MAP16: The Settlements of Nifell (Project Einherjar)

Project Einherjar maps
The Gaulheim Hit

01 02 03 04 05 06 07

Deep Into White Hell

08 09 10 11 12 13 14

The Scourge of Mordin

22 23 24 25 26 27 28

Return to Jotunheim

29 30 31 32 33 34 35

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

MAP16: The Settlements of Nifell is the sixteenth map of Project Einherjar. It was designed by Mike MacDee (Impie) and uses the music track "".

Contents

WalkthroughEdit

Map of The Settlements of Nifell
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.

EssentialsEdit

Grab all the supplies and walk along the cliffside to the large canyon clearing. There are two paths out of this area, and both lead to different post-nuclear towns. Two buildings can be entered in the eastern town, but their doors open remotely; there is a cliffside house accessible from this town with extra supplies, and a generator that can be operated with a red key.

The Thane in the western town carries a yellow key, which is required to operate one of the two dynamite detonators: it clears a path to the red key. The exit switch is also here, behind a locked gate. The second detonator pushes up a series of rock platforms Juno can use to reach the house with the blue door.

Use the red key on the eastern town's generator to open the door to the first house. Kill the Stepchildren inside and flip the switch to access the second house and the blue key. Return to the blue house and fight your way to another switch that lowers the tower of the western town. Go back into town and kill Sheriff Gallos to open the exit gate.

Boss: Sheriff GallosEdit

The Sheriff emerges from the town tower with a Valraven escort. He is the easiest boss of the episode, armed only with a revolver; however, he is trigger-happy and prone to "fan" the weapon, firing up to six shots in rapid succession. Once he dies, the exit gate opens.

Gallos emits a malicious laugh when alerted; aside from that, he makes no sound while hunting Juno, and may easily sneak up on her in the maze-like town layout.

Other points of interestEdit

SecretsEdit

OfficialEdit

  1. The cliffside house near the starting point has a hidden closet in the bedroom, containing health and blue armor. (sector 124) If you kill the house's inhabitants, the armor becomes inaccessible.

Non-officialEdit

  • The ledge along the western town hides a set of spring mines.

BugsEdit

Demo filesEdit

Areas / screenshotsEdit

SpeedrunningEdit

Routes and tricksEdit

Current recordsEdit

The records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
UV speed
NM speed
UV max
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

Miscellaneous demosEdit

Run Time Player Date File Notes

StatisticsEdit

Map dataEdit

Things 569
Vertices 2185
Linedefs 2471
Sidedefs 4161
Sectors 314

ThingsEdit

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

Technical informationEdit

Inspiration and developmentEdit

TriviaEdit

  • In the original version of this map, the map was one giant pain sector, given the lack of protection against the nuclear winter sun. Juno must move quickly and stockpile outland suits to avoid taking damage whenever she ventures outdoors. This feature was removed in version 4.5.4 to allow players to explore the towns at their leisure.

See alsoEdit

SourcesEdit

External linksEdit