNTR HMP UV and NM
Armor bonuses
Backpacks
Berserk packs
Blue armors
Computer maps
Green armors
Health bonuses
Invisibilities
Invulnerabilities
Light goggles
Medikits
Megaspheres
Radiation suits
Soul Spheres
Stimpacks
Weapons ITYTD and HNTR HMP UV and NM
Chainsaws
Shotguns
Super shotguns
Chainguns
Rocket launchers
Plasma rifles
BFG 9000s
Ammunition ITYTD and HNTR HMP UV and NM
Ammo clips
Bullet boxes
Shells
Shell boxes
Rockets
Rocket boxes
Cells
Bulk cells
Keys ITYTD and HNTR HMP UV and NM
Blue cards
Blue skulls
Red cards
Red skulls
Yellow cards
Yellow skulls

Technical information

Inspiration and development

Trivia

See also

Sources

External links