Difference between revisions of "MAP14: The Inmost Dens (Doom II)"

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[checked revision][checked revision]
(Added two non-official secrets, more "interesting" places, the crusher texture bug and Radek Pecka's later UV -fast record.)
(To fill the gaps ...)
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===Other points of interest===
 
===Other points of interest===
  
On [[Skill level|Hurt me plenty]] or lower, there is a [[berserk]] at the northern end of the lane with the red door. On higher levels, a [[medikit]] is found there.
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On [[Skill level|Hurt me plenty]] or lower, there is a [[berserk]] at the northern end of the lane with the red door. On the higher levels, a [[medikit]] is found there.
  
When you have located the blue key, you can jump to the surrounding water. There is a door behind a corner on the eastern side of the area. When you turn right after entering the door, you will find a barred room with a [[soul sphere]] inside. The bars are opened by a trigger in front of them, and are helpful in case the room is populated by an [[arachnotron]]. If you stay in the room when the bars close, you can make an escape through a window to another area and use a lift to drop onto land again.  
+
When you have located the blue key, you can jump in the surrounding water. There is a door behind a corner on the eastern side of the area. As you turn right after entering the door, you will find a barred room with a [[soul sphere]] inside. The bars are opened by a trigger in front of them, and they are helpful in case the room is populated by an [[arachnotron]]. If you stay in the room when the bars close, you can make an escape through a window to another area and use a lift to drop onto land again.  
  
Otherwise, you can travel back to the waters in the blue key area and go to the northwest corner of it. Once you are beyond the wall, you will see a narrow tunnel in the distance. Enter the wooden door there, grab the [[rocket launcher]] in the revealed room and press the switch to lower a lift to the starting point. If you step onto the elevation nearby before going through the door, the ceiling in the aforementioned room will start to crush. The motion can be interrupted by returning to the door again. In case the ceiling stops too low, you need to start the crusher again and time the interruption so that you are able to enter the room.   
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Alternatively, the sphere can be collected on an earlier phase. You can reach the barred entrance by dropping in the water at the second outdoor area and using the lift in its southwest corner. Furthermore, the mentioned door can be opened from its northern side which provides you an optional route to the blue key area once you have pressed the switch to lower the red bars.   
   
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 +
Back at the waters of the blue key area, you can travel to the northwest corner. Once you are beyond the northern wall, you will see a narrow tunnel in the distance. Enter the wooden door there, grab the [[rocket launcher]] in the revealed room and press the switch to lower a lift to the starting point. If you step onto the flickering elevation nearby before going through the door, the ceiling in the aforementioned room will start to crush. The motion can be interrupted by returning to the door again. In case the ceiling stops too low, you need to start the crusher again and time the interruption so that you are able to enter the room.   
 +
 
 +
To be precise, the previous area can also be accessed via another means. The section of the stonewall between the red door and the lowest step of the staircase can be climbed upon from the step as it, unlike those in the staircase, is not [[Linedef#Linedef flags|impassable]]. Thus, you can fall in the water to fetch the weapon. You can go beyond the southern wall and proceed further to the blue key area when you have lowered the red bars, allowing you a total of three different routes of approach for the challenge.
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===Secrets===
 
===Secrets===
  
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===Bugs===
 
===Bugs===
* If the player turns on the crusher of the rocket launcher room after having opened the wooden door, a [[Hall of Mirrors effect]] can be seen on the wall of the crusher at the doorway because a texture is missing (the upper section of [[sidedef]] 1,956, [[linedef]] 1,259). Obviously, it was a situation the designer had not thought of since the two windows of the room, on the other hand, have the corresponding texture set.  
+
* If the player turns on the crusher of the rocket launcher room while the wooden door is open, a [[Hall of Mirrors effect]] can be seen on the wall of the crusher at the doorway because of a missing texture (the upper section of [[sidedef]] 1,956, [[linedef]] 1,259). Obviously, it was a situation the designer had not thought of since the two windows of the room, on the other hand, have the corresponding texture set.  
 
* Due to the extreme size of the map, saved games will not load sometimes.
 
* Due to the extreme size of the map, saved games will not load sometimes.
  

Revision as of 20:14, 10 August 2012

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 MAP14. For other maps which occupy this slot, see Category:MAP14.

MAP14: The Inmost Dens is the fourteenth map of Doom II. It was designed by American McGee and uses the music track "The Dave D. Taylor Blues". Also, Final Doom's The Plutonia Experiment has MAP18: Neurosphere as an edited remake of this map but the textures it uses are relatively different.

The level is remarkable in its style and amount of aesthetic details. Consequently, it has the biggest amount of sidedefs for any Doom or Doom II level.

Walkthrough

Map of MAP14

Essentials

From the start, go right and enter the staircase a little way off. Continue past the red door, around the next corner and through the door to the right. Step into the square of light in the next short corridor to open the doors. Go through the one straight ahead. Continue around the building to the right. Go up the stairs and through the door to enter the building. Get a running start and jump through the largest window. You should land on a bridge on the far side of the grey stone barrier. Continue along, across the water and through the arched doorway. Then take a left. At the end is the red skull key.

Return to the red door near the start. If you fall into the water on your way, ride one of the many circular lifts up and drop onto land. Flip the switch behind the red door and red columns nearby will lower. Go through the door behind them and cross into the next outdoor area. Kill all the enemies there, enter the building and get the blue skull key.

Come back to the second outdoor area once more and run through the window again, landing on the bridge. This time, head right after passing through the arched doorway. You will reach a dead end with a window to the right. Run through the window and onto the adjacent platform. In case you fall in the water, you can just use it like a lift. Continue along the next hallway to its end and across the bridge to the blue door. After passing through it, continue straight forward through the building, running across the gap, to reach the exit.

Other points of interest

On Hurt me plenty or lower, there is a berserk at the northern end of the lane with the red door. On the higher levels, a medikit is found there.

When you have located the blue key, you can jump in the surrounding water. There is a door behind a corner on the eastern side of the area. As you turn right after entering the door, you will find a barred room with a soul sphere inside. The bars are opened by a trigger in front of them, and they are helpful in case the room is populated by an arachnotron. If you stay in the room when the bars close, you can make an escape through a window to another area and use a lift to drop onto land again.

Alternatively, the sphere can be collected on an earlier phase. You can reach the barred entrance by dropping in the water at the second outdoor area and using the lift in its southwest corner. Furthermore, the mentioned door can be opened from its northern side which provides you an optional route to the blue key area once you have pressed the switch to lower the red bars.

Back at the waters of the blue key area, you can travel to the northwest corner. Once you are beyond the northern wall, you will see a narrow tunnel in the distance. Enter the wooden door there, grab the rocket launcher in the revealed room and press the switch to lower a lift to the starting point. If you step onto the flickering elevation nearby before going through the door, the ceiling in the aforementioned room will start to crush. The motion can be interrupted by returning to the door again. In case the ceiling stops too low, you need to start the crusher again and time the interruption so that you are able to enter the room.

To be precise, the previous area can also be accessed via another means. The section of the stonewall between the red door and the lowest step of the staircase can be climbed upon from the step as it, unlike those in the staircase, is not impassable. Thus, you can fall in the water to fetch the weapon. You can go beyond the southern wall and proceed further to the blue key area when you have lowered the red bars, allowing you a total of three different routes of approach for the challenge.

Secrets

Official

There are no official secrets in this level.

Non-official

  1. In the dark chamber that is visible through windows at the start, there is a wall with a torch on it. Press it to reveal a box of rockets. In addition, the chamber itself holds a combat armor.
  2. At the blue door near the exit, the lane continues around the building. A door can be opened at the southern end, which reveals a nook next to the decorative formation inside the building. The place holds a medikit.

Bugs

  • If the player turns on the crusher of the rocket launcher room while the wooden door is open, a Hall of Mirrors effect can be seen on the wall of the crusher at the doorway because of a missing texture (the upper section of sidedef 1,956, linedef 1,259). Obviously, it was a situation the designer had not thought of since the two windows of the room, on the other hand, have the corresponding texture set.
  • Due to the extreme size of the map, saved games will not load sometimes.

Speedrunning

Routes and tricks

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:20 Marijo "Sedlo" Sedlic 2002-04-29 lv14-020.zip
NM speed 00:43 Vincent Catalaá 2000-02-13 nm14-043.zip
UV max 01:46 Drew "stx-Vile" DeVore 2002-03-28 lv14-146.zip
NM100S
UV -fast 02:13 Radek Pecka 2004-05-16 fa14-213.zip
UV -respawn 01:37 Henning Skogsto 2000-03-22 re14-137.zip
UV Tyson 09:31 Xit Vono 2003-02-08 ty14-931.zip
UV pacifist 00:20 Marijo "Sedlo" Sedlic 2002-04-29 lv14-020.zip

Statistics

Map data

Things 173
Vertices 1429
Linedefs 1681
Sidedefs 2587
Sectors 348

Things

Monsters ITYTD and HNTR HMP UV and NM
Sergeants 18 20 20
Spectres 3 2 3
Imps 16 21 23
Troopers 12 12 12
Lost Souls 4 4 6
Arch-Viles 0 1 1
Chaingunners 1 14 17
Revenants 0 1 1
Arachnotrons 0 1 1
Powerups ITYTD and HNTR HMP UV and NM
Stim packs 7 7 6
Medikits 9 9 10
Soul spheres 1 1 1
Blue armors 1 1 1
Berserks 1 1 0
Invisibilities 1 1 1
Weapons ITYTD and HNTR HMP UV and NM
Shotguns 1 1 1
Chainguns 1 1 1
Rocket launchers 1 1 1
Plasma guns 0 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Bulk Cells 1 1 1
Rocket boxes 1 1 1
Ammo boxes 1 1 1
Shell boxes 1 1 1
Keys ITYTD and HNTR HMP UV and NM
Red skulls 1 1 1
Blue skulls 1 1 1

External links