MAP13: Blue Devil (Project Einherjar)

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Project Einherjar maps
The Gaulheim Hit

01 02 03 04 05 06 07

The Iron Invasion

15 16 17 18 19 20 21

The Scourge of Mordin

22 23 24 25 26 27 28

Return to Jotunheim

29 30 31 32 33 34 35

This level occupies the map slot MAP13. For other maps which occupy this slot, see Category:MAP13.

MAP13: Blue Devil is the thirteenth map of Project Einherjar. It was designed by Mike MacDee (Impie) and uses the music track "".

Walkthrough

[[File: |thumb|300x300px|Map of Blue Devil]]

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

Sweep the roof of troops and collect all ammo and armor before the Sky Hounds show up to ruin your day. Use the crates as cover to take them down, then enter either of the two doors on the north side of the roof: both offices connect to the Einherjar stasis chamber in-between, which is infested with Mommybots. Approaching the blue key pillar reveals a pair of Einherjar (or Thors, depending on the difficulty) in stasis. Hit the switch to bring them to life so they will move out of the way and allow you to reach the switch that lowers the blue key. Return to the blue office to get the yellow key and enter the laboratory sector comprising the upper half of the map.

The lab elevator is deactivated, so find and activate the switch that opens the red-and-gray doors: you can now access the security office and activate the elevator. Take it up to the yellow door and collect the red key, but beware the Ghost ambush that triggers on the other side of the sector when you do so. With the red key in hand, you can take the large elevator down to the central lab.

Boss: Cassidy Veidt, the Blue Devil

Warden Veidt is not terribly dangerous on her own, but she knows how to tip the fight in her favor. The lab is pitch dark when you enter, lit sparsely by glowing stasis tubes and a few wall lights. She also keeps a pair of Block Lords as backup.

Veidt is difficult to see when she isn't blasting you with her twin revolvers, and she dodges when injured. It can be easy to lose track of her in the arena, especially with two Block Lords dogging your steps. Kill them first, then turn all your attention to the warden. Save your super stims for this fight.

Other points of interest

  • Avoid taking the back hallway to the blue office unless you need the armor there: the window shutters open to trigger a Sky Hound ambush.

Secrets

  1. The main desk in the blue office has a secret switch that opens the wall, revealing elevator access to the courtyard below. There you will find Gungnir ammo and a medical backpack. (sector 55)
  2. There is a missile pod in an obscure corner of the Einherjar stasis chamber. (sector 132)
  3. You can access the armory by jumping onto the middle toilet in the bathroom, then through the false air vent. (sector 180)

Bugs

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Current records

The records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
UV speed
NM speed
UV max
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

Miscellaneous demos

Run Time Player Date File Notes

Statistics

Map data

Things 532
Vertices 1770
Linedefs 2038
Sidedefs 3227
Sectors 397

Things

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

Technical information

Inspiration and development

Trivia

See also

Sources

External links