MAP17: Compound (The Plutonia Experiment)

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Revision as of 10:45, 16 August 2015 by MtErebus (talk | contribs) (Walktrough and tricks)


Template:Plutonia 11-20

This level occupies the map slot MAP17. For other maps which occupy this slot, see Category:MAP17.

MAP17: Compound is the seventeenth map of The Plutonia Experiment. It was designed by Dario Casali and music is "At Doom's Gate", which is the same as for the very first level of the Doom series, E1M1: Hangar.

Walkthrough

Map of MAP17

Essentials

Red key

Step into nukage pool and flip the switch to fill up the pool. You will loose some health. When the pool is filled enough, enter the alcove to enter a computer room from where the nukage was pouring. Get radiation suit and super shotgun upstairs. Step into northern area to the outside. Flip the switch that is south of this area. This unlocks area to the east but this is too early to go there right now. Using the H-shaped structure, get into northern hallway. Turn left and go westward into a hallway leading southward. Enter a room with several blue torches and keep going on the linear way killing hell knights. Get the red skull key on a pedestal and be careful as a trap will open behind you. Now you can backtrack to the nukage outside area from where you can get into eastern area.

Yellow key

When you get back to the area with H-shaped structure head to the eastern area through either alcove (destroy the barrels first). If this area is still inaccessible, flip the switch in the south of this area. In the eastern area, you can see four metallic structures with the yellow key inside the last one. First of all, before continuing way through the red door, destroy the barrels between these structures as they will block your way when you will jump in there. After that, enter the red door and go up the stairs. Now keep going southwestards. Ahead is a switch requiring the yellow key. Enter an area to the south in this corridor. All you need to do there is to press a switch in the east. Get back into the corridor to the door leading outside. Make a run jump over several structures toward the westmost one where the yellow key resides. If you have not still destroyed the barrels underneath you will probably fall down, so do that and get back to repeat. When you finally get the key, you will need to unlock the exit.

Exit

Backtrack into the corridor from where you go through the red door. Go southwestward in the corridor to the switch. Flip the switch which is marked with yellow skull bars on the walls to unlock the exit now.

Get back to the H-shaped area. Take either hallway in the north. Enter an area to the northeast. Four yellow skull bars are open now, so you can enter the exit teleporter now.

Secrets

Official

  1. At the center of the level is a thin roughly "#"-shaped walkway in a pool of nukage. In the northeast corner of the nukage pool, beneath a triangular outcropping of the wall, is a fake wall you can walk right through to get some hidden health bonuses.
  2. After getting the red skull key, a wall behind you will open, revealing some enemies. One of the walls in the back of this newly revealed area can be opened, leading to a hidden radiation suit and a teleporter to a secret area.

Non-official

  1. At the last room (where you get ambushed by several Imps, a Baron of Hell and an Arch-Vile), in which you must press a switch to gain access to the yellow skull key, the middle of the three pillars can be lowered to reveal a teleporter that warps you to the otherwise inaccessible highest ovoid platform at the center of the "#"-shaped outer ledge.

Areas / screenshots

Speedrunning

Routes and tricks

When you press the switch to pour up the nukage in the starting place, quickly drop back to the starting teleporter. You can safely await while the nukage is pouring up and therefore to save more amount of health.

Upon acquiring the rocket launcher (or if you already have one), you can perform a death slide in the exit room by killing yourself with a rocket while running backwards toward one of the yellow skull bars, causing you to pass underneath them and onto the teleporter, ending the level. This was first demonstrated in Vincent Catalaá's 00:09 NM speed run of this level.

Current records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:08 Marijo Sedlić (Sedlo) 2001-12-16 pl17-008.zip
NM speed 00:09 Vincent Catalaá 2001-11-24 pn17-009.zip
UV max 01:47 Drew DeVore (stx-Vile) 2002-05-26 pl17-147.zip
NM100S 00:47 Drew DeVore (stx-Vile) 2003-02-22 ps17-047.zip
UV -fast 01:53 Tatsuya Ito (Tatsurd-cacocaco) 2013-07-15 pf17-153.zip
UV -respawn 02:49 Revved 2010-12-26 pr17-249.zip
UV Tyson 14:47 Jim Leonard (Xit Vono) 2006-03-31 pt171447.zip
UV pacifist 00:08 Marijo Sedlić (Sedlo) 2001-12-16 pl17-008.zip

The data was last verified in its entirety on February 5, 2013.

Statistics

Map data

Things 288
Vertices 1124*
Linedefs 1223
Sidedefs 1820
Sectors 125

* The vertex count without the effect of node building is 983.

Things

Monsters ITYTD and HNTR HMP UV and NM
Sergeants 14 16 17
Spectres 2 3 4
Imps 14 19 24
Barons of Hell 0 1 1
Troopers 2 2 2
Cacodemons 2 2 2
Arch-Viles 0 0 1
Chaingunners 10 13 17
Mancubi 0 1 1
Arachnotrons 1 1 1
Hell Knights 3 3 3
Powerups ITYTD and HNTR HMP UV and NM
Stim packs 6 6 6
Medikits 13 12 11
Soul spheres 1 1 1
Health bonuses 61 61 61
Armor bonuses 8 8 8
Green armors 1 1 1
Radiation suits 2 2 2
Weapons ITYTD and HNTR HMP UV and NM
Rocket launchers 1 1 1
Super shotguns 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Bulk Cells 2 2 2
Shells 11 11 11
Rockets 3 3 3
Rocket boxes 6 6 6
Ammo boxes 2 2 2
Shell boxes 7 7 7
Keys ITYTD and HNTR HMP UV and NM
Red skulls 1 1 1
Yellow skulls 1 1 1
Barrels ITYTD and HNTR HMP UV and NM
Exploding barrels 24 24 24

Trivia

External links