Difference between revisions of "MAP14: Metal Meltdown (Hell Revealed II)"
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+ | {{Hell Revealed II 12-20}} | ||
{{map|slot=MAP14}} | {{map|slot=MAP14}} | ||
− | + | '''MAP14: Metal Meltdown''' is the fourteenth map of [[Hell Revealed II]]. It was designed by [[Sam Woodman (Metabolist)|Sam Woodman]] and uses the music track "Thorny Wall," by Petter Mårtensen (Thyrbse). | |
− | '''MAP14: Metal Meltdown''' is the fourteenth map of [[Hell Revealed II]]. It was designed by [[Sam Woodman (Metabolist)|Sam Woodman]] and uses | ||
== Walkthrough == | == Walkthrough == | ||
Line 8: | Line 8: | ||
===Essentials=== | ===Essentials=== | ||
− | Grab the supplies in the first room and take the lift up. Kill the [[chaingunner]]s and other [[monster]]s here, then drop down and proceed through either passage next to the baron face. A lot of monsters will await you in the next hall, so get rid of them and keep going. The next room has four [[cyberdemon]]s sitting on high platforms. You cannot attack them yet. What you can do is head through the side passages here. These are full of [[imp]]s, and have some [[ | + | Grab the supplies in the first room and take the lift up. Kill the [[chaingunner]]s and other [[monster]]s here, then drop down and proceed through either passage next to the baron face. A lot of monsters will await you in the next hall, so get rid of them and keep going. The next room has four [[cyberdemon]]s sitting on high platforms. You cannot attack them yet. What you can do is head through the side passages here. These are full of [[imp]]s, and have some [[Baron of Hell|barons of Hell]] and a [[mancubus]] as well. The southern passage has the yellow door but also the blue key. |
− | After picking up the key, head back to the room with chaingunners, and climb up the right stair set. The blue door is nearby, so take it. Kill the chaingunners, and step into the circle to teleport to a ledge with a [[soul sphere]] and the red keycard. Teleport out and you will be back at the yellow door. One of the cyberdemons is now active in the room, so you may have to contend with him. With the red key, go back to the chaingunner room and take the left stair set, where the red door is nearby. Repeat the same process for getting the red key for this side and you will obtain the yellow keycard. When you teleport out, you will appear in the hall connecting the two big rooms. Head back to the cyberdemon room, and face off with another cyberdemon. Return to the yellow door, and take it. Several [[zombiemen]] will gib in front of you, after that, take the portal, and your [[health]] will deplete but you will leave the map. | + | After picking up the key, head back to the room with chaingunners, and climb up the right stair set. The blue door is nearby, so take it. Kill the chaingunners, and step into the circle to teleport to a ledge with a [[soul sphere]] and the red keycard. Teleport out and you will be back at the yellow door. One of the cyberdemons is now active in the room, so you may have to contend with him. With the red key, go back to the chaingunner room and take the left stair set, where the red door is nearby. Repeat the same process for getting the red key for this side and you will obtain the yellow keycard. When you teleport out, you will appear in the hall connecting the two big rooms. Head back to the cyberdemon room, and face off with another cyberdemon. Return to the yellow door, and take it. Several [[Zombieman|zombiemen]] will gib in front of you, after that, take the portal, and your [[health]] will deplete but you will leave the map. |
===Other points of interest=== | ===Other points of interest=== | ||
− | In the cyberdemon room, two of the cyberdemons, as well as the two passages to the east and west, are actually optional. If you want 100% kills, then you should take both passages, for they are symmetric and identical. Each passage takes you to a [[teleporter]], where you will have to run down a path with caged [[revenant]]s, as well as [[ | + | In the cyberdemon room, two of the cyberdemons, as well as the two passages to the east and west, are actually optional. If you want 100% kills, then you should take both passages, for they are symmetric and identical. Each passage takes you to a [[teleporter]], where you will have to run down a path with caged [[revenant]]s, as well as [[Hell knight]]s and chaingunners. When you find a teleporter back, you will end up in the cyberdemon room, where one of the cyberdemons will be active and a few revenants will teleport in also. |
===Secrets=== | ===Secrets=== | ||
− | # At the north part of the map, there is a soul sphere blocked by three pillars. To lower the pillars, enter the hallway, then run back out, up the stairs and to the soul sphere. ''' | + | # At the north part of the map, there is a soul sphere blocked by three pillars. To lower the pillars, enter the hallway, then run back out, up the stairs and to the soul sphere. ('''sector 28''') But the pillars will not stay down for long, so you better hurry. |
===Bugs=== | ===Bugs=== | ||
Line 23: | Line 23: | ||
== Areas / screenshots == | == Areas / screenshots == | ||
+ | <gallery mode=nolines widths=160px> | ||
+ | | | ||
+ | </gallery> | ||
== Speedrunning == | == Speedrunning == | ||
Line 29: | Line 32: | ||
===Current records=== | ===Current records=== | ||
− | + | The records for the map at the [[Doom Speed Demo Archive]] are: | |
− | The records for | ||
{| {{prettytable}} | {| {{prettytable}} | ||
− | ! | + | ! Run !! Time !! Player !! Date !! File !! Notes |
|- | |- | ||
− | |[[UV speed]]|| | + | |[[UV speed]]||1:02.60||[[Artem Safronov (SAV88)]]||2010-11-20||{{dsda2ftp|hr2final/13621/h214-102.zip|h214-102.zip}}|| |
|- | |- | ||
|[[NM speed]]|| || || || || | |[[NM speed]]|| || || || || | ||
|- | |- | ||
− | |[[UV max]]|| | + | |[[UV max]]||2:47.83||[[Artem Safronov (SAV88)]]||2009-12-25||{{dsda2ftp|hr2final/13617/h214-247.zip|h214-247.zip}}|| |
|- | |- | ||
− | |[[ | + | |[[NM 100S]]|| || || || || |
|- | |- | ||
− | |[[UV -fast]]|| | + | |[[UV -fast]]||8:21.43||[[Jochen Schneidau (Angus)]]||2005-11-26||{{dsda2ftp|hr2final/13625/h214f821.zip|h214f821.zip}}|| |
|- | |- | ||
|[[UV -respawn]]|| || || || || | |[[UV -respawn]]|| || || || || | ||
Line 50: | Line 52: | ||
|- | |- | ||
|[[UV pacifist]]|| || || || || | |[[UV pacifist]]|| || || || || | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | |[[ | + | |[[NoMo]]||0:38.89||[[Looper]]||2010-12-15||{{dsda2ftp|hr2final/43528/h2nomo_looper.zip|h2nomo_looper.zip}}|| |
|} | |} | ||
− | '' | + | ''The data was last verified in its entirety on April 3, 2022.'' |
== Deathmatch == | == Deathmatch == | ||
+ | |||
+ | ===Player spawns=== | ||
+ | This level contains four spawn points: | ||
+ | # facing north. ('''thing 456''') | ||
+ | # facing north. ('''thing 457''') | ||
+ | # facing north. ('''thing 458''') | ||
+ | # facing north. ('''thing 459''') | ||
== Statistics == | == Statistics == | ||
Line 159: | Line 154: | ||
|- | |- | ||
|style="text-align: left;"|[[Teleporter|Teleport landing]]||colspan="3"|18 | |style="text-align: left;"|[[Teleporter|Teleport landing]]||colspan="3"|18 | ||
− | |||
|} | |} | ||
{{col-break}} | {{col-break}} | ||
Line 240: | Line 234: | ||
|- | |- | ||
|style="text-align: left;"|Teleport landing||colspan="3"|18 | |style="text-align: left;"|Teleport landing||colspan="3"|18 | ||
− | |||
|} | |} | ||
{{col-end}} | {{col-end}} | ||
Line 251: | Line 244: | ||
== See also == | == See also == | ||
+ | * | ||
== Sources == | == Sources == | ||
+ | * | ||
== External links == | == External links == | ||
− | [[Category: | + | * {{dsda2|wad=hr2final|title=Hell Revealed II demos}} |
− | [[Category: | + | |
+ | [[Category:Sam Woodman levels]] | ||
+ | [[Category:Levels with extra equipment in co-op]] |
Latest revision as of 14:10, 3 April 2022
Hell Revealed II maps 12-20 |
---|
01
02
03
04
05
06
07
08
09
10
11 |
MAP14: Metal Meltdown is the fourteenth map of Hell Revealed II. It was designed by Sam Woodman and uses the music track "Thorny Wall," by Petter Mårtensen (Thyrbse).
Contents
Walkthrough[edit]
Essentials[edit]
Grab the supplies in the first room and take the lift up. Kill the chaingunners and other monsters here, then drop down and proceed through either passage next to the baron face. A lot of monsters will await you in the next hall, so get rid of them and keep going. The next room has four cyberdemons sitting on high platforms. You cannot attack them yet. What you can do is head through the side passages here. These are full of imps, and have some barons of Hell and a mancubus as well. The southern passage has the yellow door but also the blue key.
After picking up the key, head back to the room with chaingunners, and climb up the right stair set. The blue door is nearby, so take it. Kill the chaingunners, and step into the circle to teleport to a ledge with a soul sphere and the red keycard. Teleport out and you will be back at the yellow door. One of the cyberdemons is now active in the room, so you may have to contend with him. With the red key, go back to the chaingunner room and take the left stair set, where the red door is nearby. Repeat the same process for getting the red key for this side and you will obtain the yellow keycard. When you teleport out, you will appear in the hall connecting the two big rooms. Head back to the cyberdemon room, and face off with another cyberdemon. Return to the yellow door, and take it. Several zombiemen will gib in front of you, after that, take the portal, and your health will deplete but you will leave the map.
Other points of interest[edit]
In the cyberdemon room, two of the cyberdemons, as well as the two passages to the east and west, are actually optional. If you want 100% kills, then you should take both passages, for they are symmetric and identical. Each passage takes you to a teleporter, where you will have to run down a path with caged revenants, as well as Hell knights and chaingunners. When you find a teleporter back, you will end up in the cyberdemon room, where one of the cyberdemons will be active and a few revenants will teleport in also.
Secrets[edit]
- At the north part of the map, there is a soul sphere blocked by three pillars. To lower the pillars, enter the hallway, then run back out, up the stairs and to the soul sphere. (sector 28) But the pillars will not stay down for long, so you better hurry.
Bugs[edit]
Demo files[edit]
Areas / screenshots[edit]
Speedrunning[edit]
Routes and tricks[edit]
Current records[edit]
The records for the map at the Doom Speed Demo Archive are:
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
UV speed | 1:02.60 | Artem Safronov (SAV88) | 2010-11-20 | h214-102.zip | |
NM speed | |||||
UV max | 2:47.83 | Artem Safronov (SAV88) | 2009-12-25 | h214-247.zip | |
NM 100S | |||||
UV -fast | 8:21.43 | Jochen Schneidau (Angus) | 2005-11-26 | h214f821.zip | |
UV -respawn | |||||
UV Tyson | |||||
UV pacifist | |||||
NoMo | 0:38.89 | Looper | 2010-12-15 | h2nomo_looper.zip |
The data was last verified in its entirety on April 3, 2022.
Deathmatch[edit]
Player spawns[edit]
This level contains four spawn points:
- facing north. (thing 456)
- facing north. (thing 457)
- facing north. (thing 458)
- facing north. (thing 459)
Statistics[edit]
Map data[edit]
Things | 460 |
Vertices | 2477* |
Linedefs | 2442 |
Sidedefs | 883 |
Sectors | 255 |
Things[edit]
This level contains the following numbers of things per skill level:
|
|