Difference between revisions of "MAP18: The Courtyard (Doom II)"
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===Secrets=== | ===Secrets=== | ||
− | # | + | # In the northwest corner of the courtyard is a triangular area of grass between a couple buildings. Walk into the northern corner of the triangle to be teleported an otherwise unreachable ledge in the maze area. |
− | + | # Inside the maze area are two blue-walled skull switches. The one in the southeast corner of the maze has a secret alcove containing a [[Chaingun]] behind it. | |
− | # | + | # After passing through the northeast trail of armor/health bonuses radiating from the central pillar in the courtyard, a door opens on the west side of the yard. Behind it is a spiraling hallway leading to a [[BFG 9000]]. |
− | + | # After passing through the northwest trail of armor/health bonuses radiating from the central pillar in the courtyard, an alcove opens in the northeast corner of the yard. Close to this alcove is a "+"-shaped structure. Press the switch on the back side of this structure to lower a [[teleporter]] back in the alcove you just opened. Go through to be taken to a new secret area. | |
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− | # | ||
==Speedrunning== | ==Speedrunning== |
Revision as of 23:16, 6 September 2006
This level occupies the map slot MAP18. For other maps which occupy this slot, see Category:MAP18.
Doom II maps 12-20 |
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01
02
03
04
05
06
07
08
09
10
11 |
MAP18: The Courtyard is the eighteenth map of Doom II. It was designed by Sandy Petersen and uses the music track "Waiting For Romero To Play".
Contents
Strategy
Walkthrough
To get out of the first room, you must shoot the door. Out of the door, shoot the imps and zombies to proceed. You will see a pillar and you will tempted to grab all the goodies and go but a mancubus will come out of its hiding place to investigate the noise. You can go on to the Secrets now.
Secrets
- In the northwest corner of the courtyard is a triangular area of grass between a couple buildings. Walk into the northern corner of the triangle to be teleported an otherwise unreachable ledge in the maze area.
- Inside the maze area are two blue-walled skull switches. The one in the southeast corner of the maze has a secret alcove containing a Chaingun behind it.
- After passing through the northeast trail of armor/health bonuses radiating from the central pillar in the courtyard, a door opens on the west side of the yard. Behind it is a spiraling hallway leading to a BFG 9000.
- After passing through the northwest trail of armor/health bonuses radiating from the central pillar in the courtyard, an alcove opens in the northeast corner of the yard. Close to this alcove is a "+"-shaped structure. Press the switch on the back side of this structure to lower a teleporter back in the alcove you just opened. Go through to be taken to a new secret area.
Speedrunning
Routes and tricks
Records
The Compet-N records for the map are:
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
UV speed | 00:21 | Juho "ocelot" Ruohonen | 2004-01-06 | lv18-021.zip | |
NM speed | 00:23 | Vincent Catalaá | 2000-03-13 | nm18-023.zip | |
UV max | 03:11 | Radek Pecka | 2000-12-21 | lv18-311.zip | |
NM100S | 01:53 | Radek Pecka | 2004-03-29 | ns18-153.zip | |
UV -fast | 03:27 | Radek Pecka | 2000-10-08 | fa18-327.zip | |
UV -respawn | 02:37 | Radek Pecka | 2002-03-17 | re18-237.zip | |
UV Tyson | 05:56 | Radek Pecka | 2003-03-08 | ty18-556.zip | |
UV pacifist | 00:21 | Juho "ocelot" Ruohonen | 2004-01-06 | lv18-021.zip |
Statistics
Map data
Things | 498 |
Vertices | 806 |
Linedefs | 774 |
Sidedefs | 986 |
Sectors | 108 |
Things
Monsters | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Sergeants | 21 | 23 | 28 |
Spectres | 9 | 15 | 21 |
Imps | 28 | 52 | 58 |
Demons | 3 | 17 | 43 |
Troopers | 1 | 1 | 1 |
Cacodemons | 8 | 14 | 19 |
Revenants | 0 | 2 | 2 |
Mancubuses | 1 | 1 | 1 |
Hell Knights | 1 | 2 | 5 |
Powerups | ITYTD and HNTR | HMP | UV and NM |
Backpacks | 1 | 1 | 1 |
Stim packs | 26 | 26 | 26 |
Medikits | 10 | 10 | 10 |
Soul spheres | 1 | 1 | 1 |
Health bonuses | 127 | 127 | 127 |
Armor bonuses | 48 | 48 | 48 |
Green armors | 1 | 1 | 1 |
Invulnerabilities | 2 | 2 | 2 |
Berserks | 1 | 1 | 1 |
Invisibilities | 2 | 2 | 2 |
Automaps | 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 | 1 | 1 | 1 |
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 | 1 | 1 | 1 |
Shells | 16 | 16 | 16 |
Rockets | 10 | 10 | 10 |
Rocket boxes | 5 | 5 | 5 |
Energy cells | 2 | 2 | 2 |
Ammo boxes | 6 | 6 | 6 |
Shell boxes | 1 | 1 | 1 |
Keys | ITYTD and HNTR | HMP | UV and NM |
Yellow skulls | 1 | 1 | 1 |
Blue skulls | 1 | 1 | 1 |