Difference between revisions of "MAP20: The Death Domain (The Plutonia Experiment)"

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{{Plutonia 12-20|psxver=MAP29: The Death Domain (PlayStation Final Doom)}}
 
{{Plutonia 12-20|psxver=MAP29: The Death Domain (PlayStation Final Doom)}}
 
{{map|slot=MAP20|name=Death Domain (The Plutonia Experiment)}}
 
{{map|slot=MAP20|name=Death Domain (The Plutonia Experiment)}}
'''MAP20: The Death Domain''' is the twentieth map of [[The Plutonia Experiment]]. It was designed by [[Dario Casali]] and uses the [[Final Doom Plutonia music|music]] track "Message For The Arch-Vile" from [[Doom II]] (the same as Doom II's [[MAP20: Gotcha! (Doom II)|MAP20: Gotcha!]]).
+
'''MAP20: The Death Domain''' is the twentieth map of [[The Plutonia Experiment]]. It was designed by [[Dario Casali]] and uses the [[Final Doom Plutonia music|music]] track "Message For The Arch-Vile" from [[Doom II]] (the same as Doom II's {{maplinkgen|MAP20|Gotcha!|Doom II}}).
  
This level was also ported to [[Final Doom (PlayStation)|PlayStation Final Doom]] as [[MAP29: The Death Domain (PlayStation Final Doom)|MAP29: The Death Domain]].
+
This level was also ported to [[Final Doom (PlayStation)|PlayStation Final Doom]] as {{maplinkgen|MAP29|The Death Domain|PlayStation Final Doom}}.
  
 
== Walkthrough ==
 
== Walkthrough ==
Line 10: Line 10:
  
 
===Essentials===
 
===Essentials===
 +
====Yellow key====
 +
You start in a large outdoor area with one or more [[arachnotron]]s, as well as [[chaingunner]]s on a ledge to your right and [[revenant]]s in the gray towers on either side; before continuing, you should grab the [[computer area map]] to your right then look behind the tower to the north to find a [[plasma gun]]. Once done, go to the west side of this area to a dead-end closet with [[shotgun shells]] on either side and press the [[Switch|button]] here, which will lower a set of stairs leading down to a sewer. Head north past some [[imp]]s to a [[super shotgun]] then go east to some [[barrel]]s before turning left to see another button next to a lift. Press the button to lower the lift then ride it up to the top floor to confront two or three [[demon]]s who are guarding a blue skull switch. Press the switch then step on the lift again and get off at the middle floor, where a chaingunner is guarding an open door.
  
'''''Yellow key'''''
+
You are now in a library. Kill the [[zombiemen]] and [[shotgun guy]] waiting on either side then head east towards a blank wall, which will lower to reveal an [[arch-vile]] (or revenant on I'm Too Young To Die and Hey Not Too Rough [[Skill level#Doom and Doom II skill levels|skill levels]]) as well as two [[Hell knight]]s. Kill them then look in the north-west corner to see a bookcase with a button embedded in it; press this button then head east through a door that opens to reach a room that is seemingly empty except for a [[partial invisibility]]. Taking the powerup will cause several chaingunners and shotgun guys to rise from the floor and surround you; the invisibility will offer some protection, but use the plasma gun to kill them quickly. Go through the door in the east wall to confront some [[spectre]]s then follow the passage up some steps to a marble hall with [[lost soul]]s, chaingunners and one or more arachnotrons. Head south to the end of the hall, then turn right then left and go round the corner to find the [[yellow keycard]]; this item is optional, but may be useful for backtracking later.
  
You start in the large outside area infested by [[arachnotron]]s. [[Revenant]]s also hide in the cages at the tops. If this is your [[pistol start]], turn right and walk around the grey brick tower to find a [[plasma gun]] (or a [[chaingunner]] on higher [[skill level]]s whose [[chaingun]] you can obtain). After all, head northwestward in this place. You can see two [[shotgun shells]] and a small dead end closet. Flip the switch to build the stairs leading down. Descend down into sewers. Head north and get [[super shotgun]]. After that, head east and at the end, turn left to see a lift. This is activated via pressing the switch right here. Using the lift, travel to the highest story. Kill the [[demon]]s and press the dark blue skull switch. This will open the door in the middle story, so travel there.
+
====Blue key and exit====
 +
Walk past the yellow key to a lift and ride it down to an outdoor arena. On either side of the entrance are two alcoves that contain [[Baron of Hell|barons of Hell]], and once they leave the alcoves they will start teleporting to random points in the arena to blind-side you. Dispatch them then enter the south alcove and flip the switch inside it, which will temporarily lower a wooden barrier between the fences on the north side of the arena. If you run through this barrier you should land inside a fenced pit in the starting area which contains revenants. (If you miss the jump, there is a door in the south-west corner of the starting area that you can open to get back to the arena, but only if you chose to take the yellow key earlier.)
  
You are now in a library. The walls will lower when you approach the east of the library revealing some [[Hell knight]]s and an [[arch-vile]]. The door to proceed further is located in the east of the library but is locked. To unlock, face west and press a bar-like button located near the entrance. After this, be quick and run to the door.
+
If you land in the pit, walk through it to the blue skull key. You will be teleported to a second pit containing more revenants; push past them to the end of this second pit and you will be teleported to a pad in the north-east corner of the starting room holding a [[berserk]] pack. Step off and open the blue key door to the north to confront some chaingunners, then head up the steps to a hall with an evil eye. From here you can walk west to the exit [[teleporter]].
 
 
In the next room, you can see a [[blur artifact]] in the middle of the room which is behind the fence. Actually, it acts as both a bait and your main objective for completion. Walk into the barrier and take the sphere. Chaingunners (and [[shotgun guy]]s depending on skill level) surrounding the room will be lifted up. Because you are invisible now, this will make it tough for them to injure you but hurry to eliminate them all. Enter the next door in this room. In the dark room, ascend the stairs up. In the marble room, go southward. Turn left in the corridor and right. You should go past the yellow [[keycard]]. You may take it, but this is optional (but very recommended; this will be explained later).
 
 
 
'''''Blue key'''''
 
 
 
Take the lift and enter the western arena. If you face east you notice two alcoves from which [[Baron of Hell|barons of Hell]] should come out. Be careful, as once they enter the arena they will have the ability to teleport to random points in the arena. Once you dispatch them, enter the second alcove (southern one) in which one of them was. Flip the switch. It will temporarily lower a barrier between fence (north of the arena). When the barrier is lowered, you should make a good jump from here into the nearest fenced pool.
 
 
 
In case if you have successfully managed to drop into the pool, take the blue [[skull key]]. Immediately, you will be teleported into another similar pool which unlike the previous one has nothing to collect. Go around here, to teleport again. You will be teleported right on the [[berserk]] pack standing near the blue door.
 
 
 
In case if you failed to drop, make another attempt to do. If you have the yellow key, open the yellow door in the starting area. This will lead you back to the arena. Unfortunately, if you got no yellow key, you need to make the very long path back to the key, like the one you did when going for the first time.
 
 
 
'''''Exit'''''
 
 
 
With the blue key collected, open the blue door north in the starting area. Ascend the stairs up into the marble room. Turn right to the balcony where the chaingunners were and use the exit portal.
 
  
 
===Secrets===
 
===Secrets===
 
====Official====
 
====Official====
# Once you reach the switch-activated lift in the "sewer" area, rather than riding it up, walk through it to the other side. Here, along with a [[security armor]] and [[rocket launcher]], there is a baron-faced wall. Press the use key on it as you would do on a door or a switch. Although you will not be able to hear anything, it opens the locked door near the stairway you lowered to enter the sewer area. Behind it is a pathway leading to an ammo cache and a [[combat armor]] vest. ('''sector 104''')
+
# Once you reach the lift in the sewer area, rather than riding it up, walk through it to the other side. Go round the corner to find two shotgun guys next to a baron-face wall and press use on this wall, then go back to the staircase leading down to the sewer area to find that a nearby door has opened. Follow a trail of [[health bonus]]es to a hidden area with two mancubi, who are guarding a [[megaarmor]] as well as boxes of [[Box of rockets|rockets]] and [[Box of shotgun shells|shotgun shells]]. ('''sector 104''')
# In the "library" area in the north is a wall with two red flags on it. To open it, press the use key on the lights to either side of it. Behind it is a lift to a [[soul sphere]]. ('''sector 137''')
+
# In the library area is a wall with two red flags on it. Press use on the light strips either side of this wall to open it, then go through to a lift that leads up to a [[supercharge]]. ('''sector 137''')
  
 
====Non-official====
 
====Non-official====
# As soon as you enter the marble room right near the exit portal with the floating eye surrounded by a green symbol (see the second screenshot), turn to your left (north) and you will see a narrow door. Shoot it to open a small room containing a [[megasphere]].
+
* On entering the final room with the evil eye, shoot the tan door in the north wall to open it and reveal a [[megasphere]].
# In that same room there will be a hallway with a [[medikit]] at the end. As soon as you get to the end of the hallway, run back and make a right. A platform will have lowered revealing a hallway with a [[backpack]] along with several [[rocket]]s and [[clip]]s.
+
* Also in the final room, go down the south hallway and follow it until you pass a window. As soon as you walk past the window and reach a [[medikit]], run back to the exit room where a ledge with a green firestick in the south-east corner has lowered. Step past the ledge to find a [[backpack]] as well as several [[rocket]]s and [[clip]]s.
 +
 
 +
===Bugs===
 +
[[Linedef]]s 179, 194 and 202 (three of four sides of sector 21, at the bottom of the staircase in the starting area) have [[Linedef type#Floors|action]] "S1 Floor Lower to Lowest Floor" assigned to them; although this step is sunk into the floor, it is [[Linedefs can be activated regardless of player's Z position|still possible]] to trigger the lines by pressing use on them. Doing so pushes all the stairs down by one stair height, making it impossible to climb back up to the starting area.
  
 
== Areas / screenshots ==
 
== Areas / screenshots ==
 
<gallery mode=nolines widths=160px>
 
<gallery mode=nolines widths=160px>
 
Plutonia-map20-start.png|Start.
 
Plutonia-map20-start.png|Start.
Plutonia-map20-end.png|Marble end.
+
Plutonia-map20-end.png|The final room.
 
</gallery>
 
</gallery>
  
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===Routes and tricks===
 
===Routes and tricks===
  
===Current records===
+
===Current Compet-n records===
 
The [[Compet-n]] records for the map are:
 
The [[Compet-n]] records for the map are:
  
Line 73: Line 65:
  
 
''The data was last verified in its entirety on July 6, 2020.''
 
''The data was last verified in its entirety on July 6, 2020.''
 +
 +
===Current DSDA records===
 +
The records for the map at the [[Doom Speed Demo Archive]] are:
 +
 +
{| {{prettytable}}
 +
! Run !! Time !! Player !! Date !! File !! Notes
 +
|-
 +
|[[UV speed]]||0:41.34||{{dsda2user|id=dwaze|title=Dwaze|linkonly=1}}||2020-01-24||{{dsda2ftp|plutonia/47385/pl20p041.zip|pl20p041.zip}}||Cross-listed from Pacifist
 +
|-
 +
|[[NM speed]]||1:17.14||[[Jim Leonard (Xit Vono)]]||2008-02-16||{{dsda2ftp|plutonia/40235/pn20-117.zip|pn20-117.zip}}||
 +
|-
 +
|[[UV max]]||3:02.66||[[Zero-Master]]||2021-08-24||{{dsda2ftp|plutonia/54544/pluvmax_zm.zip|pluvmax_zm.zip}}||
 +
|-
 +
|[[NM 100S]]||1:37.86||[[Jim Leonard (Xit Vono)]]||2008-02-18||{{dsda2ftp|plutonia/40239/ps20-137.zip|ps20-137.zip}}||
 +
|-
 +
|[[UV -fast]]||3:41.03||[[Blake Collins (Rayziik)]]||2022-11-07||{{dsda2ftp|plutonia/68946/pf20-341.zip|pf20-341.zip}}||
 +
|-
 +
|[[UV -respawn]]||3:24.83||{{dsda2user|id=mr_lbn|title=Mr. LBN|linkonly=1}}||2015-12-08||{{dsda2ftp|plutonia/40242/pl20r324.zip|pl20r324.zip}}||
 +
|-
 +
|[[UV Tyson]]||21:40.11||[[Jim Leonard (Xit Vono)]]||2006-03-26||{{dsda2ftp|plutonia/40247/pt202140.zip|pt202140.zip}}||
 +
|-
 +
|[[UV pacifist]]||0:41.34||{{dsda2user|id=dwaze|title=Dwaze|linkonly=1}}||2020-01-24||{{dsda2ftp|plutonia/47385/pl20p041.zip|pl20p041.zip}}||
 +
|-
 +
|[[NoMo]]||0:37.54||[[Laure]]||2023-04-01||{{dsda2ftp|plutonia/74557/pl20o037.zip|pl20o037.zip}}||
 +
|-
 +
|NoMo 100S||0:57.34||{{dsda2user|id=insomnia|title=Insomnia|linkonly=1}}||2022-03-20||{{dsda2ftp|plutonia/61110/pl20os057.zip|pl20os057.zip}}||
 +
|}
 +
 +
''The data was last verified in its entirety on April 16, 2023.''
  
 
== Deathmatch ==
 
== Deathmatch ==

Latest revision as of 17:52, 1 January 2024

Plutonia 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

Sony-PlayStation-5501-Console-FL.png

This level has a
console version.

This level occupies the map slot MAP20. For other maps which occupy this slot, see Category:MAP20.

MAP20: The Death Domain is the twentieth map of The Plutonia Experiment. It was designed by Dario Casali and uses the music track "Message For The Arch-Vile" from Doom II (the same as Doom II's MAP20: Gotcha!).

This level was also ported to PlayStation Final Doom as MAP29: The Death Domain.

Walkthrough[edit]

Map of The Death Domain
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[edit]

Yellow key[edit]

You start in a large outdoor area with one or more arachnotrons, as well as chaingunners on a ledge to your right and revenants in the gray towers on either side; before continuing, you should grab the computer area map to your right then look behind the tower to the north to find a plasma gun. Once done, go to the west side of this area to a dead-end closet with shotgun shells on either side and press the button here, which will lower a set of stairs leading down to a sewer. Head north past some imps to a super shotgun then go east to some barrels before turning left to see another button next to a lift. Press the button to lower the lift then ride it up to the top floor to confront two or three demons who are guarding a blue skull switch. Press the switch then step on the lift again and get off at the middle floor, where a chaingunner is guarding an open door.

You are now in a library. Kill the zombiemen and shotgun guy waiting on either side then head east towards a blank wall, which will lower to reveal an arch-vile (or revenant on I'm Too Young To Die and Hey Not Too Rough skill levels) as well as two Hell knights. Kill them then look in the north-west corner to see a bookcase with a button embedded in it; press this button then head east through a door that opens to reach a room that is seemingly empty except for a partial invisibility. Taking the powerup will cause several chaingunners and shotgun guys to rise from the floor and surround you; the invisibility will offer some protection, but use the plasma gun to kill them quickly. Go through the door in the east wall to confront some spectres then follow the passage up some steps to a marble hall with lost souls, chaingunners and one or more arachnotrons. Head south to the end of the hall, then turn right then left and go round the corner to find the yellow keycard; this item is optional, but may be useful for backtracking later.

Blue key and exit[edit]

Walk past the yellow key to a lift and ride it down to an outdoor arena. On either side of the entrance are two alcoves that contain barons of Hell, and once they leave the alcoves they will start teleporting to random points in the arena to blind-side you. Dispatch them then enter the south alcove and flip the switch inside it, which will temporarily lower a wooden barrier between the fences on the north side of the arena. If you run through this barrier you should land inside a fenced pit in the starting area which contains revenants. (If you miss the jump, there is a door in the south-west corner of the starting area that you can open to get back to the arena, but only if you chose to take the yellow key earlier.)

If you land in the pit, walk through it to the blue skull key. You will be teleported to a second pit containing more revenants; push past them to the end of this second pit and you will be teleported to a pad in the north-east corner of the starting room holding a berserk pack. Step off and open the blue key door to the north to confront some chaingunners, then head up the steps to a hall with an evil eye. From here you can walk west to the exit teleporter.

Secrets[edit]

Official[edit]

  1. Once you reach the lift in the sewer area, rather than riding it up, walk through it to the other side. Go round the corner to find two shotgun guys next to a baron-face wall and press use on this wall, then go back to the staircase leading down to the sewer area to find that a nearby door has opened. Follow a trail of health bonuses to a hidden area with two mancubi, who are guarding a megaarmor as well as boxes of rockets and shotgun shells. (sector 104)
  2. In the library area is a wall with two red flags on it. Press use on the light strips either side of this wall to open it, then go through to a lift that leads up to a supercharge. (sector 137)

Non-official[edit]

  • On entering the final room with the evil eye, shoot the tan door in the north wall to open it and reveal a megasphere.
  • Also in the final room, go down the south hallway and follow it until you pass a window. As soon as you walk past the window and reach a medikit, run back to the exit room where a ledge with a green firestick in the south-east corner has lowered. Step past the ledge to find a backpack as well as several rockets and clips.

Bugs[edit]

Linedefs 179, 194 and 202 (three of four sides of sector 21, at the bottom of the staircase in the starting area) have action "S1 Floor Lower to Lowest Floor" assigned to them; although this step is sunk into the floor, it is still possible to trigger the lines by pressing use on them. Doing so pushes all the stairs down by one stair height, making it impossible to climb back up to the starting area.

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

Current Compet-n records[edit]

The Compet-n records for the map are:

Run Time Player Date File Notes
UV speed 00:43 Adam Williamson 2002-02-19 pl20-043.zip
NM speed 01:17 Jim Leonard (Xit Vono) 2008-02-16 pn20-117.zip
UV max 03:39 Henning Skogstø 1999-02-21 pl20-339.zip
NM100S 01:37 Jim Leonard (Xit Vono) 2008-02-18 ps20-137.zip
UV -fast 04:11 Henning Skogstø 1999-02-21 pf20-411.zip
UV -respawn 04:01 Revved 2011-09-14 pr20-401.zip
UV Tyson 21:40 Jim Leonard (Xit Vono) 2006-03-26 pt202140.zip
UV pacifist 00:43 Adam Williamson 2002-02-19 pp20-043.zip

The data was last verified in its entirety on July 6, 2020.

Current DSDA records[edit]

The records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
UV speed 0:41.34 Dwaze 2020-01-24 pl20p041.zip Cross-listed from Pacifist
NM speed 1:17.14 Jim Leonard (Xit Vono) 2008-02-16 pn20-117.zip
UV max 3:02.66 Zero-Master 2021-08-24 pluvmax_zm.zip
NM 100S 1:37.86 Jim Leonard (Xit Vono) 2008-02-18 ps20-137.zip
UV -fast 3:41.03 Blake Collins (Rayziik) 2022-11-07 pf20-341.zip
UV -respawn 3:24.83 Mr. LBN 2015-12-08 pl20r324.zip
UV Tyson 21:40.11 Jim Leonard (Xit Vono) 2006-03-26 pt202140.zip
UV pacifist 0:41.34 Dwaze 2020-01-24 pl20p041.zip
NoMo 0:37.54 Laure 2023-04-01 pl20o037.zip
NoMo 100S 0:57.34 Insomnia 2022-03-20 pl20os057.zip

The data was last verified in its entirety on April 16, 2023.

Deathmatch[edit]

Player spawns[edit]

This level contains nine spawn points:

  1. facing east. (thing 22)
  2. facing east. (thing 25)
  3. facing south. (thing 76)
  4. facing north. (thing 77)
  5. facing south. (thing 83)
  6. facing north. (thing 84)
  7. facing north. (thing 85)
  8. facing south. (thing 86)
  9. facing west. (thing 87)

Statistics[edit]

Map data[edit]

Things 270
Vertices 1080*
Linedefs 1157
Sidedefs 1711
Sectors 192
* The vertex count without the effect of node building is 920.

Things[edit]

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

External links[edit]