MAP26: The Abandoned Mines (Doom 2 In Name Only)

Doom 2 In Name Only maps 21-30

01 02 03 04 05 06 07 08 09 10 11
12 13 14 15 16 17 18 19 20
(21 - 30)
Secret maps: 31 32 34

This level occupies the map slot MAP26. For other maps which occupy this slot, see Category:MAP26.

MAP26: The Abandoned Mines is the twenty-sixth map of Doom 2 In Name Only. It was designed by Olympus. The par time defined in MAPINFO is 5:00.

Contents

WalkthroughEdit

Map of The Abandoned Mines
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.

EssentialsEdit

Drop down the hole to enter a courtyard with a shotgun, which is guarded by a mancubus and other monsters, then head west past a couple of Hell knights to a door and open it to discover an arachnotron protecting three radiation shielding suits - you will need these to traverse the highly damaging sludge to the south. Go back outside and enter the sludge, then go through the opening in the south wall to drop into a dirt cavern; head south past some imps and demons into the neighboring chamber, then go round to the south side of this chamber to find a knight protecting a gargoyle switch (you can safely stand in this area). Pressing the switch will release three shotgun guys and two mancubi around you, but will also lower a teleporter to the north - enter that teleporter to return to the surface, then head north towards a tunnel that has now opened to enter the mines.

Follow the tunnel round to a cart track with shotgun guys and chaingunners, then continue north to a junction - before you reach it, the south wall will open to reveal an arch-vile and two spectres. Continue on to the junction, which is overlooked by a mancubus and chaingunners, then leave by the north exit and follow a passage to reach another outdoor area, which is defended by cacodemons, revenants and an arachnotron. Head east through another tunnel containing a mancubus to enter a room with a couple of revenants, some chaingunners and a megaarmor, then look south-west to see a baron of Hell guarding another gargoyle switch; the switch will raise steps up to the revenants' ledge where you can collect the blue skull key. Go back to the junction, where a monster closet holding four revenants has opened, then climb the rocks by the west wall to reach some blue bars and open them to find the red skull key. Taking the key will lower to floor to reveal a knight and baron to your right, as well as releasing a cyberdemon into the junction.

Go back to the junction and open the east door to face two knights and some shotgun guys, then pass through the opening in the south wall and follow the tunnel past some imps to a red skull bar. Open this bar and head south to a gargoyle switch, which will open a wooden barrier in the north wall, then go through that barrier to find yourself in the fenced area surrounding the blue key room. Head east and north to confront an arachnotron, watching out for three more arachnotrons that are released around you as you go past, then enter the dead-end hallway at the west end to see the yellow skull key ahead; approach it slowly as three crushers will activate and block your path. Once you have the yellow key, backtrack through the map to the outdoor area at the north end to find that a spiderdemon has teleported in.

Open the yellow key door in the south-west corner to confront a mancubus, knights and revenants, as well as an arch-vile hiding behind the metal pillar in the center of the room, then go up the steps and try to open the wooden door at the top; it will actually open two compartments behind you holding another arch-vile and six cacodemons. Go into the arch-vile's compartment to find a switch that will open the door you just tried to use, then go through that door to find a baron protecting the exit switch.

Other points of interestEdit

Go up the steps in the northern-most outdoor area to find a plasma gun and two boxes of rockets. Taking the weapon causes revenants, shotgun guys and chaingunners to teleport in behind you.

SecretsEdit

  1. Head west from where the blue key is and as you do a wall lowers in the outdoor area. Enter the passage past this wall and you will find a berserk pack. (sector 253)

BugsEdit

This level has three starting points for player two but none for players three and four, meaning that the level can only be played with up to two players; additionally, when two players are present, the extra starts will become voodoo dolls.

There is a non-functional "WR Teleport" action on the wooden buttress west of the blue key (linedef 1328). This line is untagged, and cannot be walked over as it is one-sided.

Demo filesEdit

Areas / screenshotsEdit

SpeedrunningEdit

Routes and tricksEdit

Current recordsEdit

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

Run Time Player Date File Notes
UV speed
NM speed
UV max 8:42.86 Revved 2014-12-19 d2ino26-842.zip
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on April 3, 2022.

DeathmatchEdit

Player spawnsEdit

This level contains six spawn points:

  1. facing south. (thing 283)
  2. facing south. (thing 284)
  3. facing south. (thing 285)
  4. facing south-east. (thing 286)
  5. facing north-east. (thing 287)
  6. facing south. (thing 288)

StatisticsEdit

Map dataEdit

Things 289
Vertices 1660*
Linedefs 1883
Sidedefs 2728
Sectors 320
* The vertex count without the effect of node building is 1507.

ThingsEdit

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

Technical informationEdit

Inspiration and developmentEdit

TriviaEdit

See alsoEdit

SourcesEdit

External linksEdit