Difference between revisions of "MAP19: The Spiral (Doom 64)"
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'''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". | '''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". | ||
− | == | + | ==Walkthrough== |
[[File:DOOM64_MAP19_MAP.png|thumb|300x300px|Map of MAP19]] | [[File:DOOM64_MAP19_MAP.png|thumb|300x300px|Map of MAP19]] | ||
+ | {{Map spots 64}} | ||
− | === | + | ===Essentials=== |
[[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. | [[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. | + | 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. Doomguy kills the imp and as he passes the open window, a trio of pain elementals appear in the main spiral room. 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. | 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. | ||
− | + | ===Secrets=== | |
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There are no secrets in this map, but upon completing the map, you will still be awarded a score of 100% for 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=== | ===Bugs=== | ||
The map has three unused [[macro]]s and even if whatever object or [[Linedef|line]] cause any of them nothing actually happens: | 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 first macro would raise the ceiling of a [[sector]] with [[tag]] assigned to 2. Then, after a short delay, lowers the 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 | + | # The second instantly lowers a sector with a tag number 3 by 124 units. There is no sector having this tag number in the level. At least, intuitively one cannot guess an apparent purpose of this. |
− | # Used for spawning things tagged with 5. | + | # Used for spawning things tagged with 5. No [[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== | ==Speedrunning== | ||
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===Routes and tricks=== | ===Routes and tricks=== | ||
− | === | + | ===Current records=== |
== Statistics == | == Statistics == | ||
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==External links== | ==External links== | ||
+ | * | ||
+ | |||
[[Category:Tim Heydelaar levels]] | [[Category:Tim Heydelaar levels]] |
Revision as of 09:35, 19 July 2020
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This 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".
Contents
Walkthrough
Essentials
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. Doomguy kills the imp and as he passes the open window, a trio of pain elementals appear in the main spiral room. 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.
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:
- The first macro would raise the ceiling of a sector with tag assigned to 2. Then, after a short delay, lowers the 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 this tag number in the level. At least, intuitively one cannot guess an apparent purpose of this.
- Used for spawning things tagged with 5. No 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
Current records
Statistics
Map data
Things | 155 |
Vertices | 368* |
Linedefs | 367 |
Sidedefs | 581 |
Sectors | 71 |
Things
This level contains the following numbers of things per skill level:
Monsters | 1-2 | 3 | 4 |
---|---|---|---|
Imp | 14 | 20 | 21 |
Nightmare imp | 2 | 8 | 8 |
Cacodemon | 3 | 5 | 5 |
Pain elemental | 2 | 5 | 9 |
Hell knight | 1 | 6 | 8 |
Baron of Hell | 0 | 1 | 1 |
Mancubus | 4 | 8 | 8 |
Weapons | 1-2 | 3 | 4 |
Super shotgun | 1 | ||
Rocket launcher | 1 | ||
Ammunition | 1-2 | 3 | 4 |
4 shotgun shells | 3 | ||
Box of shotgun shells | 3 | 4 | 4 |
Rocket | 20 | 21 | 28 |
Box of rockets | 11 | 14 | 17 |
Health & Armor | 1-2 | 3 | 4 |
Stimpack | 3 | ||
Medikit | 3 | 4 | 4 |
Megaarmor | 1 | ||
Items | 1-2 | 3 | 4 |
Supercharge | 1 | ||
Backpack | 1 | ||
Keys | 1-2 | 3 | 4 |
Red skull key | 1 | ||
Miscellaneous | 1-2 | 3 | 4 |
Teleport landing | 3 |