Difference between revisions of "MAP15: Dead Zone (TNT: Evilution)"
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===Secrets=== | ===Secrets=== | ||
+ | ====Official==== | ||
# At the southwest corner of the main building is a large open white room with a pool of water in the center. There is a doorway to the northeast. There is a misaligned wall just left of the doorway; open it to access a secret passage containing blur and invulnerability spheres. | # At the southwest corner of the main building is a large open white room with a pool of water in the center. There is a doorway to the northeast. There is a misaligned wall just left of the doorway; open it to access a secret passage containing blur and invulnerability spheres. | ||
− | # Go through the silver door just north of the circular room in the center of the main building. You will be in a roughly "Y"-shaped hallway. Open the wall in the bend on the left side of this hallway. You'll be in a tiny room with a window overlooking the outside. Open one of the grey hexagonal-tiled walls in this room to reveal a secret alcove with a of | + | # Go through the silver door just north of the circular room in the center of the main building. You will be in a roughly "Y"-shaped hallway. Open the wall in the bend on the left side of this hallway. You'll be in a tiny room with a window overlooking the outside. Open one of the grey hexagonal-tiled walls in this room to reveal a secret alcove with a couple of medikits. |
# Return to the Y-shaped hall again. Directly across from the opening to secret #2 is another secret door. Behind it is another tiny room with a window overlooking the outside. Again, open one of the grey tiled walls to reveal some armor bonuses. | # Return to the Y-shaped hall again. Directly across from the opening to secret #2 is another secret door. Behind it is another tiny room with a window overlooking the outside. Again, open one of the grey tiled walls to reveal some armor bonuses. | ||
# Return to the Y-shaped hallway once more. Just north of the entrance to secret #3 is another secret door, and the only one in this room to have a misaligned texture. There is a long narrow corridor behind it. Before reaching the area of the corridor with oscillating lights, open the wall to the left to get a rocket launcher. Continue along the corridor until you reach the first switch, on the right-hand wall. Backtrack through the corridor a ways and you'll see that a red glowing alcove has appeared. Step into it to be teleported to a raised platform in the outdoor area surrounding the main building. Don't drop off this platform yet; instead, make your way around it to the other side, where you'll see a switch. Press it to lower the tall pillar in the center of the platform, making the blur sphere atop it accessible. | # Return to the Y-shaped hallway once more. Just north of the entrance to secret #3 is another secret door, and the only one in this room to have a misaligned texture. There is a long narrow corridor behind it. Before reaching the area of the corridor with oscillating lights, open the wall to the left to get a rocket launcher. Continue along the corridor until you reach the first switch, on the right-hand wall. Backtrack through the corridor a ways and you'll see that a red glowing alcove has appeared. Step into it to be teleported to a raised platform in the outdoor area surrounding the main building. Don't drop off this platform yet; instead, make your way around it to the other side, where you'll see a switch. Press it to lower the tall pillar in the center of the platform, making the blur sphere atop it accessible. | ||
# At the north end of the main building is a room with a diamond-shaped bridge crossing a nukage pool. There is a "poison" sign in the southwest corner of the room; open it to get a backpack. | # At the north end of the main building is a room with a diamond-shaped bridge crossing a nukage pool. There is a "poison" sign in the southwest corner of the room; open it to get a backpack. | ||
# Ride the lift in the southeast corner of the main building. Go up the stairs and continue along the path to the left. At the end of this narrow passage is a plasma rifle. There is a nearby wall (just southeast) with a misaligned texture; open it to reveal a berserk pack. | # Ride the lift in the southeast corner of the main building. Go up the stairs and continue along the path to the left. At the end of this narrow passage is a plasma rifle. There is a nearby wall (just southeast) with a misaligned texture; open it to reveal a berserk pack. | ||
− | + | ||
+ | ====Non-official==== | ||
+ | * ('''Secret Exit''') Inside secret #6, open the southwestern wall to reveal a teleporter. Step in and you will be teleported to a hidden raised alcove in the side of the main building. Rather than dropping down from here, turn around and flip the switch, which takes you to the secret map [[MAP31: Pharaoh]]. | ||
+ | * The southern corridor leading to the circular section has a switch on the left-hand side. Press it, and run directly to the north-west balcony and jump down. Run to the BFG before it raises back up. | ||
+ | * Southeast and on the opposite wall of the switch that lowers the bfg on the left side on the black hexagonal tiled wall is a secret door that leads down some steps to the outdoor area. There is an imp inside. | ||
+ | * In the northern part of the building, you should see a switch on the left staircase. This opens a door in the regular exit room, which reveals teleporters between the north, east, south and west tips of the map as well as the only green armor in this map. It seems to be only useful in co-op play (in single player, the door will probably shut before the player is able to reach it without cheating). | ||
+ | |||
+ | ===Bugs:=== | ||
+ | # It's impossible to get 100% on kills on this map without cheating since the sunk sector #330 near the eastern edge contains deaf monsters (four sergeants on ITYTD/HNTR, a cacodemon on HMP, a cacodemon and a pain elemental on UV/NM), with no way to draw the monsters out or raise the sector floor so the enemies can detect the player. | ||
===Screenshots=== | ===Screenshots=== |
Revision as of 00:26, 21 November 2014
This level occupies the map slot MAP15. For other maps which occupy this slot, see Category:MAP15.
Template:TNT: Evilution 11-20
MAP15: Dead Zone is the fifteenth map of TNT: Evilution. It was designed by William Whitaker and uses a music track shared with MAP02: Human BBQ.
Contents
Strategy
Walkthrough
Secrets
Official
- At the southwest corner of the main building is a large open white room with a pool of water in the center. There is a doorway to the northeast. There is a misaligned wall just left of the doorway; open it to access a secret passage containing blur and invulnerability spheres.
- Go through the silver door just north of the circular room in the center of the main building. You will be in a roughly "Y"-shaped hallway. Open the wall in the bend on the left side of this hallway. You'll be in a tiny room with a window overlooking the outside. Open one of the grey hexagonal-tiled walls in this room to reveal a secret alcove with a couple of medikits.
- Return to the Y-shaped hall again. Directly across from the opening to secret #2 is another secret door. Behind it is another tiny room with a window overlooking the outside. Again, open one of the grey tiled walls to reveal some armor bonuses.
- Return to the Y-shaped hallway once more. Just north of the entrance to secret #3 is another secret door, and the only one in this room to have a misaligned texture. There is a long narrow corridor behind it. Before reaching the area of the corridor with oscillating lights, open the wall to the left to get a rocket launcher. Continue along the corridor until you reach the first switch, on the right-hand wall. Backtrack through the corridor a ways and you'll see that a red glowing alcove has appeared. Step into it to be teleported to a raised platform in the outdoor area surrounding the main building. Don't drop off this platform yet; instead, make your way around it to the other side, where you'll see a switch. Press it to lower the tall pillar in the center of the platform, making the blur sphere atop it accessible.
- At the north end of the main building is a room with a diamond-shaped bridge crossing a nukage pool. There is a "poison" sign in the southwest corner of the room; open it to get a backpack.
- Ride the lift in the southeast corner of the main building. Go up the stairs and continue along the path to the left. At the end of this narrow passage is a plasma rifle. There is a nearby wall (just southeast) with a misaligned texture; open it to reveal a berserk pack.
Non-official
- (Secret Exit) Inside secret #6, open the southwestern wall to reveal a teleporter. Step in and you will be teleported to a hidden raised alcove in the side of the main building. Rather than dropping down from here, turn around and flip the switch, which takes you to the secret map MAP31: Pharaoh.
- The southern corridor leading to the circular section has a switch on the left-hand side. Press it, and run directly to the north-west balcony and jump down. Run to the BFG before it raises back up.
- Southeast and on the opposite wall of the switch that lowers the bfg on the left side on the black hexagonal tiled wall is a secret door that leads down some steps to the outdoor area. There is an imp inside.
- In the northern part of the building, you should see a switch on the left staircase. This opens a door in the regular exit room, which reveals teleporters between the north, east, south and west tips of the map as well as the only green armor in this map. It seems to be only useful in co-op play (in single player, the door will probably shut before the player is able to reach it without cheating).
Bugs:
- It's impossible to get 100% on kills on this map without cheating since the sunk sector #330 near the eastern edge contains deaf monsters (four sergeants on ITYTD/HNTR, a cacodemon on HMP, a cacodemon and a pain elemental on UV/NM), with no way to draw the monsters out or raise the sector floor so the enemies can detect the player.
Screenshots
Speedrunning
Routes and tricks
Records
The Compet-N records for the map are:
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
UV speed (normal exit) | 00:15 | Marijo Sedlić (Sedlo) | 2002-10-12 | ev15-015.zip | |
UV speed (secret exit) | 00:12 | Jim Leonard (Xit Vono) | 2002-11-17 | ev15s012.zip | |
NM speed (normal exit) | 00:16 | Jim Leonard (Xit Vono) | 2002-11-17 | tn15-016.zip | |
NM speed (secret exit) | 00:12 | Jim Leonard (Xit Vono) | 2002-11-17 | tn15s012.zip | |
UV max | 04:10 | Eugene Kapustin | 2004-12-28 | ev15-410.zip | |
NM100S | 01:16 | Jim Leonard (Xit Vono) | 2002-08-03 | es15-116.zip | |
UV -fast | 05:54 | Serge Marudov (Never_Again) | 2006-06-04 | ef15-554.zip | |
UV -respawn | 02:36 | Casey Alvis | 2013-01-22 | er15-236.zip | |
UV Tyson | 12:17 | Jim Leonard (Xit Vono) | 2002-01-18 | et151217.zip | |
UV pacifist (normal exit) | 00:17 | Jim Leonard (Xit Vono) | 2002-11-16 | ep15-017.zip | |
UV pacifist (secret exit) | 00:17 | Jim Leonard (Xit Vono) | 2002-11-16 | ep15s017.zip |
The data was last verified in its entirety on May 26, 2013.
Statistics
Map data
Things | 364 |
Vertices | 1310 |
Linedefs | 1421 |
Sidedefs | 1409 |
Sectors | 336 |
Things
Monsters | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Sergeants | 16 | 9 | 5 |
Spectres | 4 | 9 | 13 |
Imps | 13 | 31 | 41 |
Demons | 8 | 11 | 10 |
Barons of Hell | 0 | 1 | 1 |
Troopers | 2 | 3 | 3 |
Cacodemons | 0 | 1 | 5 |
Lost Souls | 3 | 3 | 4 |
Arch-Viles | 0 | 0 | 2 |
Pain Elementals | 0 | 0 | 2 |
Chaingunners | 1 | 3 | 10 |
Revenants | 1 | 3 | 3 |
Mancubi | 0 | 1 | 1 |
Powerups | ITYTD and HNTR | HMP | UV and NM |
Backpacks | 1 | 1 | 1 |
Stim packs | 7 | 7 | 7 |
Medikits | 5 | 5 | 5 |
Health bonuses | 8 | 8 | 8 |
Armor bonuses | 31 | 31 | 31 |
Green armors | 1 | 1 | 1 |
Invulnerabilities | 1 | 1 | 1 |
Berserks | 1 | 1 | 1 |
Invisibilities | 1 | 2 | 2 |
Megasphere | 1 | 0 | 0 |
Weapons | ITYTD and HNTR | HMP | UV and NM |
Chainguns | 2 | 2 | 2 |
Rocket launchers | 1 | 1 | 1 |
Plasma guns | 1 | 1 | 1 |
BFG 9000s | 1 | 1 | 1 |
Super shotguns | 2 | 2 | 2 |
Ammunition | ITYTD and HNTR | HMP | UV and NM |
Bulk Cells | 4 | 2 | 2 |
Shells | 2 | 2 | 1 |
Rockets | 11 | 11 | 11 |
Rocket boxes | 3 | 3 | 2 |
Energy cells | 3 | 4 | 3 |
Ammo boxes | 5 | 5 | 5 |
Shell boxes | 10 | 9 | 9 |
Barrels | ITYTD and HNTR | HMP | UV and NM |
Exploding barrels | 22 | 22 | 23 |