Difference between revisions of "MAP12: The Factory (Doom II)"

From DoomWiki.org

[unchecked revision][checked revision]
(Walkthrough: You can't leave the yellow-door room.)
m (Automated edit - Add extra Co-op monsters/equipment categories)
(46 intermediate revisions by 23 users not shown)
Line 1: Line 1:
{{Doom II 11-20}}
+
{{Doom II 12-20|consolever=MAP42: The Factory (PlayStation Doom)|platform=psx}}
{{map|slot=MAP12}}
+
{{map|slot=MAP12|name=Factory (Doom II)}}
'''MAP12: The Factory''' is the twelfth map of [[Doom II]]. It was designed by [[Sandy Petersen]] and uses the [[Doom II music|music]] track "In The Dark".
+
'''MAP12: The Factory''' is the twelfth map of [[Doom II]]. It was designed by [[Sandy Petersen]] and uses the [[Doom II music|music]] track "In The Dark". The [[par time]] is 2:30.
==Strategy==
 
[[Image:MAP12 map.png|thumb|300px|Map of MAP12]] <br clear="left"/>
 
  
===Walkthrough===
+
== Walkthrough ==
Enter the red brick building ahead of you via the lift. As you proceed through this building, platforms along the walls will raise, ambushing you with [[imp]]s, so be cautious. Continue through the door at the end of this building (A). Once you're back outside, follow the tan brick building ahead of you around to the left. You will pass a smaller brick building to the south - you can enter it for some items if you wish, but it's not necessary to complete the level. Continue circling the larger building until you reach a door in the west. Enter it and drop down inside. Hang a right, following the path between the two blue doors (be careful of the [[Mancubus]] hiding in the alcove. At the next split in the path, turn right, snipe at the [[arachnotron]] on the ledge, taking cover if you need to, and pick up the blue [[key]]card (B) beneath it.
+
[[File:MAP12 map.png|thumb|300x300px|Map of The Factory]]
 +
{{map spots}}
  
From the blue key, turn around and head in the opposite to this hallway's end. At the end of this corridor, you will see a small square structure just ahead. Enter the door on the side, kill the [[chaingunner]], and pick up the yellow key (C) he was guarding. Now return to the blue doors, killing the [[mancubi]] on the way. The eastern door contains little of value, so entering it is completely up to you. Ultimately, open the western blue door and run through the hall before the floor lowers to get the bulk cell at its end. Once the floor has sunken, drop down and go through the [[teleporter]] (D), which leads back outside.
+
===Essentials===
 +
Enter the red brick building ahead of you via the lift. As you proceed through this building, platforms along the walls will raise, ambushing you with [[imp]]s, so be cautious. Continue through the door at the end of this building (''A'') where you will find an [[arachnotron]]. Once you are back outside, follow the tan brick building ahead of you around to the left. You will pass a smaller brick building to the south -- you can enter it for some items if you wish, but it is not necessary to complete the level. Continue circling the larger building until you reach a door in the west. Enter it and drop down inside. Hang a right, following the path between the two blue doors (be careful of the [[mancubus]] hiding in the alcove). At the next split in the path, turn right, snipe at the [[arachnotron]] on the ledge, taking cover if you need to, and pick up the blue [[key]]card (''B'') beneath it.
  
Enter the brown building north of the one you were just in, and proceed through the second, yellow-locked door (E). The doorway leading back out of the yellow-door room requires the red key; however, there is no red key, so you will be unable to leave the next room. It contains nine automatically raising-and-lowering lift platforms, each containing a [[cacodemon]] that must be killed (some will see you but others do not know you have arrived yet). Five of these alcoves have switches that you must flip to open the level exit (F [From left to right; the first, fourth, fifth, seventh, and ninth]). After all five switches have been activated, a small passage in the northeast of this room will open, letting you access the exit teleport (G).
+
From the blue key, turn around and head in the opposite to this hallway's end. At the end of this corridor, you will see a small square structure just ahead. Enter the door on the side, kill the [[chaingunner]], and pick up the yellow key (''C'') he was guarding. Now return to the blue doors, killing the [[mancubi]] on the way. The eastern door contains little of value, so entering it is completely up to you. Ultimately, open the western blue door and run through the hall before the floor lowers to get the bulk cell at its end. Once the floor has sunken, drop down and go through the [[teleporter]] (''D''), which leads back outside.
 +
 
 +
Enter the brown building north of the one you were just in, and proceed through the second, yellow-locked door (''E''). The doorway leading back out of the yellow-door room requires the red key; however, there is no red key, so you will be unable to leave the next room. It contains nine automatically raising-and-lowering lift platforms, each containing a [[cacodemon]] that must be killed (some will see you but others do not know you have arrived yet). Five of these alcoves have switches that you must flip to open the level exit (''F'') [in clockwise manner beginning from southeast: the first, fourth, fifth, seventh, and ninth]. After all five switches have been activated, a small passage in the northeast of this room will open, letting you access the exit teleporter (''G'').
 +
 
 +
===Other points of interest===
 +
In the building that leads to the exit, also filled with cacodemons, the door that you go through to enter the big area of the building is yellow coded from the outside and red coded from the inside, but there is no red key in this map. The red key was present when Doom II was first released and was later removed from the map because it has been decided that it was not necessary in order to complete the level. Thus the only way to leave the very last room before the exit is by simply exiting the level. As for the [[PlayStation]] or [[Sega Saturn]] console ports, said door is not red coded from the inside.
 +
 
 +
If you want to safely visit secret #2 without being killed or hurt greatly by imps, while you are playing the PlayStation or Sega Saturn console ports, go to the centre building first and come closer to the cross-shaped structure. Press on the middle off the east side of the structure as if you would press the switch inside it as usual. This will raise the platform up with the imps. Kill them right from here. Now to visit the secret itself, first get off this building via the blue door and going to the southern building as mentioned in the secrets section below. This can be a longer path as you need to revisit the central building at least two times, however, you will save a large amount of [[health]]. As for the PC version, instead you need to press a switch near the teleporter behind the blue door.
  
 
===Secrets===
 
===Secrets===
# Enter the southern building (H) and go up the stairs to the [[teleport]], but do not go through yet. Instead, turn around and run onto the crate with the [[berserk pack]] on top. From here, run onto the platform with the switch, press it, and walk onto the lift that lowered. Ride it back up, and you'll be able to reach the high set of crates where the [[chaingun]] rests.
+
# Enter the southern building (''H'') and go up the stairs to the [[teleport]], but do not go through yet. Instead, turn around and run onto the crate with the [[berserk pack]] on top. From here, run onto the platform with the switch, press it, and walk onto the lift that lowered. Ride it back up, and you will be able to reach the high set of crates where the [[chaingun]] rests. ('''sector 155''')
# Now take the teleporter mentioned in secret #1. Press the switch on the other side and ride the platform up and pick up the [[soul sphere]] here (I). You are now inside the main building.
+
# Now take the teleporter mentioned in secret #1. Press the switch on the east side and ride the platform up and pick up the [[soul sphere]] here (''I''). You are now inside the main building. ('''sector 122''')
# At the center of the main building, go through the southeastern blue door and follow the ceiling light's path across the brown sludge pool. Flip the switch at the end to open an area northwest of the central pillar in the main part of this building (J).
+
# At the center of the main building, go through the southeastern blue door and follow the ceiling light's path across the brown sludge pool. Flip the switch at the end to open an area northwest of the central pillar in the main part of this building (''J''). ('''sector 26''')
# At the center of the main building, go through the southwestern blue door and take the teleporter inside the next area. After you arrive on the other side, instead of jumping down, turn around and drop into the hole to grab some bullets.
+
# At the center of the main building, go through the southwestern blue door and take the teleporter inside the next area. After you arrive on the other side, instead of jumping down, turn around and drop into the hole to grab some bullets. ('''sector 85''')
 +
 
 +
===Bugs===
 +
There is a certain area on the outer rim of the building (where an arachnotron is located) where an invisible wall blocks any projectiles that hit it (rockets included) and will cause the player to be seriously injured or killed if shooting at the arachnotron. This can be avoided by shooting it at an angle.
 +
 
 +
The backside of [[linedef]] 648 is missing a lower texture. This is not noticeable in vanilla Doom because the player can only look around horizontally, however it is easily visible in [[source ports]] with [[free look]] support.
 +
 
 +
The teleporter (Sector 149) at the south building is tagged with the switch (Linedef 747) that opens the door in the room with the mancubus and [[super shotgun]]. Using the switch raises the sector's ceiling, though this causes no other ill-effects on the map.
  
==Speedrunning==
+
== Areas / screenshots ==
 +
<gallery mode=nolines widths=160px>
 +
|
 +
</gallery>
  
 +
== Speedrunning ==
 
===Routes and tricks===
 
===Routes and tricks===
  
Line 27: Line 45:
 
!Run||Time||Player||Date||File||Notes
 
!Run||Time||Player||Date||File||Notes
 
|-
 
|-
|[[UV speed]]||00:43||[[Henning Skogsto]]||2000-05-01||{{competnftp|doom2/speed/lv12-043.zip|lv12-043.zip}}||
+
|[[UV speed]]||00:42||[[Looper]]||2011-09-30||{{competnftp|doom2/speed/lv12-042.zip|lv12-042.zip}}||
 
|-
 
|-
|[[NM speed]]||01:10||[[Drew "stx-Vile" DeVore]]||2002-03-17||{{competnftp|doom2/nmare/nm12-110.zip|nm12-110.zip}}||
+
|[[NM speed]]||01:08||[[Jim Leonard (Xit Vono)]]||2008-02-24||{{competnftp|doom2/nmare/nm12-108.zip|nm12-108.zip}}||
 
|-
 
|-
|[[UV max]]||04:12||[[Radek Pecka]]||2002-07-02||{{competnftp|doom2/max/lv12-412.zip|lv12-412.zip}}||
+
|[[UV max]]||03:50||[[Looper]]||2011-10-02||{{competnftp|doom2/max/lv12-350.zip|lv12-350.zip}}||
 
|-
 
|-
|[[NM100S]]||02:09||[[Adam Hegyi]]||1999-09-10||{{competnftp|doom2/nm100s/ns12-209.zip|ns12-209.zip}}||
+
|[[NM100S]]||02:08||[[Jim Leonard (Xit Vono)]]||2008-02-24||{{competnftp|doom2/nm100s/ns12-208.zip|ns12-208.zip}}||
 
|-
 
|-
|[[UV -fast]]||05:36||[[Henning Skogsto]]||1999-09-28||{{competnftp|doom2/fast/fa12-536.zip|fa12-536.zip}}||
+
|[[UV -fast]]||05:12||[[Radek Pecka]]||2004-05-17||{{competnftp|doom2/fast/fa12-512.zip|fa12-512.zip}}||
 
|-
 
|-
|[[UV -respawn]]||03:19||[[Henning Skogsto]]||2000-04-05||{{competnftp|doom2/respawn/re12-319.zip|re12-319.zip}}||
+
|[[UV -respawn]]||03:19||[[Henning Skogstø]]||2000-04-02||{{competnftp|doom2/respawn/re12-319.zip|re12-319.zip}}||
 
|-
 
|-
|[[UV Tyson]]||14:22||[[Xit Vono]]||2002-07-22||{{competnftp|doom2/tyson/ty121422.zip|ty121422.zip}}||
+
|[[UV Tyson]]||14:22||[[Jim Leonard (Xit Vono)]]||2002-07-22||{{competnftp|doom2/tyson/ty121422.zip|ty121422.zip}}||
 
|-
 
|-
|[[UV pacifist]]||00:43||[[Henning Skogsto]]||2000-05-01||{{competnftp|doom2/speed/lv12-043.zip|lv12-043.zip}}||
+
|[[UV pacifist]]||00:43||[[Henning Skogstø]]||2000-05-01||{{competnftp|doom2/speed/lv12-043.zip|lv12-043.zip}}||
 
|}
 
|}
  
==Statistics==
+
''The data was last verified in its entirety on October 19, 2012.''
 +
 
 +
== Deathmatch ==
 +
 
 +
===Player spawns===
 +
This level contains six spawn points:
 +
# facing south-west. ('''thing 183''')
 +
# facing north-west. ('''thing 184''')
 +
# facing north-east. ('''thing 185''')
 +
# facing south-east. ('''thing 186''')
 +
# facing south-east. ('''thing 187''')
 +
# facing north-west. ('''thing 188''')
 +
 
 +
== Statistics ==
 
===Map data===
 
===Map data===
{| {{prettytable}}
+
{{mapdata|
|[[Things]]||195
+
  things=195|
 +
  vertexes=774|
 +
  linedefs=774|
 +
  sidedefs=1094|
 +
  sectors=162|
 +
  vertexbefore=614}}
 +
 
 +
===Things===
 +
This level contains the following numbers of [[thing]]s per [[Skill level#Doom and Doom II skill levels|skill level]]:
 +
 
 +
{{col-begin}}
 +
{{col-break|width=33%}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Single-player
 +
|-
 +
![[Monster|Monsters]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Shotgun guy]]||7||11||15
 +
|-
 +
|style="text-align: left;"|[[Heavy weapon dude]]||5||9||9
 +
|-
 +
|style="text-align: left;"|[[Imp]]||12||24||44
 +
|-
 +
|style="text-align: left;"|[[Lost soul]]||3||6||9
 +
|-
 +
|style="text-align: left;"|[[Cacodemon]]||6||12||16
 +
|-
 +
|style="text-align: left;"|[[Baron of Hell]]||0||0||1
 +
|-
 +
|style="text-align: left;"|[[Arachnotron]]||1||4||6
 +
|-
 +
|style="text-align: left;"|[[Mancubus]]||2||5||9
 +
|-
 +
![[Weapon|Weapons]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Shotgun]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Super shotgun]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Chaingun]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[BFG9000]]||colspan="3"|1
 +
|-
 +
![[Ammo|Ammunition]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Clip]]||colspan="3"|9
 +
|-
 +
|style="text-align: left;"|[[Box of bullets]]||colspan="3"|6
 +
|-
 +
|style="text-align: left;"|[[4 shotgun shells]]||colspan="3"|3
 +
|-
 +
|style="text-align: left;"|[[Box of shotgun shells]]||colspan="3"|6
 +
|-
 +
|style="text-align: left;"|[[Energy cell (Doom)|Energy cell]]||colspan="3"|10
 +
|-
 +
|style="text-align: left;"|[[Energy cell pack]]||colspan="3"|2
 +
|-
 +
![[Item#Doom games|Health & Armor]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Stimpack]]||colspan="3"|4
 +
|-
 +
|style="text-align: left;"|[[Medikit]]||5||10||10
 +
|-
 +
|style="text-align: left;"|[[Armor]]||colspan="3"|2
 +
|-
 +
!Items!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Supercharge]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Backpack]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Berserk]]||colspan="3"|3
 +
|-
 +
|style="text-align: left;"|[[Partial invisibility]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Radiation shielding suit]]||2||1||1
 +
|-
 +
![[Key|Keys]]!!1-2!!3!!4-5
 
|-
 
|-
|[[Vertices]]||774
+
|style="text-align: left;"|Blue keycard||colspan="3"|1
 
|-
 
|-
|[[Linedefs]]||774
+
|style="text-align: left;"|Yellow keycard||colspan="3"|1
 
|-
 
|-
|[[Sidedefs]]||1094
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
|[[Sectors]]||162
+
|style="text-align: left;"|[[Teleporter|Teleport landing]]||colspan="3"|2
 
|}
 
|}
 
+
{{col-break}}
===Things===
+
{| {{prettytable|style=text-align: center;}}
{| {{prettytable}}
+
!colspan="4"|Multiplayer
!Monsters||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
+
|-
 +
!Monsters!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|Shotgun guy||7||11||15
 +
|-
 +
|style="text-align: left;"|Heavy weapon dude||5||9||9
 +
|-
 +
|style="text-align: left;"|Imp||12||24||44
 +
|-
 +
|style="text-align: left;"|Lost soul||3||6||9
 +
|-
 +
|style="text-align: left;"|Cacodemon||6||12||16
 +
|-
 +
|style="text-align: left;"|Baron of Hell||0||0||1
 +
|-
 +
|style="text-align: left;"|Arachnotron||1||4||6
 +
|-
 +
|style="text-align: left;"|Mancubus||2||5||9
 
|-
 
|-
|[[Sergeant]]s||7||11||15
+
|style="text-align: left;"|[[Spiderdemon]]||0||1||1
 
|-
 
|-
|[[Imp]]s||12||24||44
+
!Weapons!!1-2!!3!!4-5
 
|-
 
|-
|[[Baron of Hell|Barons of Hell]]||0||0||1
+
|style="text-align: left;"|Shotgun||colspan="3"|1
 
|-
 
|-
|[[Cacodemon]]s||6||12||16
+
|style="text-align: left;"|Super shotgun||colspan="3"|1
 
|-
 
|-
|[[Lost Soul]]s||3||6||9
+
|style="text-align: left;"|Chaingun||colspan="3"|1
 
|-
 
|-
|[[Chaingunner]]s||5||9||9
+
|style="text-align: left;"|[[Rocket launcher]]||colspan="3"|1
 
|-
 
|-
|[[Mancubus|Mancubi]]||2||5||9
+
|style="text-align: left;"|[[Plasma gun]]||colspan="3"|1
 
|-
 
|-
|[[Arachnotron]]s||1||4||6
+
|style="text-align: left;"|BFG9000||colspan="3"|1
 
|-
 
|-
!Powerups||ITYTD and HNTR||HMP||UV and NM
+
!Ammunition!!1-2!!3!!4-5
 
|-
 
|-
|[[Backpack]]s||1||1||1
+
|style="text-align: left;"|Clip||colspan="3"|9
 
|-
 
|-
|[[Stim pack]]s||4||4||4
+
|style="text-align: left;"|Box of bullets||colspan="3"|6
 
|-
 
|-
|[[Medikit]]s||5||10||10
+
|style="text-align: left;"|4 shotgun shells||colspan="3"|3
 
|-
 
|-
|[[Soul sphere]]s||1||1||1
+
|style="text-align: left;"|Box of shotgun shells||colspan="3"|6
 
|-
 
|-
|[[Green armor]]s||2||2||2
+
|style="text-align: left;"|Energy cell||colspan="3"|10
 
|-
 
|-
|[[Berserk]]s||3||3||3
+
|style="text-align: left;"|Energy cell pack||colspan="3"|3
 
|-
 
|-
|[[Invisibility|Invisibilities]]||1||1||1
+
!Health & Armor!!1-2!!3!!4-5
 
|-
 
|-
|[[Radiation suit]]s||2||1||1
+
|style="text-align: left;"|Stimpack||colspan="3"|4
 
|-
 
|-
!Weapons||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Medikit||5||10||10
 
|-
 
|-
|[[Shotgun]]s||1||1||1
+
|style="text-align: left;"|Armor||colspan="3"|2
 
|-
 
|-
|[[Chaingun]]s||1||1||1
+
!Items!!1-2!!3!!4-5
 
|-
 
|-
|[[BFG 9000]]s||1||1||1
+
|style="text-align: left;"|Supercharge||colspan="3"|1
 
|-
 
|-
|[[Super shotgun]]s||1||1||1
+
|style="text-align: left;"|Backpack||colspan="3"|1
 
|-
 
|-
!Ammunition||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Berserk||colspan="3"|3
 
|-
 
|-
|[[Bulk Cell]]s||2||2||2
+
|style="text-align: left;"|Partial invisibility||colspan="3"|1
 
|-
 
|-
|[[Ammo clip]]s||9||9||9
+
|style="text-align: left;"|Radiation shielding suit||2||1||1
 
|-
 
|-
|[[Shell]]s||3||3||3
+
!Keys!!1-2!!3!!4-5
 
|-
 
|-
|[[Energy cell]]s||10||10||10
+
|style="text-align: left;"|Blue keycard||colspan="3"|1
 
|-
 
|-
|[[Box of ammo|Ammo boxes]]||6||6||6
+
|style="text-align: left;"|Yellow keycard||colspan="3"|1
 
|-
 
|-
|[[Box of shells|Shell boxes]]||6||6||6
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
!Keys||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|[[Multiplayer#Cooperative|Cooperative start]]||colspan="3"|4
 
|-
 
|-
|[[Blue card]]s||1||1||1
+
|style="text-align: left;"|[[Deathmatch start]]||colspan="3"|6
 
|-
 
|-
|[[Yellow card]]s||1||1||1
+
|style="text-align: left;"|Teleport landing||colspan="3"|2
 
|}
 
|}
 +
{{col-end}}
 +
 +
==Trivia==
 +
{{French level name|L'Usine}}
  
==External links==
+
== External links ==
* [http://www.doom2.net/~compet-n/database/cn.cgi?map:doom2:12 MAP12 demos from the Compet-N database]
+
* {{competnmap|2|212|MAP12}}
 +
* {{dsda|id=945|mapid=212|title=MAP12 demos}}
 +
* [http://ian-albert.com/games/doom_2_maps/ Top-down perspective view of all Doom II levels] by Ian Albert
  
[[Category:Levels by name|Factory (Doom II)]]
 
 
[[Category:Sandy Petersen levels]]
 
[[Category:Sandy Petersen levels]]
 +
[[Category:Levels with extra monsters in co-op]]
 +
[[Category:Levels with extra equipment in co-op]]

Revision as of 03:21, 29 May 2019

Doom II 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

Sony-PlayStation-5501-Console-FL.png

This level has a
console version.

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

MAP12: The Factory is the twelfth map of Doom II. It was designed by Sandy Petersen and uses the music track "In The Dark". The par time is 2:30.

Walkthrough

Map of The Factory
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

Enter the red brick building ahead of you via the lift. As you proceed through this building, platforms along the walls will raise, ambushing you with imps, so be cautious. Continue through the door at the end of this building (A) where you will find an arachnotron. Once you are back outside, follow the tan brick building ahead of you around to the left. You will pass a smaller brick building to the south -- you can enter it for some items if you wish, but it is not necessary to complete the level. Continue circling the larger building until you reach a door in the west. Enter it and drop down inside. Hang a right, following the path between the two blue doors (be careful of the mancubus hiding in the alcove). At the next split in the path, turn right, snipe at the arachnotron on the ledge, taking cover if you need to, and pick up the blue keycard (B) beneath it.

From the blue key, turn around and head in the opposite to this hallway's end. At the end of this corridor, you will see a small square structure just ahead. Enter the door on the side, kill the chaingunner, and pick up the yellow key (C) he was guarding. Now return to the blue doors, killing the mancubi on the way. The eastern door contains little of value, so entering it is completely up to you. Ultimately, open the western blue door and run through the hall before the floor lowers to get the bulk cell at its end. Once the floor has sunken, drop down and go through the teleporter (D), which leads back outside.

Enter the brown building north of the one you were just in, and proceed through the second, yellow-locked door (E). The doorway leading back out of the yellow-door room requires the red key; however, there is no red key, so you will be unable to leave the next room. It contains nine automatically raising-and-lowering lift platforms, each containing a cacodemon that must be killed (some will see you but others do not know you have arrived yet). Five of these alcoves have switches that you must flip to open the level exit (F) [in clockwise manner beginning from southeast: the first, fourth, fifth, seventh, and ninth]. After all five switches have been activated, a small passage in the northeast of this room will open, letting you access the exit teleporter (G).

Other points of interest

In the building that leads to the exit, also filled with cacodemons, the door that you go through to enter the big area of the building is yellow coded from the outside and red coded from the inside, but there is no red key in this map. The red key was present when Doom II was first released and was later removed from the map because it has been decided that it was not necessary in order to complete the level. Thus the only way to leave the very last room before the exit is by simply exiting the level. As for the PlayStation or Sega Saturn console ports, said door is not red coded from the inside.

If you want to safely visit secret #2 without being killed or hurt greatly by imps, while you are playing the PlayStation or Sega Saturn console ports, go to the centre building first and come closer to the cross-shaped structure. Press on the middle off the east side of the structure as if you would press the switch inside it as usual. This will raise the platform up with the imps. Kill them right from here. Now to visit the secret itself, first get off this building via the blue door and going to the southern building as mentioned in the secrets section below. This can be a longer path as you need to revisit the central building at least two times, however, you will save a large amount of health. As for the PC version, instead you need to press a switch near the teleporter behind the blue door.

Secrets

  1. Enter the southern building (H) and go up the stairs to the teleport, but do not go through yet. Instead, turn around and run onto the crate with the berserk pack on top. From here, run onto the platform with the switch, press it, and walk onto the lift that lowered. Ride it back up, and you will be able to reach the high set of crates where the chaingun rests. (sector 155)
  2. Now take the teleporter mentioned in secret #1. Press the switch on the east side and ride the platform up and pick up the soul sphere here (I). You are now inside the main building. (sector 122)
  3. At the center of the main building, go through the southeastern blue door and follow the ceiling light's path across the brown sludge pool. Flip the switch at the end to open an area northwest of the central pillar in the main part of this building (J). (sector 26)
  4. At the center of the main building, go through the southwestern blue door and take the teleporter inside the next area. After you arrive on the other side, instead of jumping down, turn around and drop into the hole to grab some bullets. (sector 85)

Bugs

There is a certain area on the outer rim of the building (where an arachnotron is located) where an invisible wall blocks any projectiles that hit it (rockets included) and will cause the player to be seriously injured or killed if shooting at the arachnotron. This can be avoided by shooting it at an angle.

The backside of linedef 648 is missing a lower texture. This is not noticeable in vanilla Doom because the player can only look around horizontally, however it is easily visible in source ports with free look support.

The teleporter (Sector 149) at the south building is tagged with the switch (Linedef 747) that opens the door in the room with the mancubus and super shotgun. Using the switch raises the sector's ceiling, though this causes no other ill-effects on the map.

Areas / screenshots

Speedrunning

Routes and tricks

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:42 Looper 2011-09-30 lv12-042.zip
NM speed 01:08 Jim Leonard (Xit Vono) 2008-02-24 nm12-108.zip
UV max 03:50 Looper 2011-10-02 lv12-350.zip
NM100S 02:08 Jim Leonard (Xit Vono) 2008-02-24 ns12-208.zip
UV -fast 05:12 Radek Pecka 2004-05-17 fa12-512.zip
UV -respawn 03:19 Henning Skogstø 2000-04-02 re12-319.zip
UV Tyson 14:22 Jim Leonard (Xit Vono) 2002-07-22 ty121422.zip
UV pacifist 00:43 Henning Skogstø 2000-05-01 lv12-043.zip

The data was last verified in its entirety on October 19, 2012.

Deathmatch

Player spawns

This level contains six spawn points:

  1. facing south-west. (thing 183)
  2. facing north-west. (thing 184)
  3. facing north-east. (thing 185)
  4. facing south-east. (thing 186)
  5. facing south-east. (thing 187)
  6. facing north-west. (thing 188)

Statistics

Map data

Things 195
Vertices 774*
Linedefs 774
Sidedefs 1094
Sectors 162
* The vertex count without the effect of node building is 614.

Things

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

Trivia

The official French name of this level is L'Usine.

External links