Difference between revisions of "MAP19: NME (The Plutonia Experiment)"

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==Walkthrough==
 
==Walkthrough==
 
[[Image:Plutonia MAP19 map.png|thumb|right|300px|Map of MAP19]]
 
[[Image:Plutonia MAP19 map.png|thumb|right|300px|Map of MAP19]]
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{{map spots}}
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===Essentials===
 
===Essentials===
 
The only key present in the level is yellow skull.
 
The only key present in the level is yellow skull.
  
You start the level within the room facing [[imp]], a [[teleporter]] and a [[shotgun]] on your right. You may choose to enter the teleporter or go straight down the hall, at the end of which you will find a powerful weapon, [[plasma gun]]. Though going there is not required, this is recommended to grab the weapon especially on [[pistol start]]. Be noted, when you grab it, you unleash several monsters, including [[revenant]]s.
+
You start the level within the room facing an [[imp]], a [[teleporter]] and a [[shotgun]] on your right. You may choose to enter the teleporter or go straight down the hall, at the end of which you will find a powerful weapon, [[plasma gun]]. Though going there is not required, it is recommended to grab the weapon especially on [[pistol start]]. Be noted, when you grab it, you unleash several monsters, including [[revenant]]s.
  
 
In any case, take the teleporter at the beginning of the level. Go around the hall towards southwest, by going over the floor lamps for safety ([[blood]] [[damaging floor|hurts]] here). Turn the lever. This will open a wall south revealing a teleporter inside. Also, a large crowd will be unleashed. Take the teleporter.
 
In any case, take the teleporter at the beginning of the level. Go around the hall towards southwest, by going over the floor lamps for safety ([[blood]] [[damaging floor|hurts]] here). Turn the lever. This will open a wall south revealing a teleporter inside. Also, a large crowd will be unleashed. Take the teleporter.
  
You are now outside. Enter an alcove southwest here. Go straight through the tunnel, and be careful. Two walls on either side will lower revealing imps. After you kill imps you may wish to enter one of the closets to get [[medikit]]. If you decide to, get it right now because the traps lower just for one time. In any case, proceed into the room. After you come in, an [[arch vile]] will be revealed in the blood pool and other crowds will too. Take the yellow [[skull key]] in the deepest level of the pool.
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You are now outside. Enter an alcove southwest here. Go straight through the tunnel, and be careful. Two walls on either side will lower revealing imps. After you kill them you may wish to enter one of the closets to get a [[medikit]]. If you decide to, get it right now because the traps lower just once. In any case, proceed into the room. After you come in, an [[arch vile]] will be revealed in the blood pool and another crowd will too. Take the yellow [[skull key]] in the deepest level of the pool.
  
With the key, return to the outside where you were teleported in. Rise on the stairs and open a key-unmarked door in the east. Go to the end of the dark closet. You will be teleported into a new area. Kill the enemies. Do not fall here as there is no way of getting out. Enter the teleporter at the end. You will be teleported into a small but rather dangerous room. Kill everyone here and do not forget to flip the switch here. Leave via the teleporter.
+
With the key, return to the outside where you were teleported in. Climb on the stairs and open a key-unmarked door in the east. Go to the end of the dark closet. You will be teleported into a new area. Kill the enemies. Do not fall here as there is no way of getting out. Enter the teleporter at the end. You will be teleported into a small but rather dangerous room. Kill everyone here and do not forget to flip the switch here. Leave via the teleporter.
  
Back in the familiar place, you will suddenly encounter [[cyberdemon]]. Dispatch him and enter a teleporter northeast. In the room with the cyberdemon out, flip the last switch. It will unlock the exit teleporter pad. Now, drop down and take an alcove northwest with the stairs. In the next area, cross the bridge (if you fall down into the blood pool that actually does not hurt, lower the bridge as a lift). Walk another staircase. In the upper room, turn right and open the door. Enter the teleporter to finish.
+
Back in the familiar place, you will suddenly encounter a [[cyberdemon]]. Dispatch him and enter a teleporter northeast. In the room with the cyberdemon out, flip the last switch. It will unlock the exit teleporter pad. Now, drop down and take an alcove northwest with the stairs. In the next area, cross the bridge (if you fall down into the blood pool that actually does not hurt, lower the bridge as a lift). Walk another staircase. In the upper room, turn right and open the door. Enter the teleporter to finish.
  
 
===Secrets===
 
===Secrets===
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==External links==
 
==External links==
 
* [http://www.doom2.net/~compet-n/database/cn.cgi?map:plut:19 MAP19 demos from the Compet-N database]
 
* [http://www.doom2.net/~compet-n/database/cn.cgi?map:plut:19 MAP19 demos from the Compet-N database]
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[[Category:Levels by name|NME (The Plutonia Experiment)]]
 
[[Category:Levels by name|NME (The Plutonia Experiment)]]
 
[[Category:Milo Casali levels]]
 
[[Category:Milo Casali levels]]

Revision as of 16:55, 1 April 2016

Template:Plutonia 11-20

This level occupies the map slot MAP19. For other maps which occupy this slot, see Category:MAP19.

MAP19: NME is the nineteenth map of The Plutonia Experiment. It was designed by Milo Casali and uses the music track "Suspense" from Doom. "NME" is pronounced "En-em-ee" = Enemy.

Walkthrough

Map of MAP19
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

The only key present in the level is yellow skull.

You start the level within the room facing an imp, a teleporter and a shotgun on your right. You may choose to enter the teleporter or go straight down the hall, at the end of which you will find a powerful weapon, plasma gun. Though going there is not required, it is recommended to grab the weapon especially on pistol start. Be noted, when you grab it, you unleash several monsters, including revenants.

In any case, take the teleporter at the beginning of the level. Go around the hall towards southwest, by going over the floor lamps for safety (blood hurts here). Turn the lever. This will open a wall south revealing a teleporter inside. Also, a large crowd will be unleashed. Take the teleporter.

You are now outside. Enter an alcove southwest here. Go straight through the tunnel, and be careful. Two walls on either side will lower revealing imps. After you kill them you may wish to enter one of the closets to get a medikit. If you decide to, get it right now because the traps lower just once. In any case, proceed into the room. After you come in, an arch vile will be revealed in the blood pool and another crowd will too. Take the yellow skull key in the deepest level of the pool.

With the key, return to the outside where you were teleported in. Climb on the stairs and open a key-unmarked door in the east. Go to the end of the dark closet. You will be teleported into a new area. Kill the enemies. Do not fall here as there is no way of getting out. Enter the teleporter at the end. You will be teleported into a small but rather dangerous room. Kill everyone here and do not forget to flip the switch here. Leave via the teleporter.

Back in the familiar place, you will suddenly encounter a cyberdemon. Dispatch him and enter a teleporter northeast. In the room with the cyberdemon out, flip the last switch. It will unlock the exit teleporter pad. Now, drop down and take an alcove northwest with the stairs. In the next area, cross the bridge (if you fall down into the blood pool that actually does not hurt, lower the bridge as a lift). Walk another staircase. In the upper room, turn right and open the door. Enter the teleporter to finish.

Secrets

  1. Go through the teleporter straight ahead of you at the beginning of the level. In the next area, follow the path to the other side of the room, where you will see a switch. Flip it, and it will lower a nearby wall, revealing another teleporter. Rather than going through that one, go back through the one you originally came through. Back in the first area, follow the path around to the right. At the bend in this corridor, yet another teleporter (flanked by two skull/candle decorations) will now be accessible. Go through to get some goodies. (sector 105)

Areas / screenshots

Speedrunning

Routes and tricks

Current records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:21 Cack_handed 2006-10-04 pl19-021.zip
NM speed 00:22 Cack_handed 2006-10-05 pn19-022.zip
UV max 01:39 Drew DeVore (stx-Vile) 2002-05-21 pl19-139.zip
NM100S 00:32 Tatsuya Ito (Tatsurd-cacocaco) 2008-10-07 ps19-032.zip
UV -fast 02:33 M. Phoenix Dailey (Archy) 2012-03-17 pf19-233.zip
UV -respawn 02:03 Revved 2011-07-07 pr19-203.zip
UV Tyson
UV pacifist 00:26 Cack_handed 2006-10-05 pp19-026.zip

The data was last verified in its entirety on February 7, 2013.

Statistics

Map data

Things 273
Vertices 965
Linedefs 1041
Sidedefs 1476
Sectors 131

* The vertex count without the effect of node building is 857.

Things

Monsters ITYTD and HNTR HMP UV and NM
Sergeants 12 10 13
Cyberdemons 1 1 1
Spectres 3 3 3
Imps 32 37 42
Demons 5 8 12
Barons of Hell 1 1 0
Troopers 14 14 14
Cacodemons 1 2 2
Arch-Viles 1 1 2
Pain Elementals 1 2 2
Chaingunners 4 8 8
Revenants 7 12 16
Mancubi 1 1 1
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 1 1 1
Medikits 21 21 21
Soul spheres 1 1 1
Green armors 2 2 2
Blue armors 1 1 1
Invisibilities 1 1 1
Weapons ITYTD and HNTR HMP UV and NM
Shotguns 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 5 5 5
Rockets 36 36 36
Rocket boxes 11 11 11
Shell boxes 9 9 9
Keys ITYTD and HNTR HMP UV and NM
Yellow skulls 1 1 1

External links