MAP12: The Factory (Doom II)

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Revision as of 19:12, 29 January 2011 by 99.190.70.143 (talk) (Secrets)


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

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".

Strategy

Map of MAP12

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 imps, so be cautious. Continue through the door at the end of this building (A) where you will find an arachnotron. 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 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 [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).

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. So forth, the only way to leave the very last room before the exit is by simply exiting the level.

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'll be able to reach the high set of crates where the chaingun rests.
  2. 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.
  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).
  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.

Bugs

There is a certain area on the outer rim of the building (where an arachnotron is located) where an invisible wall blockes 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.

Speedrunning

Routes and tricks

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:43 Henning Skogsto 2000-05-01 lv12-043.zip
NM speed 01:10 Drew "stx-Vile" DeVore 2002-03-17 nm12-110.zip
UV max 04:12 Radek Pecka 2002-07-02 lv12-412.zip
NM100S 02:09 Adam Hegyi 1999-09-10 ns12-209.zip
UV -fast 05:36 Henning Skogsto 1999-09-28 fa12-536.zip
UV -respawn 03:19 Henning Skogsto 2000-04-05 re12-319.zip
UV Tyson 14:22 Xit Vono 2002-07-22 ty121422.zip
UV pacifist 00:43 Henning Skogsto 2000-05-01 lv12-043.zip

Statistics

Map data

Things 195
Vertices 774
Linedefs 774
Sidedefs 1094
Sectors 162

Things

Monsters ITYTD and HNTR HMP UV and NM
Sergeants 7 11 15
Imps 12 24 44
Barons of Hell 0 0 1
Cacodemons 6 12 16
Lost Souls 3 6 9
Chaingunners 5 9 9
Mancubi 2 5 9
Arachnotrons 1 4 6
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 1 1 1
Stim packs 4 4 4
Medikits 5 10 10
Soul spheres 1 1 1
Green armors 2 2 2
Berserks 3 3 3
Invisibilities 1 1 1
Radiation suits 2 1 1
Weapons ITYTD and HNTR HMP UV and NM
Shotguns 1 1 1
Chainguns 1 1 1
BFG 9000s 1 1 1
Super shotguns 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Bulk Cells 2 2 2
Ammo clips 9 9 9
Shells 3 3 3
Energy cells 10 10 10
Ammo boxes 6 6 6
Shell boxes 6 6 6
Keys ITYTD and HNTR HMP UV and NM
Blue cards 1 1 1
Yellow cards 1 1 1
Red cards* 0 0 0

*There is, however, a door that is red coded locked on one side.

External links