Difference between revisions of "MAP16: Suburbs (Doom II)"

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(External links: fix Compet-n link; add DSDA link)
(Standard section naming, spots template, secret sectors, italics spots, navbox pos, minor tweaks)
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{{Doom II 11-20}}
 
{{Map|slot=MAP16}}
 
{{Map|slot=MAP16}}
{{Doom II 11-20}}
 
 
'''MAP16: Suburbs''' is the sixteenth map of [[Doom II]]. It was designed by [[Sandy Petersen]] and uses the [[Doom II music|music]] track "The Demon's Dead".
 
'''MAP16: Suburbs''' is the sixteenth map of [[Doom II]]. It was designed by [[Sandy Petersen]] and uses the [[Doom II music|music]] track "The Demon's Dead".
  
 
In the [[Sony PlayStation]] and [[Sega Saturn]] versions of Doom II, this level grants the player access to the hidden level [[MAP58: The Mansion (PlayStation Doom)|MAP58: The Mansion]].
 
In the [[Sony PlayStation]] and [[Sega Saturn]] versions of Doom II, this level grants the player access to the hidden level [[MAP58: The Mansion (PlayStation Doom)|MAP58: The Mansion]].
  
==Strategy==
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==Walkthrough==
 
[[Image:MAP16 map.png|thumb|300px|Map of MAP16]]
 
[[Image:MAP16 map.png|thumb|300px|Map of MAP16]]
 
{{map spots}}
 
{{map spots}}
  
===Walkthrough===
+
===Essentials===
From the start, walk straight ahead and go through the door just around the corner. The outdoor area you'll arrive in (A) consists of two small buildings inside a tall, circular, black barrier wall, as well as several buildings outside the wall. There are two exits in the black wall (B); go through either and make your way to the nukage pond in the southwest corner of the map. In the pool is a wooden structure with some stairs leading up to the blue skull [[key]] (C). Upon picking the key up, a large number of [[monsters]] will teleport in, so be prepared.
+
From the start, walk straight ahead and go through the door just around the corner. The outdoor area you'll arrive in ''(A)'' consists of two small buildings inside a tall, circular, black barrier wall, as well as several buildings outside the wall. There are two exits in the black wall ''(B)''; go through either and make your way to the nukage pond in the southwest corner of the map. In the pool is a wooden structure with some stairs leading up to the blue skull [[key]] ''(C)''. Upon picking the key up, a large number of [[monsters]] will teleport in, so be prepared.
  
At the north end of the map is a grey brick building; walk up the stairs in the corner and go through the lion-faced door around the corner at the top. Inside is a glowing blue/red wall as well as a blue key door. Open the blue door and pick up the red skull key inside (D). Next to the red key is a satyr face switch. Flip it; it lowers the glowing blue/red wall in the previous room, revealing a hidden [[teleporter]]. Run to it quickly, as it only lowers for a short time period. You'll be taken to an otherwise unreachable platform with some likely useful [[Plasma Gun]]s (E).
+
At the north end of the map is a grey brick building; walk up the stairs in the corner and go through the lion-faced door around the corner at the top. Inside is a glowing blue/red wall as well as a blue key door. Open the blue door and pick up the red skull key inside ''(D)''. Next to the red key is a satyr face switch. Flip it; it lowers the glowing blue/red wall in the previous room, revealing a hidden [[teleporter]]. Run to it quickly, as it only lowers for a short time period. You'll be taken to an otherwise unreachable platform with some likely useful [[plasma gun]]s ''(E)''.
  
Once you're ready to exit the level, make your way to the structure made of several black and gray "cubes" in the northeast (F). The two platforms with the more rectangular-shaped patterns on them lower like lifts, allowing you to access the highest ledge. Once you reach the top, turn around and lower the second lift platform again (while still on the top ledge). This causes the wall of the ledge you're on to lower as well, revealing the exit teleporter blocked by a red skull column (G); open it using your key and exit.
+
Once you're ready to exit the level, make your way to the structure made of several black and gray "cubes" in the northeast ''(F)''. The two platforms with the more rectangular-shaped patterns on them lower like lifts, allowing you to access the highest ledge. Once you reach the top, turn around and lower the second lift platform again (while still on the top ledge). This causes the wall of the ledge you're on to lower as well, revealing the exit teleporter blocked by a red skull column ''(G)''; open it using your key and exit.
  
 
===Other points of interest===
 
===Other points of interest===
# The southwest corner of the complete map contains a rectangular inaccessible area connected to the nukage pool by a small tunnel. This room contains the swarm of imps, cacodemons, and mancubi which teleport in when obtaining the blue key.
+
The southwest corner of the complete map contains a rectangular inaccessible area connected to the nukage pool by a small tunnel. This room contains the swarm of imps, cacodemons, and mancubi which teleport in when obtaining the blue key.
  
 
===Secrets===
 
===Secrets===
 
====Official====
 
====Official====
# Enter the southern building in the central area in the level (H). Inside is a blue-carpeted room with a small pedestal-like structure in its center. Use this pedestal as you would a lift, and ride up. There is a small fiery hole in the eastern wall of this room. Shoot inside this hole to cause one of the bookshelves to rise, revealing a [[megasphere]] (I). You will need to fall into the pit for the secret to count, as it is possible to retrieve the megasphere without triggering the secret.
+
# Enter the southern building in the central area in the level ''(H)''. Inside is a blue-carpeted room with a small pedestal-like structure in its center. Use this pedestal as you would a lift, and ride up. There is a small fiery hole in the eastern wall of this room. Shoot inside this hole to cause one of the bookshelves to rise, revealing a [[megasphere]] ''(I)''. '''(sector 41)''' You will need to fall into the pit for the secret to count, as it is possible to retrieve the megasphere without triggering the secret.
# Use the torch in the southwestern corner of the room to raise the wall in front of the pair of eyes. It leaves a small, low wall which you can use as a lift to get level with the eyes, allowing you to shoot the eyes. Once you hear the sound of a door opening, turn right to enter a newly opened alcove (K). Alternatively, you can ride the same pedestal as for secret #1 and use the [[Super Shotgun]], thanks to its wide spread it may impact the eyes after a few tries.  
+
# Use the torch in the southwestern corner of the room to raise the wall in front of the pair of eyes. It leaves a small, low wall which you can use as a lift to get level with the eyes, allowing you to shoot the eyes. Once you hear the sound of a door opening, turn right to enter a newly opened alcove ''(K)''. '''(sector 33)''' Alternatively, you can ride the same pedestal as for secret #1 and use the [[super shotgun]], thanks to its wide spread it may impact the eyes after a few tries.
# Enter the red brick building in the east of the map through the door on its eastern wall (L). The corpse-wall behind the door is an illusion that can be walked straight through.
+
# Enter the red brick building in the east of the map through the door on its eastern wall ''(L)''. The corpse-wall behind the door is an illusion that can be walked straight through. '''(sector 13)'''
# Inside secret #3, lower the right grey stone wall (M) and ride it up. Once at the top, run onto the adjacent raised platform, into a pool of blood. Flip the switch to reveal a [[BFG 9000]] (N).
+
# Inside secret #3, lower the right grey stone wall ''(M)'' and ride it up. Once at the top, run onto the adjacent raised platform, into a pool of blood. Flip the switch to reveal a [[BFG9000]] ''(N)''. '''(sector 7)'''
  
 
====Non-official====
 
====Non-official====
# To get to the raised platform with the [[Plasma Gun]]s on it, go inside the northernmost building. Behind the blue door is a [[red skull key]] sitting in a window. Stand in the window sill and press the satyr-faced switch to lower the big blue/red fire wall in the previous room, which reveals a [[teleporter]]. Step through to get the [[Plasma Gun]]s.
+
# To get to the raised platform with the [[plasma gun]]s on it, go inside the northernmost building. Behind the blue door is a [[red skull key]] sitting in a window. Stand in the window sill and press the satyr-faced switch to lower the big blue/red fire wall in the previous room, which reveals a [[teleporter]]. Step through to get the plasma guns.
  
 
===Bugs===
 
===Bugs===
# The high number of monsters in this level, combined with the high occurrence of [[monster infighting]] that results, frequently causes the [[Sony PlayStation]] port of the game to crash on high skill settings during the level. Also, in the Doom II port found in the [[Xbox]] version of [[Doom 3]]/[[Resurrection of Evil]], if too many monsters are on the map and a game is saved and later restarted, it runs the risk of freezing upon loading it completely, resulting in needing to reboot the Xbox system entirely and starting the game anew.
+
The high number of monsters in this level, combined with the high occurrence of [[monster infighting]] that results, frequently causes the [[Sony PlayStation]] port of the game to crash on high skill settings during the level. Also, in the Doom II port found in the [[Xbox]] version of [[Doom 3]]/[[Resurrection of Evil]], if too many monsters are on the map and a game is saved and later restarted, it runs the risk of freezing upon loading it, resulting in needing to reboot the Xbox system entirely and starting the game anew.
  
 
==Speedrunning==
 
==Speedrunning==
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|[[Backpack]]s||1||1||1
 
|[[Backpack]]s||1||1||1
 
|-
 
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|[[Stim pack]]s||6||8||8
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|[[Stimpack]]s||6||8||8
 
|-
 
|-
 
|[[Medikit]]s||7||7||7
 
|[[Medikit]]s||7||7||7
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|[[Plasma gun]]s||4||4||4
 
|[[Plasma gun]]s||4||4||4
 
|-
 
|-
|[[BFG 9000]]s||1||1||1
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|[[BFG9000]]s||1||1||1
 
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|[[Super shotgun]]s||1||1||1
 
|[[Super shotgun]]s||1||1||1
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==External links==
 
==External links==
 
 
* {{competnmap|2|217|MAP16}}
 
* {{competnmap|2|217|MAP16}}
 
* {{dsda|id=945|mapid=216|title=MAP16 demos}}
 
* {{dsda|id=945|mapid=216|title=MAP16 demos}}

Revision as of 09:57, 8 June 2016

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 MAP16. For other maps which occupy this slot, see Category:MAP16.

MAP16: Suburbs is the sixteenth map of Doom II. It was designed by Sandy Petersen and uses the music track "The Demon's Dead".

In the Sony PlayStation and Sega Saturn versions of Doom II, this level grants the player access to the hidden level MAP58: The Mansion.

Walkthrough

Map of MAP16
Letters in italics refer to marked spots on the map. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally.

Essentials

From the start, walk straight ahead and go through the door just around the corner. The outdoor area you'll arrive in (A) consists of two small buildings inside a tall, circular, black barrier wall, as well as several buildings outside the wall. There are two exits in the black wall (B); go through either and make your way to the nukage pond in the southwest corner of the map. In the pool is a wooden structure with some stairs leading up to the blue skull key (C). Upon picking the key up, a large number of monsters will teleport in, so be prepared.

At the north end of the map is a grey brick building; walk up the stairs in the corner and go through the lion-faced door around the corner at the top. Inside is a glowing blue/red wall as well as a blue key door. Open the blue door and pick up the red skull key inside (D). Next to the red key is a satyr face switch. Flip it; it lowers the glowing blue/red wall in the previous room, revealing a hidden teleporter. Run to it quickly, as it only lowers for a short time period. You'll be taken to an otherwise unreachable platform with some likely useful plasma guns (E).

Once you're ready to exit the level, make your way to the structure made of several black and gray "cubes" in the northeast (F). The two platforms with the more rectangular-shaped patterns on them lower like lifts, allowing you to access the highest ledge. Once you reach the top, turn around and lower the second lift platform again (while still on the top ledge). This causes the wall of the ledge you're on to lower as well, revealing the exit teleporter blocked by a red skull column (G); open it using your key and exit.

Other points of interest

The southwest corner of the complete map contains a rectangular inaccessible area connected to the nukage pool by a small tunnel. This room contains the swarm of imps, cacodemons, and mancubi which teleport in when obtaining the blue key.

Secrets

Official

  1. Enter the southern building in the central area in the level (H). Inside is a blue-carpeted room with a small pedestal-like structure in its center. Use this pedestal as you would a lift, and ride up. There is a small fiery hole in the eastern wall of this room. Shoot inside this hole to cause one of the bookshelves to rise, revealing a megasphere (I). (sector 41) You will need to fall into the pit for the secret to count, as it is possible to retrieve the megasphere without triggering the secret.
  2. Use the torch in the southwestern corner of the room to raise the wall in front of the pair of eyes. It leaves a small, low wall which you can use as a lift to get level with the eyes, allowing you to shoot the eyes. Once you hear the sound of a door opening, turn right to enter a newly opened alcove (K). (sector 33) Alternatively, you can ride the same pedestal as for secret #1 and use the super shotgun, thanks to its wide spread it may impact the eyes after a few tries.
  3. Enter the red brick building in the east of the map through the door on its eastern wall (L). The corpse-wall behind the door is an illusion that can be walked straight through. (sector 13)
  4. Inside secret #3, lower the right grey stone wall (M) and ride it up. Once at the top, run onto the adjacent raised platform, into a pool of blood. Flip the switch to reveal a BFG9000 (N). (sector 7)

Non-official

  1. To get to the raised platform with the plasma guns on it, go inside the northernmost building. Behind the blue door is a red skull key sitting in a window. Stand in the window sill and press the satyr-faced switch to lower the big blue/red fire wall in the previous room, which reveals a teleporter. Step through to get the plasma guns.

Bugs

The high number of monsters in this level, combined with the high occurrence of monster infighting that results, frequently causes the Sony PlayStation port of the game to crash on high skill settings during the level. Also, in the Doom II port found in the Xbox version of Doom 3/Resurrection of Evil, if too many monsters are on the map and a game is saved and later restarted, it runs the risk of freezing upon loading it, resulting in needing to reboot the Xbox system entirely and starting the game anew.

Speedrunning

Routes and tricks

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:11 Adam Hegyi 2001-03-24 lv16-011.zip
NM speed 00:12 Marijo Sedlić (Sedlo) 1999-09-12 nm16-012.zip
UV max 02:46 Radek Pecka 2002-08-16 lv16-246.zip
NM100S 00:42 JC Dorne 2014-12-17 ns16-042.zip
UV -fast 02:49 Ole Hartvigsen 2000-06-04 fa16-249.zip
UV -respawn 02:11 Henning Skogstø 2000-04-05 re16-211.zip
UV Tyson 07:33 Jim Leonard (Xit Vono) 2002-07-24 ty16-733.zip
UV pacifist 00:11 Adam Hegyi 2001-03-24 pa16-011.zip

The data was last verified in its entirety on October 21, 2012.

Statistics

Map data

Things 249
Vertices 754*
Linedefs 778
Sidedefs 1088
Sectors 142
* The vertex count without the effect of node building is 625.

Things

Monsters ITYTD and HNTR HMP UV and NM
Spectres 2 3 4
Imps 49 81 97
Demons 1 4 4
Cacodemons 0 13 25
Arch-Viles 0 1 2
Revenants 1 9 14
Mancubi 0 7 15
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 1 1 1
Stimpacks 6 8 8
Medikits 7 7 7
Soul spheres 1 1 1
Invulnerabilities 1 1 1
Berserks 1 1 1
Invisibilities 1 1 1
Radiation suits 1 1 1
Megasphere 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 4 4 4
BFG9000s 1 1 1
Super shotguns 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Bulk Cells 3 3 3
Ammo clips 2 2 2
Shells 9 9 9
Rocket boxes 3 4 4
Ammo boxes 1 1 1
Shell boxes 9 9 9
Keys ITYTD and HNTR HMP UV and NM
Red skulls 1 1 1
Blue skulls 1 1 1

External links