MAP18: The Courtyard (Doom II)

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Revision as of 14:25, 26 November 2016 by XymphBot (talk | contribs) (Walkthrough: Automated edit - Revert misguided spots formatting)


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 MAP18. For other maps which occupy this slot, see Category:MAP18.

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".

Walkthrough

Map of The Courtyard
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

To get out of the first room, you must shoot the door (A); you can also use your fist or chainsaw to open it. Behind the door is a trooper and some imps. Shoot them, collect all the shotgun ammo and the shotgun, and proceed through the archway (B) into the courtyard. When you get into the courtyard (C), RUN all the way straight to the staircase across from you (don't climb it). Facing the staircase, go through the opening (D) to the left of it. Over here, collect the yellow key (E). Now go back and up the stairs (before the demons trap you), and up here, go all the way right, then left, and left again to the yellow door (F). Open it.

In here, take the teleporter (G) before the cacodemons come and get you. When you teleport into this room, kill the cacodemons in front of you. Now drop down to the floor below you. Down here are lots of health potions. The blue key (H) is scattered down here too. Pick it up. Also down here are a few pillars. One of them has a switch (I). Hit it, and to the north of you a staircase has risen to a teleporter (J). Take it.

You'll be teleported in the yellow door room. Now go right, down into the floor below you, and RUN all the way straight to the opening across from you, before you get caught in a huge enemy mess. Back in this same room, go right, through the opening, and back into the starting room. In here, open the blue door (K) and take the exit teleporter.

Other points of interest

There is a slime river near the beginning of this map, the river has several pillars marked "Poison" in it. Be careful about it because if you fall into the slime river, you can't get back out.

Secrets

  1. In the northwest corner of the courtyard is a triangular area of grass between a couple buildings (for easier identification, the area where you grab the yellow skull key) . Step into the northern corner of the triangle (the "non-illuminated" portion of it) to be teleported an otherwise unreachable ledge in the maze area. (sector 76)
  2. 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. (sector 74)
  3. 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 BFG9000. (sector 17)
  4. 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. (sector 36)

Bugs

Sector 15 is a hidden aperture, with ceiling and floor heights set to 144 (the floor later drops to 16). Bordering it on the sides are two linedefs (451 and 459) that are set as two sided. The front sidedefs of both linedefs are part of sector 15, but the back sidedefs are each defining unique sectors (16 and 38) which are set to floor heights of 0 and ceiling heights of 192. As these sectors only have one sidedef each and no associated middle texture, they open to the outside map. One provides a view of an adjacent room, while the other provides a Hall of mirrors shimmering effect.

At the beginning of the level, after opening the door triggered by either shooting or punching/chainsawing, the "trigger" for the door remains active even after it is open. Therefore, if you stay inside the room and shoot at the imps outside, every gunshot towards (and through) the door sets off the "switch flipped" sound effect.

Speedrunning

Routes and tricks

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:21 Juho Ruohonen (ocelot) 2004-01-06 lv18-021.zip
NM speed 00:23 Vincent Catalaá 2000-03-13 nm18-023.zip
UV max 02:56 Tatsuya Ito (Tatsurd-cacocaco) 2013-09-16 lv18-256.zip
NM100S 01:35 Tatsuya Ito (Tatsurd-cacocaco) 2013-09-19 ns18-135.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 05:37 Jim Leonard (Xit Vono) 2006-02-03 ty18-537.zip
UV pacifist 00:21 Juho Ruohonen (ocelot) 2004-01-06 lv18-021.zip

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

Statistics

Map data

Things 498
Vertices 806*
Linedefs 774
Sidedefs 986
Sectors 108
* The vertex count without the effect of node building is 671.

Things

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

Trivia

The main theme for this level's background music is reminiscent to the verse riff of Pantera's "This Love".

External links