Difference between revisions of "MAP14: Lift Tension (10 Sectors)"

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{{map|slot=MAP14}}
 
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'''MAP14: Lift Tension''' is the fourteenth map of [[10 Sectors]]. It was designed by [[Jonathan Dowland]] and uses the [[ music|music]] track “ ”.
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'''MAP14: Lift Tension''' is the fourteenth map of [[10 Sectors]]. It was designed by [[Jonathan Dowland]].
  
 
==Strategy==
 
==Strategy==

Revision as of 09:08, 14 March 2008

10 Sectors maps 11-20

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

This level occupies the map slot MAP14. For other maps which occupy this slot, see Category:MAP14.

MAP14: Lift Tension is the fourteenth map of 10 Sectors. It was designed by Jonathan Dowland.

Strategy

Start


Walkthrough

  1. Proceed through the first room and bear left along the corridor until you reach a slime pit. Jump in.
  2. the slime pit has one exit: this leads into a sunken slime area with a walkway on the right extending around to the left. At the end of the slime pit is a lift. Use this to get up onto the walkway.
  3. The walkway leads through to a series of four rooms of the same dimensions as the first. One of these contains a switch: this opens the door in the other.
  4. Behind the door is a walkway over another sunken slime area, flanked by two other walkways. Each walkway can be accessed by lifts to the rear. Depending on the skill level, a red key will be situated on the left or right walkway.
  5. Once you have obtained the red key, return along the first walkway to the red key door.
  6. Behind this is a teleport back to the start of the level. Proceed as before, but turn right before the slime pit.
  7. The exit is behind this door.

Secrets

  1. There is a Super Shotgun hidden behind a fake wall in the start room.
  2. Possibly not an official secret: once you have reached the room with the Baron and/or Hell Knights, a rocket launcher is located behind the switch pillar.
  3. In the outside region with the revenants, lowering a lift also lowers a secret area opposite the entrance to this region, containing a soulsphere.
  4. Entering the last room opens up a secret room in the area just prior to dropping into the nukage.

Speedrunning

Routes and tricks

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed **
NM speed
UV max
NM100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

Statistics

Map data

Things
Vertices
Linedefs
Sidedefs
Sectors 10

Things

Monsters ITYTD and HNTR HMP UV and NM
Arachnotrons
Arch-Viles
Barons of Hell
Cacodemons
Chaingunners
Commander Keens
Cyberdemons
Demons
Hell Knights
Icon of Sin
Imps
Lost Souls
Mancubi
Pain Elementals
Revenants
Sergeants
Spectres
Spider Masterminds
Troopers
Wolfenstein SS
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
Energy cells
Bulk cells
Keys ITYTD and HNTR HMP UV and NM
Blue cards
Blue skulls
Red cards
Red skulls
Yellow cards
Yellow skulls

Trivia

As of version 0.6.1, the Freedoom IWAD includes this level as MAP14.

See also

External links