Difference between revisions of "MAP27: Monster Condo (Doom II)"

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{{Doom II 21-30}}
 
{{map|slot=MAP27}}
 
{{map|slot=MAP27}}
{{Doom II 21-30}}
 
 
'''MAP27: Monster Condo''' is the twenty-seventh map of [[Doom II]]. It was designed by [[Sandy Petersen]] and uses the [[Doom II music|music]] track "Waiting For Romero To Play".
 
'''MAP27: Monster Condo''' is the twenty-seventh map of [[Doom II]]. It was designed by [[Sandy Petersen]] and uses the [[Doom II music|music]] track "Waiting For Romero To Play".
  
==Strategy==
+
==Walkthrough==
[[Image:MAP27 map.png|thumb|300px|Map of MAP27]] <br clear="left"/>
+
[[Image:MAP27 map.png|thumb|300px|Map of MAP27]]
 +
{{map spots}}
  
===Walkthrough===
+
===Essentials===
 +
At the start, go towards the east and go through the door. Pick up the rocket to reveal a larger library with baddies. On a bookcase in the east side of the room hit the switch. With your BFG blow the enemies behind it or race towards the invulnerability sphere and get the yellow key ''(A)''. More Hell knights will be released, and another one will when you grab ammo in the back of the new room. Hit the switch on a new section that was lowered.
  
At the start, go towards the east and go through the door. Pick up the rocket to reveal a larger library with baddies. On a bookcase in the east side of the room hit the switch. With your BFG blow the enemies behind hit or race towards the invulnerability sphere and get the yellow key (A). More Hell Knights will be released, and another one will when grab ammo in the back of the new room. Hit the switch on a new section that was lowered.
+
Exit the library, go east and touch the skulls to lower a wall with imps ''(B)''. Pass it and go west towards a door at the end of the corridor. In the large room hit a switch in the northwest corner to lower a large chunk of floor. Go through the door and then the yellow door to its right ''(C)''. Climb the stairs towards the end and get the blue key ''(D)''. Jump towards a platform in the center of the room and you will be sent to a similar room ''(E)''. Hit the switch in the east wall and shoot the north wall. Hit the switch there and go through the door by trying to avoid the revenants and mancubi. On the other side of the door, quickly open the center wall. Follow the corridor and lift platform towards the end and hit the wall behind the invulnerability sphere and go through it ''(F)''.
  
Exit the library, go east and touch the skulls to lower a wall with Imps (B). Pass it and go west towards a door at the end of the corridor. In the large room hit a switch in the northwest corner to lower a large chunk of floor. Go through the door and then the yellow door to its right (C). Climb the stairs towards the end and get the blue key (D). Jump towards a platform in the center of the room and will be sent to a similar room (E). Hit the switch in the east wall and shoot the north wall. Hit the switch there and go through the door by trying to avoid the Revenants and Mancubi. On the other side of the door, quickly open the center wall. Follow the corridor and lift platform towards the end and hit the wall behind the invulnerability sphere and go through it(F). 
+
You will be sent to a small room. Hit the wall in front to return in the large room where you were heading towards the yellow door before. Watch out for numerous revenants in the room and go towards the blue door. Hit the switch and get red key in the midst of the Hell knights ''(G)''. Go to the door beside the blue one and hit the first switch on the north side ''(H)''. The floor will lower. Go towards the narrow corridor pass the arch-vile and exit behind the red door.
 
 
You will be sent to a small room. Hit the wall in front to return in the large where you were heading towards the yellow door before. Watch out for numerous Revenants in the room and go towards the blue door. Hit the switch and get red key in the midst of the Hell Knights (G). Go to the door beside the blue one and hit the first switch on the north side (H). The floor will lower. Go towards the narrow corridor pass the Arch-Vile and exit behind the red door.
 
  
 
===Secrets===
 
===Secrets===
# The first secret can only be accessed for the first 30 seconds of the level, so time is of the essence. First, make your way around the right side of the slime pit ahead of you at the start. Cross the tiny walkway alongside the wall to get to the other side (or jump down from the walkway leading up to the rocket launcher in the center of the pit). At the far left of the wall in front of you is a door; go through and turn left. The brightly lit corner of this large room is the timed secret (I).
+
# The first secret can only be accessed for the first 30 seconds of the level ([[Sector#Sector types|sector type]] 10), so time is of the essence. First, make your way around the right side of the slime pit ahead of you at the start. Cross the tiny walkway alongside the wall to get to the other side (or jump down from the walkway leading up to the rocket launcher in the center of the pit). At the far left of the wall in front of you is a door; go through and turn left. The brightly lit corner of this large room is the timed secret ''(I)''. '''(sector 10)''' When you reach the secret area, you can place yourself under the wall that will lower when 30 seconds have elapsed from the start. If you do this, the wall will reopen permanently when it attempts to close, so you can save the secret's ammo for later. This, however, only works reliably on [[source port]]s that fix an issue with the behavior of this specific sector type (see the sixth note of the [[MAP27: Monster Condo (Doom II)#Bugs|bug]] section). In case the wall closes while you are in the secret, you can press the wall to open it temporarily.
# After picking up the yellow skull key in the library, wait until the bookcase you entered from lowers. press the switch on the south side of the bookcase to open a secret alcove behind you (J). The switch inside is the only way to re-open the bookcase, letting you out.
+
# After picking up the yellow skull key in the library, wait until the bookcase you entered from lowers. Press the switch on the south side of the bookcase to open a secret alcove behind you ''(J)''. '''(sector 157)''' The switch inside is the only way to re-open the bookcase, letting you out.
# Just north of the library is a corridor leading east. Step into the circle of light at the end of this corridor to open the wall in front of you, unleashing some Arachnotrons (K). The area inside counts as a secret.
+
# Just north of the library is a corridor leading east. Step into the circle of light at the end of this corridor to open the wall in front of you, unleashing some arachnotrons ''(K)''. The area inside counts as a secret. '''(sector 171)'''
# North of the corridor from secret #3 is another just like it. Step into the circle of light around the glowing skull decoration to lower the wall between them. In the second corridor, step into the light surrounding the glowing eye decoration to open another monster closet that counts as a secret area (L). Inside are a blur sphere and light amps.
+
# North of the corridor from secret #3 is another just like it. Step into the circle of light around the glowing skull decoration to lower the wall between them. In the second corridor, step into the light surrounding the glowing eye decoration to open another monster closet that counts as a secret area ''(L)''. Inside are a blur sphere and light amps. '''(sector 177)'''
# Return to the second large area (where secret #1 was) and go through the door to the right. Inside the next room are two blue skull switches (M). Press the one on the right to lower the floor in the opposite corner, revealing a secret tunnel leading to a teleporter (N).
+
# Return to the second large area (where secret #1 was) and go through the door to the right. Inside the next room are two blue skull switches ''(M)''. Press the one on the right to lower the floor in the opposite corner, revealing a secret tunnel leading to a teleporter ''(N)''. '''(sector 92)'''
# The teleporter pad in secret #5 counts as a separate secret ''(Note: due to an editing error, the secret area will not be triggered unless the player walks on the teleport pad using no clipping. Otherwise, the player will go through the teleporter without causing the secret to register)''
+
# The teleporter pad in secret #5 counts as a separate secret. '''(sector 93)''' However due to the teleporter only being one way, there is no way the player can get on the teleporter pad to trigger the secret credit. Hence 100% secrets can't be obtained on this map, unless via {{c|idclip}} [[Doom cheat codes|cheating code]].
# After picking up the blue skull key, a wall opens up, revealing several Mancubi. The alcove they were hiding in which contains a berserk pack, a soul sphere and a computer map counts as secret (O).
+
# In the room where the blue skull key is found, activate the switch on the eastern wall. The western wall opens up, revealing several mancubi. The alcove they were hiding in&mdash;which contains a [[Berserk|berserk pack]], a [[soul sphere]] and a [[computer area map]]&mdash;counts as secret ''(O)''. '''(sector 45)'''
# Step into the raised square in the center of the room containing the blue skull key to be teleported to a room identical to it. The alcove analogous to secret #7, which contains the same items, is also secret (P).
+
# Step into the raised square in the center of the room containing the blue skull key to be teleported to a room identical to it. The alcove analogous to secret #7, which contains the same items, is also secret ''(P)''. '''(sector 129)''' The switch on the eastern wall in this secret has the same functionality as the one in secret #7: It opens the western walls in both rooms: The one described in secret #7 and the other one described in secret #8.
  
 
===Bugs===
 
===Bugs===
*A one-way teleporter pad is set as a secret area, but can not be reached by most normal methods, making it virtually impossible to get 100% of the secrets without cheating. The best way to solve this is to enable the "No Clipping" cheat and walk on that teleport.
+
Secret #6 cannot be reached to be triggered, making it impossible to get 100% secrets without cheating.
*There are actually two [[Computer map]]s in this map, which makes it impossible to gain 100% of the items, since the player can only pick one map per level. However, some source ports allow 2 to be picked up as a way to achieve the status.
+
 
*The red key door by the exit is only 8 units wide, and the opposite-side's linedef is set to Line Type '''1''' (no key required). This allows the Arch-Vile to open the door (see [[Monsters open locked doors]]).
+
There are two [[computer map]]s in this map (see secrets #7 or #8 above), which makes it impossible to get 100% items, since the player can only pick up one map per level. However, some source ports allow two to be picked up as a way to achieve the status.
*It is possible to get trapped on the ledge with the Pain Elementals and BFG9000 if the player uses the teleporter (secret #5) to get up there without having first ran across the trigger which open up the ledge (the trigger that opens the ledge is just to the right of the blue skull switch that controls access to the teleporter). If this happens, the best way to leave that ledge is to enable "No Clipping".
+
 
 +
The red key door by the exit is only eight units wide, and the opposite-side's linedef is set to line type '''1''' (no key required). This allows the arch-vile to open the door (see [[Monsters open locked doors]]).
 +
 
 +
It is possible to get trapped on the ledge with the pain elementals and BFG9000 if the player uses the teleporter (secret #5) to get up there without having first ran across the trigger which opens up the ledge (the trigger that opens the ledge is just to the right of the blue skull switch that controls access to the teleporter).
 +
 
 +
[[Sector]] 80, the red key door marker in front of the exit, has a ceiling [[flat]] of FLOOR4_5, but the surrounding ceiling has FLAT5_2.
 +
 
 +
This level has a [[Sector#Sector types|type 10]] door (sector 11) that closes when 30 seconds have elapsed from the start (see secret #1). If the door is prevented from closing by standing in the sector, the door will reopen as usually, but its ceiling will pass the level of the adjacent ceiling and go on rising. In case the player allows the ceiling of the door to rise high enough (by spending about two minutes) and then moves into the sector or out of it, the game will likely quit and display the error [[Error message#R_MapPlane: %i, %i at %i|R_MapPlane]]. The problem has been fixed in many source ports, and when playing on them, the ceiling will stop at an appropriate height if the door is forced to reopen.
 +
 
 +
As some shelves in the library work as doors, they may crush monster corpses to the pools of gore. The [[arch-vile]] presented in the library (on [[Hurt Me Plenty]] or higher) gives a great likelihood to encounter [[ghost monsters]].
 +
 
 +
Linedef 342 is set to be impassable even when it should be physically passable. The linedef is located next to the skull switch that lowers the platform to the red door.
  
 
==Speedrunning==
 
==Speedrunning==
 
 
===Routes and tricks===
 
===Routes and tricks===
  
Line 39: Line 49:
 
!Run||Time||Player||Date||File||Notes
 
!Run||Time||Player||Date||File||Notes
 
|-
 
|-
|[[UV speed]]||00:11||[[Marijo "Sedlo" Sedlic]]||2002-10-27||{{competnftp|doom2/speed/lv27-011.zip|lv27-011.zip}}||
+
|[[UV speed]]||00:11||[[Marijo Sedlić (Sedlo)]]||2002-10-27||{{competnftp|doom2/speed/lv27-011.zip|lv27-011.zip}}||
 
|-
 
|-
|[[NM speed]]||00:18||[[Thomas "Panter" Pilger]]||1998-07-09||{{competnftp|doom2/nmare/nm27-018.zip|nm27-018.zip}}||
+
|[[NM speed]]||00:18||[[Thomas Pilger (Panter)]]||1998-07-09||{{competnftp|doom2/nmare/nm27-018.zip|nm27-018.zip}}||
 
|-
 
|-
 
|[[UV max]]||04:11||[[Radek Pecka]]||2002-03-18||{{competnftp|doom2/max/lv27-411.zip|lv27-411.zip}}||
 
|[[UV max]]||04:11||[[Radek Pecka]]||2002-03-18||{{competnftp|doom2/max/lv27-411.zip|lv27-411.zip}}||
 
|-
 
|-
|[[NM100S]]||01:33||[[Henning Skogsto]]||1999-09-15||{{competnftp|doom2/nm100s/ns27-133.zip|ns27-133.zip}}||
+
|[[NM100S]]||01:33||[[Henning Skogstø]]||1999-09-15||{{competnftp|doom2/nm100s/ns27-133.zip|ns27-133.zip}}||
 
|-
 
|-
 
|[[UV -fast]]||04:15||[[Radek Pecka]]||2003-06-13||{{competnftp|doom2/fast/fa27-415.zip|fa27-415.zip}}||
 
|[[UV -fast]]||04:15||[[Radek Pecka]]||2003-06-13||{{competnftp|doom2/fast/fa27-415.zip|fa27-415.zip}}||
Line 51: Line 61:
 
|[[UV -respawn]]||02:52||[[Radek Pecka]]||2002-03-03||{{competnftp|doom2/respawn/re27-252.zip|re27-252.zip}}||
 
|[[UV -respawn]]||02:52||[[Radek Pecka]]||2002-03-03||{{competnftp|doom2/respawn/re27-252.zip|re27-252.zip}}||
 
|-
 
|-
|[[UV Tyson]]||16:30||[[Xit Vono]]||2002-01-24||{{competnftp|doom2/tyson/ty271630.zip|ty271630.zip}}||
+
|[[UV Tyson]]||16:30||[[Jim Leonard (Xit Vono)]]||2002-01-24||{{competnftp|doom2/tyson/ty271630.zip|ty271630.zip}}||
 
|-
 
|-
|[[UV pacifist]]||00:11||[[Marijo "Sedlo" Sedlic]]||2002-10-27||{{competnftp|doom2/speed/lv27-011.zip|lv27-011.zip}}||
+
|[[UV pacifist]]||00:11||[[Marijo Sedlić (Sedlo)]]||2002-10-27||{{competnftp|doom2/speed/lv27-011.zip|lv27-011.zip}}||
 
|}
 
|}
 +
 +
''The data was last verified in its entirety on October 24, 2012.''
  
 
==Statistics==
 
==Statistics==
 
===Map data===
 
===Map data===
{| {{prettytable}}
+
{{mapdata|
|[[Things]]||490
+
  things=490|
|-
+
  vertexes=864|
|[[Vertices]]||864
+
  linedefs=946|
|-
+
  sidedefs=1407|
|[[Linedefs]]||946
+
  sectors=187|
|-
+
  vertexbefore=762}}
|[[Sidedefs]]||1407
 
|-
 
|[[Sectors]]||187
 
|}
 
  
 
===Things===
 
===Things===
Line 86: Line 94:
 
|[[Trooper]]s||15||18||18
 
|[[Trooper]]s||15||18||18
 
|-
 
|-
|[[Lost Soul]]s||0||3||7
+
|[[Lost soul]]s||0||3||7
 
|-
 
|-
|[[Arch-Vile]]s||0||2||2
+
|[[Arch-vile]]s||0||2||2
 
|-
 
|-
|[[Pain Elemental]]s||1||2||4
+
|[[Pain elemental]]s||1||2||4
 
|-
 
|-
 
|[[Chaingunner]]s||4||7||11
 
|[[Chaingunner]]s||4||7||11
Line 138: Line 146:
 
|[[Chainsaw]]s||1||1||1
 
|[[Chainsaw]]s||1||1||1
 
|-
 
|-
|[[BFG 9000]]s||1||1||1
+
|[[BFG9000]]s||1||1||1
 
|-
 
|-
 
|[[Super shotgun]]s||1||1||1
 
|[[Super shotgun]]s||1||1||1
Line 154: Line 162:
 
|[[Box of rockets|Rocket boxes]]||7||7||7
 
|[[Box of rockets|Rocket boxes]]||7||7||7
 
|-
 
|-
|[[Energy cell]]s||17||17||17
+
|[[Energy cell (Doom)|Energy cell]]s||17||17||17
 
|-
 
|-
 
|[[Box of ammo|Ammo boxes]]||10||11||11
 
|[[Box of ammo|Ammo boxes]]||10||11||11
Line 171: Line 179:
  
 
==External links==
 
==External links==
* [http://www.doom2.net/~compet-n/database/cn.cgi?map:doom2:27 MAP27 demos from the Compet-n database]
+
* {{competnmap|2|228|MAP27}}
 +
* {{dsda|id=945|mapid=227|title=MAP27 demos}}
 
* [http://ian-albert.com/misc/doom2maps.php Top-down perspective view of all Doom II levels] by Ian Albert
 
* [http://ian-albert.com/misc/doom2maps.php Top-down perspective view of all Doom II levels] by Ian Albert
  
 
[[Category:Levels by name|Monster Condo (Doom II)]]
 
[[Category:Levels by name|Monster Condo (Doom II)]]
 
[[Category:Sandy Petersen levels]]
 
[[Category:Sandy Petersen levels]]

Revision as of 16:15, 10 June 2016

Doom II 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

This level occupies the map slot MAP27. For other maps which occupy this slot, see Category:MAP27.

MAP27: Monster Condo is the twenty-seventh map of Doom II. It was designed by Sandy Petersen and uses the music track "Waiting For Romero To Play".

Walkthrough

Map of MAP27
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

At the start, go towards the east and go through the door. Pick up the rocket to reveal a larger library with baddies. On a bookcase in the east side of the room hit the switch. With your BFG blow the enemies behind it or race towards the invulnerability sphere and get the yellow key (A). More Hell knights will be released, and another one will when you grab ammo in the back of the new room. Hit the switch on a new section that was lowered.

Exit the library, go east and touch the skulls to lower a wall with imps (B). Pass it and go west towards a door at the end of the corridor. In the large room hit a switch in the northwest corner to lower a large chunk of floor. Go through the door and then the yellow door to its right (C). Climb the stairs towards the end and get the blue key (D). Jump towards a platform in the center of the room and you will be sent to a similar room (E). Hit the switch in the east wall and shoot the north wall. Hit the switch there and go through the door by trying to avoid the revenants and mancubi. On the other side of the door, quickly open the center wall. Follow the corridor and lift platform towards the end and hit the wall behind the invulnerability sphere and go through it (F).

You will be sent to a small room. Hit the wall in front to return in the large room where you were heading towards the yellow door before. Watch out for numerous revenants in the room and go towards the blue door. Hit the switch and get red key in the midst of the Hell knights (G). Go to the door beside the blue one and hit the first switch on the north side (H). The floor will lower. Go towards the narrow corridor pass the arch-vile and exit behind the red door.

Secrets

  1. The first secret can only be accessed for the first 30 seconds of the level (sector type 10), so time is of the essence. First, make your way around the right side of the slime pit ahead of you at the start. Cross the tiny walkway alongside the wall to get to the other side (or jump down from the walkway leading up to the rocket launcher in the center of the pit). At the far left of the wall in front of you is a door; go through and turn left. The brightly lit corner of this large room is the timed secret (I). (sector 10) When you reach the secret area, you can place yourself under the wall that will lower when 30 seconds have elapsed from the start. If you do this, the wall will reopen permanently when it attempts to close, so you can save the secret's ammo for later. This, however, only works reliably on source ports that fix an issue with the behavior of this specific sector type (see the sixth note of the bug section). In case the wall closes while you are in the secret, you can press the wall to open it temporarily.
  2. After picking up the yellow skull key in the library, wait until the bookcase you entered from lowers. Press the switch on the south side of the bookcase to open a secret alcove behind you (J). (sector 157) The switch inside is the only way to re-open the bookcase, letting you out.
  3. Just north of the library is a corridor leading east. Step into the circle of light at the end of this corridor to open the wall in front of you, unleashing some arachnotrons (K). The area inside counts as a secret. (sector 171)
  4. North of the corridor from secret #3 is another just like it. Step into the circle of light around the glowing skull decoration to lower the wall between them. In the second corridor, step into the light surrounding the glowing eye decoration to open another monster closet that counts as a secret area (L). Inside are a blur sphere and light amps. (sector 177)
  5. Return to the second large area (where secret #1 was) and go through the door to the right. Inside the next room are two blue skull switches (M). Press the one on the right to lower the floor in the opposite corner, revealing a secret tunnel leading to a teleporter (N). (sector 92)
  6. The teleporter pad in secret #5 counts as a separate secret. (sector 93) However due to the teleporter only being one way, there is no way the player can get on the teleporter pad to trigger the secret credit. Hence 100% secrets can't be obtained on this map, unless via idclip cheating code.
  7. In the room where the blue skull key is found, activate the switch on the eastern wall. The western wall opens up, revealing several mancubi. The alcove they were hiding in—which contains a berserk pack, a soul sphere and a computer area map—counts as secret (O). (sector 45)
  8. Step into the raised square in the center of the room containing the blue skull key to be teleported to a room identical to it. The alcove analogous to secret #7, which contains the same items, is also secret (P). (sector 129) The switch on the eastern wall in this secret has the same functionality as the one in secret #7: It opens the western walls in both rooms: The one described in secret #7 and the other one described in secret #8.

Bugs

Secret #6 cannot be reached to be triggered, making it impossible to get 100% secrets without cheating.

There are two computer maps in this map (see secrets #7 or #8 above), which makes it impossible to get 100% items, since the player can only pick up one map per level. However, some source ports allow two to be picked up as a way to achieve the status.

The red key door by the exit is only eight units wide, and the opposite-side's linedef is set to line type 1 (no key required). This allows the arch-vile to open the door (see Monsters open locked doors).

It is possible to get trapped on the ledge with the pain elementals and BFG9000 if the player uses the teleporter (secret #5) to get up there without having first ran across the trigger which opens up the ledge (the trigger that opens the ledge is just to the right of the blue skull switch that controls access to the teleporter).

Sector 80, the red key door marker in front of the exit, has a ceiling flat of FLOOR4_5, but the surrounding ceiling has FLAT5_2.

This level has a type 10 door (sector 11) that closes when 30 seconds have elapsed from the start (see secret #1). If the door is prevented from closing by standing in the sector, the door will reopen as usually, but its ceiling will pass the level of the adjacent ceiling and go on rising. In case the player allows the ceiling of the door to rise high enough (by spending about two minutes) and then moves into the sector or out of it, the game will likely quit and display the error R_MapPlane. The problem has been fixed in many source ports, and when playing on them, the ceiling will stop at an appropriate height if the door is forced to reopen.

As some shelves in the library work as doors, they may crush monster corpses to the pools of gore. The arch-vile presented in the library (on Hurt Me Plenty or higher) gives a great likelihood to encounter ghost monsters.

Linedef 342 is set to be impassable even when it should be physically passable. The linedef is located next to the skull switch that lowers the platform to the red door.

Speedrunning

Routes and tricks

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:11 Marijo Sedlić (Sedlo) 2002-10-27 lv27-011.zip
NM speed 00:18 Thomas Pilger (Panter) 1998-07-09 nm27-018.zip
UV max 04:11 Radek Pecka 2002-03-18 lv27-411.zip
NM100S 01:33 Henning Skogstø 1999-09-15 ns27-133.zip
UV -fast 04:15 Radek Pecka 2003-06-13 fa27-415.zip
UV -respawn 02:52 Radek Pecka 2002-03-03 re27-252.zip
UV Tyson 16:30 Jim Leonard (Xit Vono) 2002-01-24 ty271630.zip
UV pacifist 00:11 Marijo Sedlić (Sedlo) 2002-10-27 lv27-011.zip

The data was last verified in its entirety on October 24, 2012.

Statistics

Map data

Things 490
Vertices 864*
Linedefs 946
Sidedefs 1407
Sectors 187
* The vertex count without the effect of node building is 762.

Things

Monsters ITYTD and HNTR HMP UV and NM
Sergeants 3 12 22
Spectres 4 7 9
Imps 9 14 21
Demons 2 15 16
Barons of Hell 0 1 1
Troopers 15 18 18
Lost souls 0 3 7
Arch-viles 0 2 2
Pain elementals 1 2 4
Chaingunners 4 7 11
Revenants 5 13 21
Mancubi 4 8 13
Arachnotrons 1 3 4
Hell Knights 5 13 21
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 4 4 4
Stim packs 13 14 14
Medikits 6 8 8
Soul spheres 5 5 5
Health bonuses 53 53 53
Armor bonuses 17 23 23
Green armors 2 2 2
Invulnerabilities 3 3 3
Berserks 2 2 2
Invisibilities 3 3 3
Automaps 2 2 2
Light goggles 2 2 2
Weapons ITYTD and HNTR HMP UV and NM
Chainguns 1 1 1
Rocket launchers 1 1 1
Plasma guns 1 1 1
Chainsaws 1 1 1
BFG9000s 1 1 1
Super shotguns 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Bulk Cells 1 1 1
Ammo clips 12 12 12
Shells 14 14 14
Rockets 18 19 19
Rocket boxes 7 7 7
Energy cells 17 17 17
Ammo boxes 10 11 11
Shell boxes 6 7 7
Keys ITYTD and HNTR HMP UV and NM
Red skulls 1 1 1
Yellow skulls 1 1 1
Blue skulls 1 1 1

External links