MAP27: Resistance Remains (Hell Revealed II)

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Revision as of 14:12, 3 April 2022 by XymphBot (talk | contribs) (Speedrunning: Automated edit - Update DSDA map records)


Hell Revealed 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: Resistance Remains is the twenty-seventh map of Hell Revealed II. It was designed by Sam Woodman and Andy Olivera and uses the music track "Inner Fear," by Petter Mårtensen (Thyrbse).

Walkthrough

Map of Resistance Remains
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

Much like the original map, you will be fighting off against very large hordes of monsters in open fields. Ammo is plentiful so you should not worry about it. When you have the opportunity, head into the first building and open the door to get the yellow skull key. Then open the yellow door nearby. Climb the steps up and press the gargoyle switch. This allows you to cross the bridge where the arch-viles were. Collect the megasphere, then climb up either stair set with rocket boxes on it. At the top, you will find a lift leading down into another yard and a switch. Press the switch first, and kill the arch-viles beyond the demon wall. Grab the plasma gun and face off against a cyberdemon, then look north for a switch to shoot. This opens up the door in the yard behind you. This hallway has arch-viles and another door leading to a monster-infested courtyard. Kill everything then head to the back of the courtyard to find the blue skull key. With it, you can enter the central room where a spider mastermind is. In this room, you can lower the two side columns for boxes of shotgun shells, and the north column has a switch which lowers the southern column. This one is a teleporter, taking you to one of the arch-viles' platforms.

Press the blue switch to open a part of the canal leading westward. This area is also highly congested with monsters, including mancubi on the bottom floor and revenants and arch-viles behind some of the fences. Drop down and head northeast to find a lift you can use. Ride it up and follow the path, going into the teleporter to the opposite side of the area. At the end are some energy cell packs and a mancubus. Stepping there lowers you to a teleporter, take it to wind up in the center of this area. Move around to find a switch, which lowers you, but also teleports in two cyberdemons on blocks. Kill them and head back to the northeast lift. This time, there is a new teleporter with an arch-vile on it. This teleporter takes you to the back of this area where you can retrieve the yellow skull key. Now to leave this area, head up back to the northeast lift and take it back up, following the trail as you did before. When you lower, take the teleporter to the south this time to appear on one of the arch-viles' platforms in the initial area.

Now hit the red switch to open up the eastern walls of the canal. You will fight several imps and a cyberdemon. Moving straight ahead causes arch-viles to teleport behind you, so watch your back. Go under the bridge and through the next door. When you approach the switch, it will disappear and even more arch-viles will appear. Kill them, then wait for the walls to lower, kill the final arch-vile, then exit the map.

Other points of interest

Secrets

  1. In the yellow key room, press on the southwestern wall for a megasphere. (sector 11)
  2. When you shoot the switch that opens up the door in the yard to the south, you will reveal a hallway with arch-viles inside. You could press one of the left walls for a megasphere. (sector 55)
  3. At the very back of the monster-infested courtyard to the south, behind the blue key, press on the wall for a megasphere. (sector 62)
  4. Go across the eastern part of the map as if you were going to exit, but do not open the door yet. On the other side of the canal, you can use either the northwest or southwest corner walls as lifts, which lead to the ledges where the imps were on. There is a super shotgun, a shotgun, and lots of shotgun shells here, and both ledges count as one secret. (sector 68)

Bugs

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Current records

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

Run Time Player Date File Notes
UV speed
NM speed
UV max 5:41.09 Ancalagon 2019-01-14 h227-541.zip
NM 100S
UV -fast 20:34.86 Jochen Schneidau (Angus) 2005-10-23 h227f2034.zip
UV -respawn
UV Tyson
UV pacifist
NoMo 1:26.71 Looper 2010-12-18 h2nomo_looper.zip

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

Deathmatch

Player spawns

This level contains eight spawn points:

  1. facing west. (thing 1079)
  2. facing west. (thing 1083)
  3. facing west. (thing 1084)
  4. facing west. (thing 1085)
  5. facing west. (thing 1086)
  6. facing west. (thing 1087)
  7. facing west. (thing 1088)
  8. facing west. (thing 1089)

Statistics

Map data

Things 1263
Vertices 1619*
Linedefs 1793
Sidedefs 542
Sectors 157
* The vertex count without the effect of node building is 1440.

Things

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

Technical information

Inspiration and development

Trivia

See also

Sources

External links