MAP12: Infested (NDCP)

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NDCP maps 12-20

01 02 03 04 05 06 07 08 09 10 11
(12 - 20)
21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32

This level occupies the map slot MAP12. For other maps which occupy this slot, see Category:MAP12.

MAP12: Infested is the twelfth map of the Newdoom Community Project. It was designed by Esa Repo (Espi).

Walkthrough

Map of Infested
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

Pick up the shotgun and armor on your sides, then take the door on your left. Go around this hall and take the next door and you should come to a fork. Take the left path and ignore the lift in front of you by going right. Just before the room with medikits and rockets is a lift. Take it, and use the computer panel. You will here a door open, so go back to the fork and take the other path. Open the door and take the open path on your left to get the blue keycard. You can go explore the rest of this path if you wish, as it connects to the other path you took eventually. When you are ready, find a blue door, like the one to the right of the starting point, and continue southward. In the next hall, if you want a plasma rifle, it is in the middle of a dead end surrounded by shotgun guys and cacodemons. Otherwise, head up the next set of steps and follow the path westward. Take the lift down into the next area, where you have two options to go. There is a hallway and an lift. Clear out the hallway if necessary, and take the lift to the south. You will be on the hallway where the revenants were overlooking the room you were just in. Go north then east at the junction. There are two doors here, take the right one and in this room are two chaingunners and an arch-vile. Press the switch in this room and go down the steps to the hall with the blue floor. There is an offshoot hallway with more steps leading downward, where you will eventually find the red keycard. When you get it, explore the rest of the area if you want, but go back to the room with the lift and the hallway and take the hallway north this time. The switch here opens a door into a square yard and the only other passage here takes you to a circular room with two mancubi. The north door in this room is the red door. Go through it and keep going until you reach the exit.

Secrets

  1. Just before reaching the circular room with the mancubi, open the door and enter the small windowed room. Press on the slimy wall to reveal a teleporter taking you to the other windowed room where you can get a backpack and a switch. (sector 160)
  2. The switch in Secret #1 opens the door leading to the soul sphere you saw at the starting point. Take the blue door from the starting point, then take the south door, then walk east to find the soul sphere. (sector 135)
  3. At the northwest end of the map, take the stairs up and press on the damaged wall in the northeast corner for a passage to a ledge with a megaarmor. (sector 336)

Bugs

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
NM speed
UV max 05:58 Heretic 2010-03-29 ndcpmax.zip 1
NM100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

Last updated on April 3, 2013.

1. ^ ndcpmax.zip is a collection of UV max demos for NDCP.

Statistics

Map data

Things 305
Vertices 2461*
Linedefs 2806
Sidedefs 4150
Sectors 407
* The vertex count without the effect of node building is 2210.

Things

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

Inspiration and development

External links