Difference between revisions of "MAP15: End of the Line (Scythe 2)"

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[[Image:Scythe2 MAP15 map.png|thumb|right|300px|Map of MAP15]]
 
[[Image:Scythe2 MAP15 map.png|thumb|right|300px|Map of MAP15]]
 
===Walkthrough===
 
===Walkthrough===
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====Accessing the secret exit====
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Immediately from the start point, you can see a yellow keycard on a tall pillar some distance to the north. Exit the starting tunnel and make your way to the northwestern corner of the chamber. From there, [[straferun]] eastwards and try to land on a stack of crates nearby; do not decelerate, run up the crate stack and you should be having enough momentum to [[grab]] the keycard from the pillar. Go through the yellow-keyed door and note the switch panel outside the elevator (not the one in the elevator car). It opens an entrance to the secret level on the surface.
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Take note that said switch probably will not be there if you play through this level in a conventional way (it is being lowered by a walkover [[linedef]] elsewhere in the level). It [[Linedefs can be activated regardless of player's Z position|can be operated even after it has been hidden in the floor]], however.
  
 
===Secrets===
 
===Secrets===
#'''(Sector 1202)'''  
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#The slimy passageway leading to the secret level '''(Sector 1202)'''.
  
 
==Speedrunning==
 
==Speedrunning==

Revision as of 12:11, 10 September 2013

Template:Scythe 2 11-20

This level occupies the map slot MAP15. For other maps which occupy this slot, see Category:MAP15.

MAP15: End of the Line is the fifteenth map of the megawad Scythe 2. It was designed by Erik Alm and uses the music track “Gut Wrencher” by Robert Prince from Duke Nukem 3D. It is the last map of the industrial episode, and there is an entry to the secret map, MAP31: Secret.

Strategy

Map of MAP15

Walkthrough

Accessing the secret exit

Immediately from the start point, you can see a yellow keycard on a tall pillar some distance to the north. Exit the starting tunnel and make your way to the northwestern corner of the chamber. From there, straferun eastwards and try to land on a stack of crates nearby; do not decelerate, run up the crate stack and you should be having enough momentum to grab the keycard from the pillar. Go through the yellow-keyed door and note the switch panel outside the elevator (not the one in the elevator car). It opens an entrance to the secret level on the surface.

Take note that said switch probably will not be there if you play through this level in a conventional way (it is being lowered by a walkover linedef elsewhere in the level). It can be operated even after it has been hidden in the floor, however.

Secrets

  1. The slimy passageway leading to the secret level (Sector 1202).

Speedrunning

Routes and tricks

Areas and screenshots

Statistics

Map data

Things 400
Vertices 5765
Linedefs 5830
Sidedefs 9446
Sectors 1205

Things

This level contains the following numbers of things per skill level:

Monsters ITYTD and HNTR HMP UV and NM
Troopers 6 34 34
Sergeants 12 36 39
Chaingunners 3 3 19
Imps 33 50 58
Demons 8 10 18
Spectres 0 0 3
Cacodemons 7 8 9
Hell knights 5 3 4
Revenants 15 20 32
Arachnotrons 1 1 1
Pain elementals 0 0 1
Mancubi 10 17 22
Arch-viles 0 5 6
Barons of hell 2 3 3
Cyberdemons 0 0 1
Romero's heads 1 1 1
Powerups ITYTD and HNTR HMP UV and NM
Stimpacks 6 6 6
Medikits 11 11 11
Soul spheres 2 2 2
Armor bonuses 3 3 3
Security armors 2 2 2
Combat armors 2 2 2
Berserk packs 1 1 1
Invisibilities 1 1 1
Weapons ITYTD and HNTR HMP UV and NM
Shotguns 1 1 1
Super shotguns 2 2 2
Chainguns 1 1 1
Rocket launchers 1 1 1
BFG9000s 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Backpacks 1 1 1
Bullet boxes 3 3 3
Shells 8 8 8
Shell boxes 7 7 7
Rocket boxes 9 9 9
Bulk cells 5 5 5
Explosive barrels 13 13 13
Keys ITYTD and HNTR HMP UV and NM
Red cards 1 1 1
Blue cards 1 1 1
Yellow cards 1 1 1

Trivia

See also

External links