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

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==External links==
 
==External links==
 
* [http://www.doom2.net/~compet-n/database/cn.cgi?map:doom2:16 MAP16 demos from the Compet-n database]
 
* [http://www.doom2.net/~compet-n/database/cn.cgi?map:doom2:16 MAP16 demos from the Compet-n database]
* [http://ian-albert.com/misc/gamemaps/doom2/full/MAP16.jpg Top-down perspective view] of '''Level 16: Suburbs''', by [http://ian-albert.com/misc/doom2maps.php Ian Albert] (4.57 MB JPG file)
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* [http://ian-albert.com/misc/doom2maps.php Top-down perspective view of all Doom II levels] by Ian Albert
  
 
[[Category:Levels by name|Suburbs (Doom II)]]
 
[[Category:Levels by name|Suburbs (Doom II)]]
 
[[Category:Sandy Petersen levels]]
 
[[Category:Sandy Petersen levels]]

Revision as of 15:41, 12 October 2008

This level occupies the map slot MAP16. For other maps which occupy this slot, see Category:MAP16.
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

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

Strategy

Map of MAP16

Walkthrough

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, several 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.

Secrets

  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). 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. Ride the same pedestal up again. Look through the doorway to the north and you'll see another nook in the wall, this one containing a pair of glowing red eyes (J). Shoot the eyes with the Super Shotgun (due to its wide spread). It may take a few tries. Once you hear the sound of a door opening, go through the doorway and turn right to enter a newly opened alcove (K). Alternatively, you could "use" the torch in the southwestern corner of the room to raise the wall in front of the pair of eyes and use a similar lift as in secret #1.
  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.
  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 BFG 9000 (N).

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.

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 "Sedlo" Sedlic 1999-09-12 nm16-012.zip
UV max 02:46 Radek Pecka 2002-08-16 lv16-246.zip
NM100S 00:59 Marijo "Sedlo" Sedlic 1999-06-22 ns16-059.zip
UV -fast 02:49 Ole Hartvigsen 2000-06-04 fa16-249.zip
UV -respawn 02:11 Henning Skogsto 2000-04-05 re16-211.zip
UV Tyson 07:33 Xit Vono 2002-07-24 ty16-733.zip
UV pacifist 00:11 Adam Hegyi 2001-03-24 lv16-011.zip

Statistics

Map data

Things 249
Vertices 754
Linedefs 778
Sidedefs 1088
Sectors 142

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
Stim packs 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
BFG 9000s 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