Difference between revisions of "MAP24: No Escape (Doom 64)"

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{{Doom 64 21-30}}
 
{{map|slot=MAP24}}
 
{{map|slot=MAP24}}
{{Doom 64 21-30}}
+
'''MAP24: No Escape''' is the twenty-fourth map of [[Doom 64]], designed by [[Randy Estrella]]. It uses the [[Doom 64 music|music]] track "Dark Echo", also heard in {{maplinkgen|MAP10|The Bleeding|Doom 64}}. The central portion of the level is a massive arena filled with [[nightmare imp]]s, [[mancubi]], [[lost soul]]s and [[cyberdemon]]s. The player has to find a switch which will release twin cyberdemons from a large cage (if the player is on Watch Me Die [[skill level]]). Once all cyberdemons are dead, the level will automatically end. This challenging map serves as the penultimate level of the game's single-player campaign, as the next level is {{maplinkgen|MAP28|The Absolution|Doom 64}}, where the player will face the [[Mother Demon]] and her final hordes.
  
{{level stub}}
+
==Walkthrough==
 +
[[File:DOOM64_MAP24_MAP.png|thumb|300x300px|Map of No Escape]]
 +
{{Map spots 64}}
  
'''MAP24: No Escape''' is the 24th map of [[Doom 64]], designed by [[Randy Estrella]]. It uses the [[Doom 64 music|music]] track "Dark Echo", also heard in [[MAP10: The Bleeding (Doom 64)|MAP10: The Bleeding]]. The central portion of the level is a massive arena filled with [[nightmare imp]]s, [[mancubi]], [[lost soul]]s and [[cyberdemon]]s. The player has to find a switch which will release twin cyberdemons from a large cage (if the player is on Watch Me Die [[skill level]]). Once all cyberdemons are dead, the level will automatically end. This challenging map serves as the penultimate level of the game's single-player campaign, as the next level is {{maplinkgen|MAP28|The Absolution|Doom 64}}, where the player will face the [[Mother Demon]] and her final hordes.
+
===Essentials===
 +
You begin in a central elevated loft in front of a shotgun with several medkits lining the perimeter. A switch in the middle of the room opens the four doors to the outside. Choose any door to leave the loft and they take you to a lift which quickly lowers you down to the open grounds, where hordes of different monsters, including nightmare imps, a few mancubi, and (depending on skill) a cyberdemon lie in wait. The primary objective is to open the cyberdemon pen located due north of the map starting point in the central loft.
  
==Strategy==
+
To open the cyberdemon pen, jump down into the far end of the red radiation pit due-east of the cage. Pick up the radiation shield, then run into the cavern in the pit to get to the teleporter in the back, killing the nightmare imps that get in your way. The teleporter will transport you to a fortress-like section of the map where there is a body armor pickup sitting on a block in the middle of a small green radiation pit. If you pickup the armor, three sections of the back wall of the room will drop down to unleash a horde of lost souls on you, but once you dispatch them, you can find health and ammo in the alcoves.
  
===Walkthrough===
+
Go to the open protrusion of the fortress and then jump to the adjacent cutout to the right and activate the switch. This opens a door in the fortress you were previously just inside. Jump down and head for the red radiation pit again, go back through the alcove to the portal to enter the fortress-like section again, but this time, go into the newly opened alcove and activate the newly revealed switch which opens the cyberdemon pen.
[[Image:DOOM64_MAP24_MAP.png|thumb|300px|Map of MAP24]]
 
Note: This explanation is for playing on the "Watch Me Die" difficulty.
 
  
You begin in a central elevated safe-haven where you'll find a shotgun and several medkits lining the perimeter, and in the middle of the room is a switch that opens the four doors to the outside. Choose any door to exit the room and prepare to fight the hoards of nightmare imps, a few mancubi, and the initial first of three cyberdemons.
+
Unlike previous maps, No Escape does not have an exit switch, teleporter, or drop zone. Instead, it ends automatically once all cyberdemons are killed. On easier difficulties, there is only one cyberdemon locked in the pen. On "I Own Doom" skill, there are two, and on "Watch Me Die" skill, there are three, with one already out in the open at the beginning of the level.
  
This map does not have a traditional exit switch. The only way to advance is to kill the three cyberdemons in-map. As stated before, there is one out in the open and two in the giant cage located due-north of your starting point.  
+
There are many areas and items in No Escape that do not need to be explored or picked up respectively in order to complete the map. These include the spiral area (loosely resembles MAP19: The Spiral), the room with stone pillars, and the high platform with the teleporter. However, they have items that may be worth collecting, such as the soulsphere at the bottom of the spiral area.
  
You will need to open the cage to fight the two cyberdemons by jumping down into the red radiation pit due-east of the cage, then into the alcove where nightmare imps lurk. Blast through them, and go through the portal which will take you to a fortress-like section that has a green radiation pit in the center with an armor pickup. If you pickup the armor, three sections of the back wall of the room will drop down to unleash a hoard of lost souls on you, but once you dispatch them, you can find health and ammo in the alcoves. Then run over to the open bunker-like protrusion and jump over to the adjacent cutout to the right and activate the switch. Then jump down and head for the red radiation pit again, go back through the alcove to the portal to enter the fortress-like section again, but this time, go into the newly opened alcove and activate the switch, which will finally open the cage.
+
===Other points of interest===
 +
Other things to note about this map are that after you kill every monster in the initial horde, some columns will drop down behind one of the vertically oscillating platforms where one of the mancubi were positioned. A group of lost souls will appear and some health and ammunition can be found there.
  
Lure the cyberdemons out into the open and far from the cage so you can loot it. Inside are several boxes of rockets (along with a mega sphere on easier difficulties). Collect them to top off your rocket launcher ammo as needed while fighting the cyberdemons. You can retreat into the safe zone and use the medkits to replenish your health as needed until they are all consumed. Listen for the ominous piston-like sound of the cyberdemons mechanical legs to gauge how close they are in order to pick the safest elevator back out into the open to preemptively attack them again. After killing all three cyberdemons, the map will end automatically.
+
At the top of one of the outside elevators is a switch that drops columns to give you access to the spiral area of the map. This area surrounds a green radiation pit with pain elementals lying in wait. At the end of the spiral is a soulsphere which when picked up will trigger the appearance of three mancubi on the ledge above.
  
===100% Completion===
+
In the room with all the columns, one has a switch which when activated, temporarily lowers the furthermost column from the room entrance. On top is a super shotgun which when picked up, triggers the appearance of many shotgunners whose positions throughout the columns makes for a dangerous situation if they are not dispatched quickly.
====Enemies====
 
Shotgun guy, Nightmare imp, Lost soul, Pain elemental, Mancubus, Cyberdemon
 
  
====Items====
+
===Secrets===
Backpack, Armor, Mega-armor, Soulsphere, Mega Sphere (Be Gentle Difficulty)
+
# The wall with detailed bricks near the southern part of the spiral area can be opened. It contains a plasma gun and energy cells. ('''sector 106''')
 
+
# The square column with switches has a bare side that lowers a special column in the center of the room, with a backpack on top. ('''sector 107''')
====Secrets====
+
# When at the top of the elevator near the rocket launcher totem, the column of faces behind it has a different one. Shooting it with a hitscan weapon to open a niche nearby in the red radiation pit containing a BFG9000. ('''sector 104''')
* A wall in spiral area contains plasma gun and energy ammo.
 
* The square column with switches has a bare side that lowers a special column containing a backpack.
 
* When at the top of the elevator near the rocket launcher totem, shoot at the black column behind it using a hitscan weapon to open a niche in the red radiation pit containing a BFG-9000.
 
  
 
==Speedrunning==
 
==Speedrunning==
  
 
===Routes and tricks===
 
===Routes and tricks===
Stay on top of the elevators and let the cyberdemons get close to you, then use a powerful weapon like the super shotgun, BFG-9000, or the Unmaker to take them out. While higher up, the cyberdemons' rockets will not reach you, although you should expect to take some splash damage.
+
Stay on top of the outside elevators and let the cyberdemons get close to you, then use a powerful weapon like the super shotgun, BFG9000, or the Unmaker to take them out. While higher up, the cyberdemons' rockets will not reach you, although you should expect to take some splash damage.
 +
 
 +
Using the teleporters between one of the outside elevators and the adjacent platform makes a great evasion tactic when fighting the monster horde, however it's risky when using it against the cyberdemons due to the speed and very high damage factor of their rockets.
  
 
You can also circle-strafe around the cyberdemons and shoot them with a hitscan type weapon (like the super shotgun or chaingun).
 
You can also circle-strafe around the cyberdemons and shoot them with a hitscan type weapon (like the super shotgun or chaingun).
Line 41: Line 41:
 
It is also possible to shoot the two cyberdemons inside the cage through the bars using the Unmaker after destroying the first loose cyberdemon. Any additional beams of the Unmaker earned from [[Demon Key]]s will usually autoaim into the gap when shots are timed well.
 
It is also possible to shoot the two cyberdemons inside the cage through the bars using the Unmaker after destroying the first loose cyberdemon. Any additional beams of the Unmaker earned from [[Demon Key]]s will usually autoaim into the gap when shots are timed well.
  
===Records===
+
===Current records===
  
==Statistics==
+
== Statistics ==
 
===Map data===
 
===Map data===
+
{{mapdata|
 +
  things=233|
 +
  vertexes=1224|
 +
  linedefs=1005|
 +
  sidedefs=1501|
 +
  sectors=117|
 +
  vertexbefore=854}}
 +
 
 
===Things===
 
===Things===
{| {{prettytable}}
+
This level contains the following numbers of [[thing]]s per [[Skill level#Doom 64 skill levels|skill level]]:
!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]]
+
 
 +
{| {{prettytable|style=text-align: center;}}
 +
|-
 +
![[Monster|Monsters]]!!1-2!!3!!4
 +
|-
 +
|style="text-align: left;"|[[Shotgun guy]]||10||15||19
 +
|-
 +
|style="text-align: left;"|[[Nightmare imp]]||17||22||31
 +
|-
 +
|style="text-align: left;"|[[Lost soul]]||10||19||22
 +
|-
 +
|style="text-align: left;"|[[Pain elemental]]||1||2||3
 +
|-
 +
|style="text-align: left;"|[[Mancubus]]||3||7||9
 +
|-
 +
|style="text-align: left;"|[[Cyberdemon]]||1||2||3
 +
|-
 +
![[Weapon|Weapons]]!!1-2!!3!!4
 +
|-
 +
|style="text-align: left;"|[[Shotgun]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Super shotgun]]||colspan="3"|1
 
|-
 
|-
|[[Demon]]s||||||
+
|style="text-align: left;"|[[Chaingun]]||colspan="3"|1
 
|-
 
|-
|[[Imp]]s||||||
+
|style="text-align: left;"|[[Rocket launcher]]||colspan="3"|1
 
|-
 
|-
|[[Sergeant]]s||||||
+
|style="text-align: left;"|[[Plasma gun]]||colspan="3"|1
 
|-
 
|-
|[[Trooper]]s||||||
+
|style="text-align: left;"|[[BFG9000]]||colspan="3"|1
 
|-
 
|-
!Powerups||BG and BIO||IOD||WMD
+
![[Ammo|Ammunition]]!!1-2!!3!!4
 
|-
 
|-
|[[Stim pack]]s||||||
+
|style="text-align: left;"|[[Box of bullets]]||colspan="3"|3
 
|-
 
|-
|[[Medikit]]s||||||
+
|style="text-align: left;"|[[Box of shotgun shells]]||colspan="3"|10
 
|-
 
|-
|[[Berserk]]s||||||
+
|style="text-align: left;"|[[Rocket]]||colspan="3"|1
 
|-
 
|-
|[[Health bonus]]es||||||
+
|style="text-align: left;"|[[Box of rockets]]||23||24||24
 
|-
 
|-
|[[Armor bonus]]es||||||
+
|style="text-align: left;"|[[Energy cell (Doom)|Energy cell]]||colspan="3"|2
 
|-
 
|-
|[[Green armor]]s||||||
+
|style="text-align: left;"|[[Energy cell pack]]||colspan="3"|1
 
|-
 
|-
|[[Blue armor]]s||||||
+
![[Item#Doom games|Health & Armor]]!!1-2!!3!!4
 
|-
 
|-
|[[Soulsphere]]s||||||
+
|style="text-align: left;"|[[Stimpack]]||8||6||4
 
|-
 
|-
!Weapons||BG and BIO||IOD||WMD
+
|style="text-align: left;"|[[Medikit]]||colspan="3"|11
 
|-
 
|-
|[[Shotgun]]s||||||
+
|style="text-align: left;"|[[Armor]]||colspan="3"|1
 
|-
 
|-
|[[Chainsaw]]s||||||
+
|style="text-align: left;"|[[Megaarmor]]||colspan="3"|1
 
|-
 
|-
!Ammunition||BG and BIO||IOD||WMD
+
!Items!!1-2!!3!!4
 
|-
 
|-
|[[Ammo clip]]s||||||
+
|style="text-align: left;"|[[Health bonus]]||colspan="3"|9
 
|-
 
|-
|[[Shell]]s||||||
+
|style="text-align: left;"|[[Supercharge]]||colspan="3"|1
 
|-
 
|-
|[[Box of bullets]]||||||
+
|style="text-align: left;"|[[Megasphere]]||1||0||0
 
|-
 
|-
|[[Box of shells]]||||||
+
|style="text-align: left;"|[[Backpack]]||colspan="3"|1
 
|-
 
|-
 +
|style="text-align: left;"|[[Radiation shielding suit]]||colspan="3"|1
 +
|-
 +
!Miscellaneous!!1-2!!3!!4
 +
|-
 +
|style="text-align: left;"|[[Barrel]]||colspan="3"|4
 +
|-
 +
|style="text-align: left;"|[[Teleporter|Teleport landing]]||colspan="3"|4
 
|}
 
|}
  
 
==External links==
 
==External links==
 +
*
 +
 
[[Category:Randy Estrella levels]]
 
[[Category:Randy Estrella levels]]

Latest revision as of 21:35, 12 December 2022

Doom 64 maps 21-24 & 28

01 02 03 04 05 06 07 08 09 10
11 12 13 14 15 16 17 18 19 20
(21 - 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 MAP24. For other maps which occupy this slot, see Category:MAP24.

MAP24: No Escape is the twenty-fourth map of Doom 64, designed by Randy Estrella. It uses the music track "Dark Echo", also heard in MAP10: The Bleeding. The central portion of the level is a massive arena filled with nightmare imps, mancubi, lost souls and cyberdemons. The player has to find a switch which will release twin cyberdemons from a large cage (if the player is on Watch Me Die skill level). Once all cyberdemons are dead, the level will automatically end. This challenging map serves as the penultimate level of the game's single-player campaign, as the next level is MAP28: The Absolution, where the player will face the Mother Demon and her final hordes.

Walkthrough[edit]

Map of No Escape
Letters in italics refer to marked spots on the map. Sector and Thing numbers in boldface are secrets which count toward the end-of-level tally.

Essentials[edit]

You begin in a central elevated loft in front of a shotgun with several medkits lining the perimeter. A switch in the middle of the room opens the four doors to the outside. Choose any door to leave the loft and they take you to a lift which quickly lowers you down to the open grounds, where hordes of different monsters, including nightmare imps, a few mancubi, and (depending on skill) a cyberdemon lie in wait. The primary objective is to open the cyberdemon pen located due north of the map starting point in the central loft.

To open the cyberdemon pen, jump down into the far end of the red radiation pit due-east of the cage. Pick up the radiation shield, then run into the cavern in the pit to get to the teleporter in the back, killing the nightmare imps that get in your way. The teleporter will transport you to a fortress-like section of the map where there is a body armor pickup sitting on a block in the middle of a small green radiation pit. If you pickup the armor, three sections of the back wall of the room will drop down to unleash a horde of lost souls on you, but once you dispatch them, you can find health and ammo in the alcoves.

Go to the open protrusion of the fortress and then jump to the adjacent cutout to the right and activate the switch. This opens a door in the fortress you were previously just inside. Jump down and head for the red radiation pit again, go back through the alcove to the portal to enter the fortress-like section again, but this time, go into the newly opened alcove and activate the newly revealed switch which opens the cyberdemon pen.

Unlike previous maps, No Escape does not have an exit switch, teleporter, or drop zone. Instead, it ends automatically once all cyberdemons are killed. On easier difficulties, there is only one cyberdemon locked in the pen. On "I Own Doom" skill, there are two, and on "Watch Me Die" skill, there are three, with one already out in the open at the beginning of the level.

There are many areas and items in No Escape that do not need to be explored or picked up respectively in order to complete the map. These include the spiral area (loosely resembles MAP19: The Spiral), the room with stone pillars, and the high platform with the teleporter. However, they have items that may be worth collecting, such as the soulsphere at the bottom of the spiral area.

Other points of interest[edit]

Other things to note about this map are that after you kill every monster in the initial horde, some columns will drop down behind one of the vertically oscillating platforms where one of the mancubi were positioned. A group of lost souls will appear and some health and ammunition can be found there.

At the top of one of the outside elevators is a switch that drops columns to give you access to the spiral area of the map. This area surrounds a green radiation pit with pain elementals lying in wait. At the end of the spiral is a soulsphere which when picked up will trigger the appearance of three mancubi on the ledge above.

In the room with all the columns, one has a switch which when activated, temporarily lowers the furthermost column from the room entrance. On top is a super shotgun which when picked up, triggers the appearance of many shotgunners whose positions throughout the columns makes for a dangerous situation if they are not dispatched quickly.

Secrets[edit]

  1. The wall with detailed bricks near the southern part of the spiral area can be opened. It contains a plasma gun and energy cells. (sector 106)
  2. The square column with switches has a bare side that lowers a special column in the center of the room, with a backpack on top. (sector 107)
  3. When at the top of the elevator near the rocket launcher totem, the column of faces behind it has a different one. Shooting it with a hitscan weapon to open a niche nearby in the red radiation pit containing a BFG9000. (sector 104)

Speedrunning[edit]

Routes and tricks[edit]

Stay on top of the outside elevators and let the cyberdemons get close to you, then use a powerful weapon like the super shotgun, BFG9000, or the Unmaker to take them out. While higher up, the cyberdemons' rockets will not reach you, although you should expect to take some splash damage.

Using the teleporters between one of the outside elevators and the adjacent platform makes a great evasion tactic when fighting the monster horde, however it's risky when using it against the cyberdemons due to the speed and very high damage factor of their rockets.

You can also circle-strafe around the cyberdemons and shoot them with a hitscan type weapon (like the super shotgun or chaingun).

It is also possible to shoot the two cyberdemons inside the cage through the bars using the Unmaker after destroying the first loose cyberdemon. Any additional beams of the Unmaker earned from Demon Keys will usually autoaim into the gap when shots are timed well.

Current records[edit]

Statistics[edit]

Map data[edit]

Things 233
Vertices 1224*
Linedefs 1005
Sidedefs 1501
Sectors 117
* The vertex count without the effect of node building is 854.

Things[edit]

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

Monsters 1-2 3 4
Shotgun guy 10 15 19
Nightmare imp 17 22 31
Lost soul 10 19 22
Pain elemental 1 2 3
Mancubus 3 7 9
Cyberdemon 1 2 3
Weapons 1-2 3 4
Shotgun 1
Super shotgun 1
Chaingun 1
Rocket launcher 1
Plasma gun 1
BFG9000 1
Ammunition 1-2 3 4
Box of bullets 3
Box of shotgun shells 10
Rocket 1
Box of rockets 23 24 24
Energy cell 2
Energy cell pack 1
Health & Armor 1-2 3 4
Stimpack 8 6 4
Medikit 11
Armor 1
Megaarmor 1
Items 1-2 3 4
Health bonus 9
Supercharge 1
Megasphere 1 0 0
Backpack 1
Radiation shielding suit 1
Miscellaneous 1-2 3 4
Barrel 4
Teleport landing 4

External links[edit]