Difference between revisions of "MAP29: The Living End (Doom II)"

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{{Doom II 21-30}}
 
{{map|slot=MAP29|name=Living End (Doom II)}}
 
{{map|slot=MAP29|name=Living End (Doom II)}}
{{Doom II 21-30}}
+
'''MAP29: The Living End''' is the twenty-ninth map of [[Doom II]]. It was designed by [[John Romero]] and uses the [[Doom II music|music]] track "Shawn's Got The Shotgun". The [[par time]] is 5:00.
'''MAP29: The Living End''' is the twenty-ninth map of [[Doom II]]. It was designed by [[John Romero]] and uses the [[Doom II music|music]] track "Shawn's Got The Shotgun".
+
 
 +
== Walkthrough ==
 +
[[File:MAP29 map.png|thumb|300x300px|Map of The Living End]]
 +
{{map spots}}
 +
 
 +
===Essentials===
 +
Start by walking forward between the two torches. A platform should lower to a larger ledge that is at the southern end of a great indoor lake of [[Damaging floor|blood]]. If you fall at any point, there are a few [[teleporter]]s on the bottom to take you back up. See the map for the five orange squares inside grey ones.
 +
 
 +
Turn right and press a switch on the wall. A walkway will rise, connecting the ledge to an adjacent one. Use the walkway to reach the new area. Go past the structure in the middle of the ledge, proceed to the corner at the end and turn around. A door will have opened in the structure, revealing a skull switch. Press it, and the wall at the end of the ledge will lower. Go into the area and turn right. You will now be on a walkway that leads to the first teleporter. Past the middle part of the walkway, a couple of barred windows will be exposed up in front of you. Beware the [[Heavy weapon dude|chaingunners]] that are able to shoot from behind them.
 +
 
 +
At the other end of the teleporter, you will be in a small room with an open front. Walk out to find yourself on a very narrow ledge. Walk up it, being very careful not to fall off. Once at the top, go around the corner. Walk up to the square block on the precipice and turn around. A door will have opened in the corner of the room. In the new area, go around the central wall, deal with [[Hell knight]]s and press the switch in the back. Now go back outside and you will notice the block will have lowered. Make a run out onto the tower and press the switch there. A walkway will slowly rise. Also be aware that two doors containing [[cacodemon]]s will open in the other two towers around you.
  
==Strategy==
+
Once the ledge has risen fully, go to the middle one of the three openings. You will now be looking across a pit of lava. Walk across the pit to a skull switch. Hit the switch and run backwards a bit. If done right, you will be on a rising walkway. Go across it and into a second lava pit. Run around the corner to your right and press the skull switch there. It will raise a narrow walkway across a third lava pit. Then go to the opposite end of the current pit and press the other skull switch. Run back a little as you did previously and you will be on a new walkway. Go to the end of it and walk across the third walkway to a room with a switch. Hit it.
[[Image:MAP29 map.png|thumb|300px|Map of MAP29]] <br clear="left"/>
 
===Walkthrough===
 
Start by walking forward between the two torches. A platform (A) should lower down to a larger ledge. Turn right, and press a switch on the wall. Now turn around. A walkway should be rising up, giving access to another ledge. Walk across to this. Go past the round structure in the middle of this platform into the corner at the end. Turn around. A door will have opened in the round structure (B), revealing a skull switch. Press it. The wall at the end of the platform will lower. Go into this area, and then turn right. You will now be on a walkway (C) that leads to the first teleporter.
 
  
At the other end of the teleporter, you will be in a small room with an open front (D). Walk out. You will now be on a very narrow ledge. Walk up it, being very careful not to fall off. Once at the top, go around the corner. Walk up to the square block on the precipice. Turn around. A door will have opened in the corner of the room. Walk into this new room. Go around the central wall and press the switch in the back. Now go back outside. The block will now have lowered. Make a run out onto the tower. Press the switch. A walkway (E) will slowly rise. Also be aware that two doors containing [[Cacodemon]]s (F, G) will open in the other two towers around you.
+
Notice that if you could not reach the rising walkways, you can lower them from both sides as lifts. The walkway on the third lava pit will remain solid, but you are able to lower the southern wall of the pit to escape if you fall.
  
Once the ledge has risen fully, go to the middle door (H). You will now be looking across a pit of acid. Walk across the pit of acid to a skull switch. Hit the switch, then run backwards a bit. If done right, you will be on a new walkway (I). Go across the walkway and into a new acid pit. Go around the corner to your right and press the skull switch there. It will raise a narrow walkway across a third acid pit (J). Then go back to your left and press the other skull switch. Run back a little. You will now be on a new walkway. Go to the end of it, then walk across the narrow walk to a room with a switch. Hit it.
+
Return to the walkway over the blood lake and go to the door closest to the tower with the switch. Staying on the same floor, walk to the end of the wooden hall and turn around. There will be a skull switch on the wall for you to press. Turn around again to see that a platform has risen. Now, you may either go around the corner and take the stairs up, or simply lower the raised platform by pressing on it as it works as a lift. You can now confront an [[arch-vile]] and press the switch up at the northern end of the area. Notice that there is a [[Berserk|berserk pack]] behind the switch bar. After the switch has been pressed, go halfway down the stairs and turn left. Go across the new walkway into a small chamber and press the switch in there.
  
Now go back out to the walkway in the main room. Go to the door closest to the tower with the switch (K). Staying on the same floor, walk to the end of the room. Turn around. There will be a skull switch on the wall, press it. Now turn around again. A platform will be rising. Now you may either go around the corner and take the stairs up into the room above, or simply lower the raised platform (L) by pressing on it. It is a lift. In any case, you can now press the switch inside. Go halfway down the stairs, then turn left. Go across the new walkway into a small chamber. Press the switch in there.
+
Make yet another return to the forking walkway. Proceed to the third opening at the end of the walkway. Once inside, open the door. There will be a round wooden structure in the middle of a little loop. A [[baron of Hell]] guards the area and can utilize invisible monster teleporters. They allow him to appear behind you so be on the lookout for his attacks. The western wall of the structure has scratches on it. It is actually a door. Go in and take the teleporter.  
  
Go out to the walkway in the main room again. Walk to the third door at the end of the walkway. Once inside, open another door. There will be a round wooden structure (M) in the middle of the outdoor area of this level. Go left. There will be one side of this structure with scratches on it. This is a door. Go in and take the teleporter.  You will now be in a relatively large room with a set of wide, shallow steps in front of you (N). Go up. There are three ledges on a pool of lava. Run onto the one farthest to your right. Rather than going down it, turn right. You will see another platform with a skull switch (O). Run onto it and press the switch. Now turn right. There is a lift. Go up to the next floor. Run back into the room with the platforms.
+
You will now be in a relatively large room with a set of wide, shallow steps in front of you. If you play on [[Ultra-Violence]] or higher, the arrival to the new area will be considerably intense as two [[revenant]]s will attack as soon as you have appeared. In addition, there are a lot of [[Zombieman|zombiemen]] in the room, but you may actually use them as cover from the revenants' missiles if you have enough health to bear rifle shots for a moment.
  
This next routine works for both the far left and the middle platform, and the order does not matter here. Run onto the end of the platform, being careful not to miss. Go to the other end. Press the switch that is there. Now go back to the start of the platform. Drop into the lava, and quickly go take the lift at the right corner (i.e. the corner away from the main room, P).
+
Walk up to find three ledges on a pool of lava. Run onto the one farthest to your right, but rather than proceeding, turn yet right. You will see an tower-like structure with a satyr switch. Run to it and press the switch. Travel to an upper floor with the nearby lift and jump back to the room with the ledges. The next routine works for both the far left and the middle ledge, and the order does not matter. Run onto the end of a ledge, being careful not to fall off, and press the switch that is found. Now, go back to the start of the ledge. Drop into the lava and quickly take the lift at the northern corner of the pit to get back up. Once both ledges have been done, go back onto the one on the far right. Run across the gap near the end and take the teleporter.  
  
Once both platforms have been done, go back onto the one on the far right. Run across the gap near the end, and take the teleporter. You will now be at the base of a winding stairway (Q). Go up, being careful not to fall off into the blood lake. Once at the top, run quickly past the pit at the center of a platform (R). It will rise, revealing a monster (it may be a [[Mancubus]] or a [[Cyberdemon]], depending on your difficulty level). Whatever you choose evading or killing the monster, run to the red square pit at the far end of the platform, exiting the level.
+
You have finally reached the section in the middle of the lake of blood and will be at the base of a winding stairway. Go up, again being careful not to fall off. Once at the top, run quickly past the pit at the center of a platform. It will rise, revealing a monster that may be a [[mancubus]] or a [[cyberdemon]], depending on your difficulty level. Whether you choose evading or killing the monster, run to the red square pit at the far end of the platform to proceed to the final level of the game.
  
 
===Secrets===
 
===Secrets===
Line 25: Line 33:
  
 
====Non-official====
 
====Non-official====
At the same place where you find your first [[teleporter]] behind a [[backpack]] (C), there is a caged "building" just east of it, which contains some [[Heavy weapon dude|chaingunners]]. Instead of entering the aforementioned teleporter, drop down to the blood pit below and enter through the opening at the northwest side of the base of the caged "building". At the northeast corner inside, there is another teleporter, this one warps you to the inside of the caged "building" where the chaingunners came from. Grab the [[plasma gun]], then turn around and use the same teleporter through which you came here. You will find yourself in the otherwise inaccessible "C"-shaped leadge in the southwest end of the map with four [[energy cell pack]]s.
+
# At the same place where you find the first teleporter behind a [[backpack]], there is a building just east of it, which contains a hideout for chaingunners. Instead of entering the aforementioned teleporter, drop down to the blood below and enter through the opening at the northwestern side of the building. At the northeast corner inside, there is another teleporter. It warps you to the corridor where the chaingunners could shoot at you. Grab the [[plasma gun]], turn around and use the teleporter through which you came. You will find yourself in the otherwise inaccessible C-shaped ledge at the southwestern end of the map with four [[energy cell pack]]s.
 +
 
 +
== Areas / screenshots ==
 +
<gallery mode=nolines widths=160px>
 +
DoomII_MAP29_Bloodlake.png|Descending into the imposing beginning. There is a long way into the middle.
 +
DoomII_MAP29_Baron.png|Even if the teleporting baron can be slain, can one tell where to go next?
 +
DoomII_MAP29_Assault.png|No mercy from the revenants - luckily there are a few meat shields.
 +
DoomII_MAP29_Cyber.png|The penultimate challenge of the game can be bypassed, but only by being quick enough.
 +
</gallery>
  
==Speedrunning==
+
== Speedrunning ==
 
===Routes and tricks===
 
===Routes and tricks===
  
===Records===
+
===Current records===
The [[Compet-N]] records for the map are:
+
The [[Compet-n]] records for the map are:
 +
 
 
{| {{prettytable}}
 
{| {{prettytable}}
!Run||Time||Player||Date||File||Notes
+
! Run !! Time !! Player !! Date !! File !! Notes
|-
 
|[[UV speed]]||01:46||[[Vaclav "Bolton" Kunes]]||2000-12-06||{{competnftp|doom2/speed/lv29-146.zip|lv29-146.zip}}||
 
 
|-
 
|-
|[[NM speed]]||01:57||[[Drew "stx-Vile" DeVore]]||2002-07-25||{{competnftp|doom2/nmare/nm29-157.zip|nm29-157.zip}}||
+
|[[UV speed]]||01:38||[[Laurent Sebellin (Squonk)]]||2008-05-02||{{competnftp|doom2/speed/lv29-138.zip|lv29-138.zip}}||
 
|-
 
|-
|[[UV max]]||04:05||[[Drew "stx-Vile" DeVore]]||2003-05-15||{{competnftp|doom2/max/lv29-405.zip|lv29-405.zip}}||
+
|[[NM speed]]||01:57||[[Drew DeVore (stx-Vile)]]||2002-07-25||{{competnftp|doom2/nmare/nm29-157.zip|nm29-157.zip}}||
 
|-
 
|-
|[[NM100S]]|| || || || ||
+
|[[UV max]]||04:05||[[Drew DeVore (stx-Vile)]]||2003-05-15||{{competnftp|doom2/max/lv29-405.zip|lv29-405.zip}}||
 
|-
 
|-
 
|[[UV -fast]]||05:25||[[Radek Pecka]]||2002-09-02||{{competnftp|doom2/fast/fa29-525.zip|fa29-525.zip}}||
 
|[[UV -fast]]||05:25||[[Radek Pecka]]||2002-09-02||{{competnftp|doom2/fast/fa29-525.zip|fa29-525.zip}}||
Line 47: Line 62:
 
|[[UV -respawn]]||02:56||[[Ian Sutton]]||1999-10-24||{{competnftp|doom2/respawn/re29-256.zip|re29-256.zip}}||
 
|[[UV -respawn]]||02:56||[[Ian Sutton]]||1999-10-24||{{competnftp|doom2/respawn/re29-256.zip|re29-256.zip}}||
 
|-
 
|-
|[[UV Tyson]]||18:54||[[Xit Vono]]||2003-02-01||{{competnftp|doom2/tyson/ty291854.zip|ty291854.zip}}||
+
|[[UV Tyson]]||18:54||[[Jim Leonard (Xit Vono)]]||2003-02-01||{{competnftp|doom2/tyson/ty291854.zip|ty291854.zip}}||
 
|-
 
|-
|[[UV pacifist]]||02:21||[[Drew "stx-Vile" DeVore]]||2003-04-30||{{competnftp|doom2/pacifist/pa29-221.zip|pa29-221.zip}}||
+
|[[UV pacifist]]||02:14||[[Artem Safronov (SAV88)]]||2007-09-30||{{competnftp|doom2/pacifist/pa29-214.zip|pa29-214.zip}}||
 
|}
 
|}
  
==Statistics==
+
''The data was last verified in its entirety on July 5, 2020.''
 +
 
 +
== Deathmatch ==
 +
 
 +
===Player spawns===
 +
This level contains four spawn points:
 +
# facing west. ('''thing 264''')
 +
# facing south-west. ('''thing 265''')
 +
# facing south. ('''thing 266''')
 +
# facing south-east. ('''thing 267''')
 +
 
 +
== Statistics ==
 
===Map data===
 
===Map data===
{| {{prettytable}}
+
{{mapdata|
|[[Things]]||276
+
  things=276|
 +
  vertexes=1180|
 +
  linedefs=1152|
 +
  sidedefs=1653|
 +
  sectors=205|
 +
  vertexbefore=948}}
 +
 
 +
===Things===
 +
This level contains the following numbers of [[thing]]s per [[Skill level#Doom and Doom II skill levels|skill level]]:
 +
 
 +
{{col-begin}}
 +
{{col-break|width=33%}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Single-player
 +
|-
 +
![[Monster|Monsters]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Zombieman]]||3||7||13
 +
|-
 +
|style="text-align: left;"|[[Shotgun guy]]||5||16||21
 +
|-
 +
|style="text-align: left;"|[[Heavy weapon dude]]||1||9||11
 +
|-
 +
|style="text-align: left;"|[[Imp]]||13||22||22
 +
|-
 +
|style="text-align: left;"|[[Spectre]]||0||0||1
 +
|-
 +
|style="text-align: left;"|[[Revenant]]||3||5||6
 +
|-
 +
|style="text-align: left;"|[[Cacodemon]]||7||13||15
 +
|-
 +
|style="text-align: left;"|[[Pain elemental]]||1||3||4
 +
|-
 +
|style="text-align: left;"|[[Hell knight]]||2||4||5
 +
|-
 +
|style="text-align: left;"|[[Baron of Hell]]||2||3||3
 +
|-
 +
|style="text-align: left;"|[[Mancubus]]||3||2||4
 +
|-
 +
|style="text-align: left;"|[[Arch-vile]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Cyberdemon]]||0||1||1
 +
|-
 +
![[Weapon|Weapons]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Super shotgun]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Chaingun]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Plasma gun]]||colspan="3"|1
 +
|-
 +
![[Ammo|Ammunition]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Clip]]||0||0||2
 +
|-
 +
|style="text-align: left;"|[[Box of bullets]]||colspan="3"|5
 +
|-
 +
|style="text-align: left;"|[[4 shotgun shells]]||colspan="3"|5
 +
|-
 +
|style="text-align: left;"|[[Box of shotgun shells]]||colspan="3"|8
 +
|-
 +
|style="text-align: left;"|[[Box of rockets]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Energy cell (Doom)|Energy cell]]||0||0||2
 +
|-
 +
|style="text-align: left;"|[[Energy cell pack]]||colspan="3"|7
 +
|-
 +
![[Item#Doom games|Health & Armor]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Stimpack]]||colspan="3"|9
 +
|-
 +
|style="text-align: left;"|[[Medikit]]||colspan="3"|14
 +
|-
 +
|style="text-align: left;"|[[Armor]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Megaarmor]]||colspan="3"|1
 +
|-
 +
!Items!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Armor bonus]]||colspan="3"|9
 +
|-
 +
|style="text-align: left;"|[[Health bonus]]||colspan="3"|13
 +
|-
 +
|style="text-align: left;"|[[Supercharge]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Backpack]]||colspan="3"|2
 
|-
 
|-
|[[Vertices]]||1180
+
|style="text-align: left;"|[[Berserk]]||colspan="3"|2
 
|-
 
|-
|[[Linedefs]]||1152
+
|style="text-align: left;"|[[Radiation shielding suit]]||4||2||2
 
|-
 
|-
|[[Sidedefs]]||1653
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
|[[Sectors]]||205
+
|style="text-align: left;"|[[Teleporter|Teleport landing]]||colspan="3"|10
 
|}
 
|}
 
+
{{col-break}}
===Things===
+
{| {{prettytable|style=text-align: center;}}
{| {{prettytable}}
+
!colspan="4"|Multiplayer
!Monsters||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
+
|-
 +
!Monsters!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|Zombieman||3||7||13
 +
|-
 +
|style="text-align: left;"|Shotgun guy||5||16||21
 +
|-
 +
|style="text-align: left;"|Heavy weapon dude||1||9||11
 +
|-
 +
|style="text-align: left;"|Imp||13||22||22
 +
|-
 +
|style="text-align: left;"|Spectre||0||0||1
 
|-
 
|-
|[[Sergeant]]s||5||16||21
+
|style="text-align: left;"|Revenant||3||5||6
 
|-
 
|-
|[[Cyberdemon]]s||0||1||1
+
|style="text-align: left;"|Cacodemon||7||13||15
 
|-
 
|-
|[[Spectre]]s||0||0||1
+
|style="text-align: left;"|Pain elemental||1||3||4
 
|-
 
|-
|[[Imp]]s||13||22||22
+
|style="text-align: left;"|Hell knight||2||4||5
 
|-
 
|-
|[[Baron of Hell|Barons of Hell]]||2||3||3
+
|style="text-align: left;"|Baron of Hell||2||3||3
 
|-
 
|-
|[[Trooper]]s||3||7||13
+
|style="text-align: left;"|Mancubus||3||2||4
 
|-
 
|-
|[[Cacodemon]]s||7||13||15
+
|style="text-align: left;"|Arch-vile||colspan="3"|1
 
|-
 
|-
|[[Arch-Vile]]s||1||1||1
+
|style="text-align: left;"|Cyberdemon||0||1||1
 
|-
 
|-
|[[Pain Elemental]]s||1||3||4
+
!Weapons!!1-2!!3!!4-5
 
|-
 
|-
|[[Chaingunner]]s||1||9||11
+
|style="text-align: left;"|[[Shotgun]]||0||1||1
 
|-
 
|-
|[[Revenant]]s||3||5||6
+
|style="text-align: left;"|Super shotgun||colspan="3"|1
 
|-
 
|-
|[[Mancubi]]||3||2||4
+
|style="text-align: left;"|Chaingun||colspan="3"|1
 
|-
 
|-
|[[Hell Knight]]s||2||4||5
+
|style="text-align: left;"|Plasma gun||colspan="3"|1
 
|-
 
|-
!Powerups||ITYTD and HNTR||HMP||UV and NM
+
!Ammunition!!1-2!!3!!4-5
 
|-
 
|-
|[[Backpack]]s||2||2||2
+
|style="text-align: left;"|Clip||0||0||2
 
|-
 
|-
|[[Stim pack]]s||9||9||9
+
|style="text-align: left;"|Box of bullets||colspan="3"|5
 
|-
 
|-
|[[Medikit]]s||14||14||14
+
|style="text-align: left;"|4 shotgun shells||colspan="3"|5
 
|-
 
|-
|[[Soul sphere]]s||1||1||1
+
|style="text-align: left;"|Box of shotgun shells||colspan="3"|8
 
|-
 
|-
|[[Health bonus]]es||13||13||13
+
|style="text-align: left;"|Box of rockets||colspan="3"|1
 
|-
 
|-
|[[Armor bonus]]es||9||9||9
+
|style="text-align: left;"|Energy cell||0||0||2
 
|-
 
|-
|[[Green armor]]s||1||1||1
+
|style="text-align: left;"|Energy cell pack||colspan="3"|7
 
|-
 
|-
|[[Blue armor]]s||1||1||1
+
!Health & Armor!!1-2!!3!!4-5
 
|-
 
|-
|[[Berserk]]s||2||2||2
+
|style="text-align: left;"|Stimpack||colspan="3"|9
 
|-
 
|-
|[[Radiation suit]]s||4||2||2
+
|style="text-align: left;"|Medikit||colspan="3"|14
 
|-
 
|-
!Weapons||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Armor||colspan="3"|1
 
|-
 
|-
|[[Chaingun]]s||1||1||1
+
|style="text-align: left;"|Megaarmor||colspan="3"|1
 
|-
 
|-
|[[Plasma gun]]s||1||1||1
+
!Items!!1-2!!3!!4-5
 
|-
 
|-
|[[Super shotgun]]s||1||1||1
+
|style="text-align: left;"|Armor bonus||colspan="3"|9
 
|-
 
|-
!Ammunition||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Health bonus||colspan="3"|13
 
|-
 
|-
|[[Bulk Cell]]s||7||7||7
+
|style="text-align: left;"|Supercharge||colspan="3"|1
 
|-
 
|-
|[[Ammo clip]]s||0||0||2
+
|style="text-align: left;"|Backpack||colspan="3"|2
 
|-
 
|-
|[[Shell]]s||5||5||5
+
|style="text-align: left;"|Berserk||colspan="3"|2
 
|-
 
|-
|[[Box of rockets|Rocket boxes]]||1||1||1
+
|style="text-align: left;"|Radiation shielding suit||4||2||2
 
|-
 
|-
|[[Energy cell]]s||0||0||2
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
|[[Box of ammo|Ammo boxes]]||5||5||5
+
|style="text-align: left;"|[[Multiplayer#Cooperative|Cooperative start]]||colspan="3"|4
 
|-
 
|-
|[[Box of shells|Shell boxes]]||8||8||8
+
|style="text-align: left;"|[[Deathmatch start]]||colspan="3"|4
 
|-
 
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|style="text-align: left;"|Teleport landing||colspan="3"|10
 
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|}
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{{col-end}}
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== Trivia ==
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* MAP29 is the only level in Doom II to include fast moving rising floors ([[linedef type]]s 129-132). The two instances (linedefs 583 and 655 with type 131) are skull switches which raise walkways (sectors 136 and 155) in the wooden hall where the arch-vile lurks.
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* {{French level name|La Limite}}
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== External links ==
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* {{competnmap|2|230|MAP29|nonmc=}}
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* {{dsda|id=945|mapid=229|title=MAP29 demos}}
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* [http://ian-albert.com/games/doom_2_maps/ Top-down perspective view of all Doom II levels] by Ian Albert
  
==External links==
 
* [http://www.doom2.net/~compet-n/database/cn.cgi?map:doom2:29 MAP29 demos from the Compet-n database]
 
* [http://ian-albert.com/misc/doom2maps.php Top-down perspective view of all Doom II levels] by Ian Albert
 
 
[[Category:John Romero levels]]
 
[[Category:John Romero levels]]
 
[[Category:Levels named after music groups]]
 
[[Category:Levels named after music groups]]
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[[Category:Levels with extra equipment in co-op]]

Revision as of 09:27, 5 July 2020

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 MAP29. For other maps which occupy this slot, see Category:MAP29.

MAP29: The Living End is the twenty-ninth map of Doom II. It was designed by John Romero and uses the music track "Shawn's Got The Shotgun". The par time is 5:00.

Walkthrough

Map of The Living End
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

Start by walking forward between the two torches. A platform should lower to a larger ledge that is at the southern end of a great indoor lake of blood. If you fall at any point, there are a few teleporters on the bottom to take you back up. See the map for the five orange squares inside grey ones.

Turn right and press a switch on the wall. A walkway will rise, connecting the ledge to an adjacent one. Use the walkway to reach the new area. Go past the structure in the middle of the ledge, proceed to the corner at the end and turn around. A door will have opened in the structure, revealing a skull switch. Press it, and the wall at the end of the ledge will lower. Go into the area and turn right. You will now be on a walkway that leads to the first teleporter. Past the middle part of the walkway, a couple of barred windows will be exposed up in front of you. Beware the chaingunners that are able to shoot from behind them.

At the other end of the teleporter, you will be in a small room with an open front. Walk out to find yourself on a very narrow ledge. Walk up it, being very careful not to fall off. Once at the top, go around the corner. Walk up to the square block on the precipice and turn around. A door will have opened in the corner of the room. In the new area, go around the central wall, deal with Hell knights and press the switch in the back. Now go back outside and you will notice the block will have lowered. Make a run out onto the tower and press the switch there. A walkway will slowly rise. Also be aware that two doors containing cacodemons will open in the other two towers around you.

Once the ledge has risen fully, go to the middle one of the three openings. You will now be looking across a pit of lava. Walk across the pit to a skull switch. Hit the switch and run backwards a bit. If done right, you will be on a rising walkway. Go across it and into a second lava pit. Run around the corner to your right and press the skull switch there. It will raise a narrow walkway across a third lava pit. Then go to the opposite end of the current pit and press the other skull switch. Run back a little as you did previously and you will be on a new walkway. Go to the end of it and walk across the third walkway to a room with a switch. Hit it.

Notice that if you could not reach the rising walkways, you can lower them from both sides as lifts. The walkway on the third lava pit will remain solid, but you are able to lower the southern wall of the pit to escape if you fall.

Return to the walkway over the blood lake and go to the door closest to the tower with the switch. Staying on the same floor, walk to the end of the wooden hall and turn around. There will be a skull switch on the wall for you to press. Turn around again to see that a platform has risen. Now, you may either go around the corner and take the stairs up, or simply lower the raised platform by pressing on it as it works as a lift. You can now confront an arch-vile and press the switch up at the northern end of the area. Notice that there is a berserk pack behind the switch bar. After the switch has been pressed, go halfway down the stairs and turn left. Go across the new walkway into a small chamber and press the switch in there.

Make yet another return to the forking walkway. Proceed to the third opening at the end of the walkway. Once inside, open the door. There will be a round wooden structure in the middle of a little loop. A baron of Hell guards the area and can utilize invisible monster teleporters. They allow him to appear behind you so be on the lookout for his attacks. The western wall of the structure has scratches on it. It is actually a door. Go in and take the teleporter.

You will now be in a relatively large room with a set of wide, shallow steps in front of you. If you play on Ultra-Violence or higher, the arrival to the new area will be considerably intense as two revenants will attack as soon as you have appeared. In addition, there are a lot of zombiemen in the room, but you may actually use them as cover from the revenants' missiles if you have enough health to bear rifle shots for a moment.

Walk up to find three ledges on a pool of lava. Run onto the one farthest to your right, but rather than proceeding, turn yet right. You will see an tower-like structure with a satyr switch. Run to it and press the switch. Travel to an upper floor with the nearby lift and jump back to the room with the ledges. The next routine works for both the far left and the middle ledge, and the order does not matter. Run onto the end of a ledge, being careful not to fall off, and press the switch that is found. Now, go back to the start of the ledge. Drop into the lava and quickly take the lift at the northern corner of the pit to get back up. Once both ledges have been done, go back onto the one on the far right. Run across the gap near the end and take the teleporter.

You have finally reached the section in the middle of the lake of blood and will be at the base of a winding stairway. Go up, again being careful not to fall off. Once at the top, run quickly past the pit at the center of a platform. It will rise, revealing a monster that may be a mancubus or a cyberdemon, depending on your difficulty level. Whether you choose evading or killing the monster, run to the red square pit at the far end of the platform to proceed to the final level of the game.

Secrets

Official

There are no official secrets in this level.

Non-official

  1. At the same place where you find the first teleporter behind a backpack, there is a building just east of it, which contains a hideout for chaingunners. Instead of entering the aforementioned teleporter, drop down to the blood below and enter through the opening at the northwestern side of the building. At the northeast corner inside, there is another teleporter. It warps you to the corridor where the chaingunners could shoot at you. Grab the plasma gun, turn around and use the teleporter through which you came. You will find yourself in the otherwise inaccessible C-shaped ledge at the southwestern end of the map with four energy cell packs.

Areas / screenshots

Speedrunning

Routes and tricks

Current records

The Compet-n records for the map are:

Run Time Player Date File Notes
UV speed 01:38 Laurent Sebellin (Squonk) 2008-05-02 lv29-138.zip
NM speed 01:57 Drew DeVore (stx-Vile) 2002-07-25 nm29-157.zip
UV max 04:05 Drew DeVore (stx-Vile) 2003-05-15 lv29-405.zip
UV -fast 05:25 Radek Pecka 2002-09-02 fa29-525.zip
UV -respawn 02:56 Ian Sutton 1999-10-24 re29-256.zip
UV Tyson 18:54 Jim Leonard (Xit Vono) 2003-02-01 ty291854.zip
UV pacifist 02:14 Artem Safronov (SAV88) 2007-09-30 pa29-214.zip

The data was last verified in its entirety on July 5, 2020.

Deathmatch

Player spawns

This level contains four spawn points:

  1. facing west. (thing 264)
  2. facing south-west. (thing 265)
  3. facing south. (thing 266)
  4. facing south-east. (thing 267)

Statistics

Map data

Things 276
Vertices 1180*
Linedefs 1152
Sidedefs 1653
Sectors 205
* The vertex count without the effect of node building is 948.

Things

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

Trivia

  • MAP29 is the only level in Doom II to include fast moving rising floors (linedef types 129-132). The two instances (linedefs 583 and 655 with type 131) are skull switches which raise walkways (sectors 136 and 155) in the wooden hall where the arch-vile lurks.
  • The official French name of this level is La Limite.

External links