Difference between revisions of "MAP32: Caribbean (TNT: Evilution)"

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*If you enter the water behind the door blocked by red skull bars (that are lowered by a switch that doesn't require a Red Key), without having lowered the sky wall first (by running over a trigger in front of the Red Skull key), you will become stuck and unable to progress any further or get back onto the walkway surrounding the structure.
 
*If you enter the water behind the door blocked by red skull bars (that are lowered by a switch that doesn't require a Red Key), without having lowered the sky wall first (by running over a trigger in front of the Red Skull key), you will become stuck and unable to progress any further or get back onto the walkway surrounding the structure.
  
*In the end of the intermission text, it is said that the player can hear "the stomp of a Cyberdemon's iron shoe". This creates a rather humorous end to the level if played on the "I'm Too Young to Die" and "Hey, Not Too Rough" difficulty levels as no Cyberdemon is present at the end.
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*At the end of the [[text screen]] preceding this level, it is said that the player can hear "the stomp of a Cyberdemon's iron shoe". This creates a rather humorous end to the level if played on the "I'm Too Young to Die" and "Hey, Not Too Rough" [[Skill level|difficulty levels]] as a [[Spider Mastermind]] is encountered at the end instead of a Cyberdemon.
  
 
===Screenshots===
 
===Screenshots===

Revision as of 16:39, 16 March 2015

This level occupies the map slot MAP32. For other maps which occupy this slot, see Category:MAP32.
TNT: Evilution secret maps

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Secret maps

MAP32: Caribbean is the second secret map of TNT: Evilution and can be accessed from MAP31. It was designed by Dario Casali and uses the music track "Into Sandy's City" from Doom II.

Strategy

Map of MAP32

Walkthrough

Secrets

Official

  1. Inside the central building of the first area (upstairs), there is a large square room with a vaguely sun-shaped skylight and a soul sphere in the center. Surrounding this room is a narrower hallway. At the west end of the hallway is a wooden wall with a pair of vertical designs carved into it. Open the wall between the designs to reveal a small secret alcove containing a set of shotgun shells, a rocket, two medikits and a backpack.
  2. After getting the yellow skull key in the "sewer" area inside the main building, return to the room where you found the blue skull key. A large area to the east has opened up, letting you get a combat armor vest. Approaching the armor causes another nearby room to open, this one containing an ambush and a switch. Flip the switch, then return outside. Head to the area north of the central building. There are two small "shacks" in the far east and west ends of the water. The eastern one requires the blue skull key to open, but the western one was opened by the switch you just pressed. Inside is a secret cache which includes a BFG.
  3. After crossing over the bridge raised using the blue skull key, an alcove will open back on the opposite side in the wall of the central building.

Non-official

  1. Once inside the large central building, go past chaingunners' cages and turn left. There will be a corridor with a medikit (not on easy skills) and a rocket box sitting at the end. As you make your way to these supplies, a section of wall behind you will lower, releasing a baron of hell (a Hell knight on easy skills). This wall lowers only once, therefore quickly run past the baron into the marble alcove he emerged from and grab a soul sphere inside. Press the demon-faced alcove wall to lower yourself and get out.
  2. Leaving the aforementioned alcove, go east past the entry hallway with the chaingunners' cages. In the next room, turn right and look at the southwest corner that is lightened by a flickering lamp. Push the corner to open a secret cache containing a backpack.
  3. At the very end of the map, you must enter a green-stoned den to activate a skull switch that releases the cyberdemon and his comrades. One of the walls inside the den (the one where some Revenants come from) is a fake, it hides a small room containing a Megasphere.

Bugs

  • If you enter the water behind the door blocked by red skull bars (that are lowered by a switch that doesn't require a Red Key), without having lowered the sky wall first (by running over a trigger in front of the Red Skull key), you will become stuck and unable to progress any further or get back onto the walkway surrounding the structure.
  • At the end of the text screen preceding this level, it is said that the player can hear "the stomp of a Cyberdemon's iron shoe". This creates a rather humorous end to the level if played on the "I'm Too Young to Die" and "Hey, Not Too Rough" difficulty levels as a Spider Mastermind is encountered at the end instead of a Cyberdemon.

Screenshots

Speedrunning

Routes and tricks

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 01:56 Jim Leonard (Xit Vono) 2003-03-16 ev32-156.zip
NM speed 04:03 Jim Leonard (Xit Vono) 2002-09-08 tn32-403.zip
UV max 04:33 Radek Pecka 2004-08-19 ev32-433.zip
NM100S 05:11 Jim Leonard (Xit Vono) 2002-09-08 es32-511.zip
UV -fast 06:27 Chris Ratcliff (Ryback) 2001-10-29 ef32-627.zip
UV -respawn 05:22 Chris Ratcliff (Ryback) 2001-10-29 er32-522.zip
UV Tyson
UV pacifist 03:42 Drew DeVore (stx-Vile) 2003-04-26 ep32-342.zip

The data was last verified in its entirety on May 27, 2013.

Statistics

Map data

Things 506
Vertices 1579*
Linedefs 1600
Sidedefs 949
Sectors 256
* The vertex count without the effect of node building is 1334.

Things

Monsters ITYTD and HNTR HMP UV and NM
Spider Masterminds 1 0 0
Sergeants 24 31 31
Cyberdemons 0 1 1
Spectres 2 3 5
Imps 8 12 12
Demons 0 3 3
Barons of Hell 2 3 2
Troopers 0 3 3
Arch-Viles 0 2 3
Pain Elementals 1 3 3
Chaingunners 11 25 35
Revenants 11 21 30
Mancubi 4 8 15
Arachnotrons 0 1 1
Hell Knights 7 9 9
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 2 2 2
Stim packs 0 3 3
Medikits 22 27 29
Soul spheres 2 2 2
Health bonuses 29 29 29
Green armors 0 1 1
Blue armors 2 3 3
Invisibilities 2 2 2
Megasphere 1 1 1
Weapons ITYTD and HNTR HMP UV and NM
Shotguns 1 1 1
Rocket launchers 2 2 2
Plasma guns 1 1 1
BFG 9000s 1 1 1
Super shotguns 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Bulk Cells 6 1 1
Shells 4 4 4
Rockets 1 1 1
Rocket boxes 10 33 36
Shell boxes 6 14 14
Keys ITYTD and HNTR HMP UV and NM
Red skulls 1 1 1
Yellow skulls 1 1 1
Blue skulls 1 1 1
Barrels ITYTD and HNTR HMP UV and NM
Exploding barrels 84 84 84

External links