MAP14: Jail Break (NDCP)

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This level occupies the map slot MAP14. For other maps which occupy this slot, see Category:MAP14.
Template:NDCP 11-20

MAP14: Jail Break is the fourteenth map of the Newdoom Community Project. It was designed by Andrew Fernie (Ninja of DooM).

Walkthrough

Map of Jail Break
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

Watch out for shotgun guys as you hit the switch to lower the next wall. Go through the next area grabbing the super shotgun and into the halls. Kill the hell knight and press the switch behind him to raise the stairs then you will enter the hub of the level. Your only option is to go east at this point, so follow the hallway taking the lift down to ground floor. Go down the steps to where there are spectres and a plasma gun. You have to take both paths here; they are symmetrical and have switches at the very end of them. When you press both switches, return to the hub. The yellow key is accessible, so grab it and go through the west hall.

In the room with barons of hell and imps, you will see the red key is behind some bars to the north. Take the western lift and you will end up in another fairly symmetrical area. Take the lift down and press the four switches here. These switches reveal four more switches on the outer perimeters of this round area, so go back up the lift you went on and press two switches, then take the lift on the other side to press the switches there. These will open several passageways in the north and south halls of this area. Go through the western door where you will be greeted by a revenant and two hell knights. Now go through both side hallways all the way and press both switches at the end to open the way westward. The switch in the westernmost room triggers two arch-viles on the sides, but it also opens up one of the cells you previously passed. Take the teleporter, and you will be back in the room that overlooks the key. The cell opposite of it has a switch which opens that cell so you can retrieve the key.

Go back to the hub and take the northern red door. Once again a barrier directly in front of you needs to be opened by pressing two switches on the sides, so do that. Keep going north through another prison block, and into the next room, being wary of an arch-vile that appears behind you. If you want supplies, the side rooms have them, otherwise, exit to the north.

Secrets

  1. (sector 129)
  2. (sector 262)
  3. (sector 263) can not be triggered
  4. (sector 350)

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 06:57 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 382
Vertexes 2012
Linedefs 2376
Sidedefs 3511
Sectors 352

Things

Monsters ITYTD and HNTR HMP UV and NM
Arachnotrons
Arch-viles
Barons of hell
Cacodemons
Commander Keens
Cyberdemons
Demons
Final boss
Heavy weapon dudes
Hell knights
Imps
Lost souls
Mancubi
Pain elementals
Revenants
Shotgun guys
Spectres
Spiderdemons
Wolfenstein SS
Zombiemen
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
Red cards 1 1 1
Yellow cards 1 1 1

Inspiration and development

External links