Difference between revisions of "MAP19: The Spiral (Doom 64)"

From DoomWiki.org

[unchecked revision][checked revision]
m (category, capitalization, spelling, etc)
m (navbox & map alignment, spelling)
(18 intermediate revisions by 9 users not shown)
Line 1: Line 1:
{{map|slot=MAP19}}
 
 
{{Doom 64 11-20}}
 
{{Doom 64 11-20}}
 +
{{map|slot=MAP19|name=Spiral (Doom 64)}}
 +
{{level stub}}
 +
'''MAP19: The Spiral''' is the nineteenth map of [[Doom 64]], designed by [[Tim Heydelaar]]. The level basically is killing loads of [[monster]]s in a large room which has a large staircase in it. If you look at the map from your automap, the level appears as a spiral. All you have to do is grab a red [[key]] and kill all the monsters that teleport in. Then you can go into the red door room and kill the last [[baron of Hell]] and exit. It uses the [[Doom 64 music|music]] track "Collision Course".
  
{{stub}}
+
==Strategy==
{{cleanup}}
+
[[File:DOOM64_MAP19_MAP.png|thumb|300x300px|Map of MAP19]]
  
'''MAP19: The Spiral''' is the nineteenth map of Doom 64. The level basically is killing loads of monsters in a large room which has a large staircase in it. If you look at the map from your automap, the level appears as a spiral. All you have to do is grab a red key and kill all the monsters that teleport in. Then you can go into the red door room and kill the last Baron of Hell and exit. The music is like an ominous variety of scary sounds and music.
+
===Walkthrough===
[[Category:Levels by name|The Spiral (Doom 64)]]
+
[[Doomguy]] starts in a niche at the bottom floor of the main spiral room. Upon revealing himself, Doomguy must immediately kill an onslaught of monsters consisting of [[Mancubus|mancubi]] and [[imp]]s on the floor surrounding a large, sacrificial monument of some sort, and numerous imps, [[nightmare imp]]s, mancubi, and [[Hell knight]]s around the spiral itself. There is also a Hell knight inside a wall cage half way up the spiral which can be dispatched. There is a generous amount of rocket and shotgun shell ammo on the floor along with health and a [[rocket launcher]] perched on a vertically oscillating pillar.
 +
 
 +
Once Doomguy scales the spiral and reaches the top, [[cacodemon]]s and [[pain elemental]]s will appear. Doomguy's best option is to use the [[BFG9000|BFG]] or [[Unmaker]], but if energy is not available, the rocket launcher will have to do. There is a switch on the wall at the top of the spiral that Doomguy will have to activate. This opens a niche approximately half way back down the spiral. This niche gives Doomguy access to the red door and a [[teleporter]] which transports him to another niche where an imp lies in wait. Doomyguy kills the imp and as he passes the open window, a trio of pain elementals appear in the main spiral room. The Doomguy should then go through the next teleporter, which transports him to the top of the monument where he can find the red skull key, and this triggers the appearance of numerous imps and nightmare imps along the spiral once again.
 +
 
 +
After Doomguy kills all the imps, he can proceed to open the red door and take out the baron lying in wait, and finally step on the exit teleporter to end the map.
 +
 
 +
===100% Completion===
 +
====Enemies====
 +
Imps, Nightmare imps, Hell knights, Mancubi, Pain elementals, Cacodemons, Baron of Hell
 +
 
 +
====Items====
 +
Red Skull Key
 +
 
 +
====Secrets====
 +
There are no secrets in this map, but upon completing the map, you will still be awarded a score of 100% for secrets.
 +
 
 +
===Bugs===
 +
The map has three unused [[macro]]s and even if whatever object or [[Linedef|line]] cause any of them nothing actually happens:
 +
# The first macro would raise the ceiling of a [[sector]] with [[tag]] assigned to 2. Then, after a short delay, lowers floor of that sector along with a sector tagged to 1 to the somewhat far distance down. None of the sectors in the level have these tags, so the purpose of the macro remains unknown.
 +
# The second instantly lowers a sector with a tag number 3 by 124 units. There is no sector having tag number three in this level. At least, intuitively one cannot guess an apparent purpose of this.
 +
# Used for spawning things tagged with 5. None of [[thing]]s have this number as a tag data. The fifth tag was likely a typo while original source code of the macro was written.
 +
 
 +
==Speedrunning==
 +
 
 +
===Routes and tricks===
 +
 
 +
===Records===
 +
 
 +
==Statistics==
 +
===Map data===
 +
 +
===Things===
 +
{| {{prettytable}}
 +
!Monsters||[[Skill_level#Doom_64_skill_levels|BG]] and [[Skill_level#Doom_64_skill_levels|BIO]]||[[Skill_level#Doom_64_skill_levels|IOD]]||[[Skill_level#Doom_64_skill_levels|WMD]]
 +
|-
 +
|[[Demon]]s||||||
 +
|-
 +
|[[Imp]]s||||||
 +
|-
 +
|[[Sergeant]]s||||||
 +
|-
 +
|[[Trooper]]s||||||
 +
|-
 +
!Powerups||BG and BIO||IOD||WMD
 +
|-
 +
|[[Stim pack]]s||||||
 +
|-
 +
|[[Medikit]]s||||||
 +
|-
 +
|[[Berserk]]s||||||
 +
|-
 +
|[[Health bonus]]es||||||
 +
|-
 +
|[[Armor bonus]]es||||||
 +
|-
 +
|[[Green armor]]s||||||
 +
|-
 +
|[[Blue armor]]s||||||
 +
|-
 +
|[[Soulsphere]]s||||||
 +
|-
 +
!Weapons||BG and BIO||IOD||WMD
 +
|-
 +
|[[Shotgun]]s||||||
 +
|-
 +
|[[Chainsaw]]s||||||
 +
|-
 +
!Ammunition||BG and BIO||IOD||WMD
 +
|-
 +
|[[Ammo clip]]s||||||
 +
|-
 +
|[[Shell]]s||||||
 +
|-
 +
|[[Box of bullets]]||||||
 +
|-
 +
|[[Box of shells]]||||||
 +
|-
 +
|}
 +
 
 +
==External links==
 +
[[Category:Tim Heydelaar levels]]

Revision as of 05:39, 20 December 2018

Doom 64 maps 11-20

01 02 03 04 05 06 07 08 09 10
(11 - 20)
21 22 23 24 28
Secret maps: 29 30 31 32
Fun levels: 25 26 27
Title map: 33
The Lost Levels: 34 35 36 37 38 39
Fun level: 40

This level occupies the map slot MAP19. For other maps which occupy this slot, see Category:MAP19.
Under construction icon-yellow.svgThis article about a map is a stub. Please help the Doom Wiki by adding to it.

MAP19: The Spiral is the nineteenth map of Doom 64, designed by Tim Heydelaar. The level basically is killing loads of monsters in a large room which has a large staircase in it. If you look at the map from your automap, the level appears as a spiral. All you have to do is grab a red key and kill all the monsters that teleport in. Then you can go into the red door room and kill the last baron of Hell and exit. It uses the music track "Collision Course".

Strategy

Map of MAP19

Walkthrough

Doomguy starts in a niche at the bottom floor of the main spiral room. Upon revealing himself, Doomguy must immediately kill an onslaught of monsters consisting of mancubi and imps on the floor surrounding a large, sacrificial monument of some sort, and numerous imps, nightmare imps, mancubi, and Hell knights around the spiral itself. There is also a Hell knight inside a wall cage half way up the spiral which can be dispatched. There is a generous amount of rocket and shotgun shell ammo on the floor along with health and a rocket launcher perched on a vertically oscillating pillar.

Once Doomguy scales the spiral and reaches the top, cacodemons and pain elementals will appear. Doomguy's best option is to use the BFG or Unmaker, but if energy is not available, the rocket launcher will have to do. There is a switch on the wall at the top of the spiral that Doomguy will have to activate. This opens a niche approximately half way back down the spiral. This niche gives Doomguy access to the red door and a teleporter which transports him to another niche where an imp lies in wait. Doomyguy kills the imp and as he passes the open window, a trio of pain elementals appear in the main spiral room. The Doomguy should then go through the next teleporter, which transports him to the top of the monument where he can find the red skull key, and this triggers the appearance of numerous imps and nightmare imps along the spiral once again.

After Doomguy kills all the imps, he can proceed to open the red door and take out the baron lying in wait, and finally step on the exit teleporter to end the map.

100% Completion

Enemies

Imps, Nightmare imps, Hell knights, Mancubi, Pain elementals, Cacodemons, Baron of Hell

Items

Red Skull Key

Secrets

There are no secrets in this map, but upon completing the map, you will still be awarded a score of 100% for secrets.

Bugs

The map has three unused macros and even if whatever object or line cause any of them nothing actually happens:

  1. The first macro would raise the ceiling of a sector with tag assigned to 2. Then, after a short delay, lowers floor of that sector along with a sector tagged to 1 to the somewhat far distance down. None of the sectors in the level have these tags, so the purpose of the macro remains unknown.
  2. The second instantly lowers a sector with a tag number 3 by 124 units. There is no sector having tag number three in this level. At least, intuitively one cannot guess an apparent purpose of this.
  3. Used for spawning things tagged with 5. None of things have this number as a tag data. The fifth tag was likely a typo while original source code of the macro was written.

Speedrunning

Routes and tricks

Records

Statistics

Map data

Things

Monsters BG and BIO IOD WMD
Demons
Imps
Sergeants
Troopers
Powerups BG and BIO IOD WMD
Stim packs
Medikits
Berserks
Health bonuses
Armor bonuses
Green armors
Blue armors
Soulspheres
Weapons BG and BIO IOD WMD
Shotguns
Chainsaws
Ammunition BG and BIO IOD WMD
Ammo clips
Shells
Box of bullets
Box of shells

External links