Difference between revisions of "MAP32: The Hard Way (BTSX-E1)"

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{{BTSX-E1 24-32}}
 
{{BTSX-E1 24-32}}
 
{{map|slot=MAP32|name=Hard Way (BTSX-E1)}}
 
{{map|slot=MAP32|name=Hard Way (BTSX-E1)}}
{{level stub}}
 
 
'''MAP32: The Hard Way''' is the super secret level of the first episode of [[Back to Saturn X]]. It was designed by [[Paul DeBruyne (skillsaw)]], and uses the music track "Atomic" by [[James Paddock]]. The [[par time]] defined in [[MAPINFO]] is 2:30. {{add-on name|The Terror Of Maniac High}}
 
'''MAP32: The Hard Way''' is the super secret level of the first episode of [[Back to Saturn X]]. It was designed by [[Paul DeBruyne (skillsaw)]], and uses the music track "Atomic" by [[James Paddock]]. The [[par time]] defined in [[MAPINFO]] is 2:30. {{add-on name|The Terror Of Maniac High}}
  
Completing the level will take the player to [[MAP16: Get Out Of My Stations II (BTSX-E1)|MAP16: Get Out Of My Stations II]].
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Completing the level will take the player to {{maplinkgen|MAP16|Get Out Of My Stations II|BTSX-E1}}.
  
 
== Walkthrough ==
 
== Walkthrough ==
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===Essentials===
 
===Essentials===
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To exit this level you will first need to collect either the blue or yellow [[key]]s, which will allow you to reach the red key that opens the exit.
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====Blue and yellow keys====
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To get the blue key, turn right as the level starts and head outside to face [[zombiemen]], [[imp]]s, [[chaingunner]]s and a [[mancubus]] on a nearby ledge. Follow the ledge north into the next building and go straight forward until you pass between two [[switch]]es, then flip the switch on the east wall to lower a lift next to it and ride this up to the next floor. Run north-east past some more imps and zombies to a structure with metal columns and take the blue keycard sitting by the east wall; taking it will reveal two [[pain elemental]]s behind you.
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To get the yellow key, head straight forward from the start, through a collection of [[weapon]]s and large [[ammo]] pickups, to an outdoor area with imps, [[demon]]s, zombies and one or two mancubi. Head west to a curved staircase and go to the top, then turn left and head straight forward to a switch; flipping it will open a door at ground level but will also release imps and a [[revenant]] behind you as well as [[cacodemon]]s ahead. Go back down to ground level and follow the fence east and south to the door you just opened, which leads to a dark hallway, then follow this past [[spectre]]s and a mancubus to another door. Go through and take the [[plasma gun]] in front of you before walking north-east to the yellow keycard - taking it will release several [[Baron of Hell|barons of Hell]] behind you as well as allowing imps to teleport in.
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====Red key and exit====
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With either the blue or yellow keys, return to the start and head south-east through a hallway overlooked by imps to see two locked doors on your left. Open either door and head straight forward towards a mancubus, noting the imps and revenants that are released to your right, until you reach a [[UAC]] logo on the north wall then go west into a low tunnel (the steps here lead down to a [[supercharge]]). Follow the tunnel north past some imps until you see a locked door on your left, then head north-east to drop into a water trench and go round the next corner to confront a [[spiderdemon]]. Fight past this enemy to get to an open area with more imps then head up the steps on the north side to find a mancubus guarding a switch, which you can flip to raise a set of steps behind you. Go up the steps and slay two [[arch-vile]]s that are released from the tower ahead, then run through the tower to leap over a brown wall and land on a lawn below with another mancubus, as well as [[Hell knight]]s, imps, revenants and more mancubi waiting in a chamber to the east.
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Head up the steps in the north-west corner to dispose of an [[arachnotron]] and revenant blocking your path, then run north over the revenant's platform to land in an enclosed area where you will be ambushed by zombiemen, cacodemons, a pain elemental and imps (or revenants on Hurt Me Plenty [[Skill level#Doom and Doom II skill levels|skill level]] or higher). Head west up some large steps, then run across another square platform at the top to leap over the water trench you walked through earlier, landing in a pit where imps, demons and knights will be released. Flip the switch behind the knights to open a nearby door and release three revenants, then go up the steps here to collect the red keycard. From here you should run south to drop down a ledge (an arch-vile will be waiting here if you have not alerted it previously), then look east to see the exit door.
  
 
===Other points of interest===
 
===Other points of interest===
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From the start, head down the steps on your left then run west to find a [[megasphere]] on a small island.
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A [[BFG9000]] can be found in the south-east area of the level, guarded by mancubi, barons and knights (the staircases leading down to this area [[Linedef#Linedef flags|block sound]], so you can stand behind the stairs and get some free rocket shots in). Taking the BFG will release one or two [[cyberdemon]]s that you will have to get past to find a switch which opens two more chambers containing mancubi and arachnotrons; there is another switch in the arachnotrons' chamber that you must flip to escape.
  
 
===Secrets===
 
===Secrets===
# '''Sector 137''': Near the Blue Key, turn around and follow the outer brown wall to an opening. Inside is an [[energy cell pack]].
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# Near the start, past the imps and zombies near the large fans, is a lift that lowers as you pass nearby. Ride the lift up to reach the [[berserk]] pack. ('''sector 428''')
# '''Sector 428''': Near the start, past the imps and zombies near the large fans, is an elevator that lowers as you pass nearby. Ride the elevator up to reach the [[berserk]] pack.
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# After getting the blue key, follow the outer wall north and west to an opening. Inside is an [[energy cell pack]]. ('''sector 137''')
# '''Sector 432''': In the pitch-dark hallway, right before the [[plasma gun]], a hidden wall will lower as you pass into the courtyard. Run back into the dark hallway and enter the hidden room to find a [[soulsphere]].
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# In the dark hallway leading to the yellow key, a hidden wall will lower as you approach the west door. Run back to the east wall and enter the alcove before it shuts to find a supercharge. ('''sector 432''')
  
 
===Bugs===
 
===Bugs===
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[[Category:Levels with extra monsters in co-op]]
 
[[Category:Levels with extra monsters in co-op]]
 
[[Category:Levels with extra equipment in co-op]]
 
[[Category:Levels with extra equipment in co-op]]
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[[Category:Levels with optional keys]]
 
[[Category:Secret levels]]
 
[[Category:Secret levels]]

Revision as of 16:20, 30 December 2022

Back to Saturn X E1 maps 24-25 & 31-32

01 02 03 04 05 06 07 08
09 10 11 12 13 14 15 16
17 18 19 20 21 22 23
(24 - 25, 31 - 32)

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

MAP32: The Hard Way is the super secret level of the first episode of Back to Saturn X. It was designed by Paul DeBruyne (skillsaw), and uses the music track "Atomic" by James Paddock. The par time defined in MAPINFO is 2:30. In the official add-on version, this level's name is The Terror Of Maniac High.

Completing the level will take the player to MAP16: Get Out Of My Stations II.

Walkthrough

Map of The Hard Way
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

To exit this level you will first need to collect either the blue or yellow keys, which will allow you to reach the red key that opens the exit.

Blue and yellow keys

To get the blue key, turn right as the level starts and head outside to face zombiemen, imps, chaingunners and a mancubus on a nearby ledge. Follow the ledge north into the next building and go straight forward until you pass between two switches, then flip the switch on the east wall to lower a lift next to it and ride this up to the next floor. Run north-east past some more imps and zombies to a structure with metal columns and take the blue keycard sitting by the east wall; taking it will reveal two pain elementals behind you.

To get the yellow key, head straight forward from the start, through a collection of weapons and large ammo pickups, to an outdoor area with imps, demons, zombies and one or two mancubi. Head west to a curved staircase and go to the top, then turn left and head straight forward to a switch; flipping it will open a door at ground level but will also release imps and a revenant behind you as well as cacodemons ahead. Go back down to ground level and follow the fence east and south to the door you just opened, which leads to a dark hallway, then follow this past spectres and a mancubus to another door. Go through and take the plasma gun in front of you before walking north-east to the yellow keycard - taking it will release several barons of Hell behind you as well as allowing imps to teleport in.

Red key and exit

With either the blue or yellow keys, return to the start and head south-east through a hallway overlooked by imps to see two locked doors on your left. Open either door and head straight forward towards a mancubus, noting the imps and revenants that are released to your right, until you reach a UAC logo on the north wall then go west into a low tunnel (the steps here lead down to a supercharge). Follow the tunnel north past some imps until you see a locked door on your left, then head north-east to drop into a water trench and go round the next corner to confront a spiderdemon. Fight past this enemy to get to an open area with more imps then head up the steps on the north side to find a mancubus guarding a switch, which you can flip to raise a set of steps behind you. Go up the steps and slay two arch-viles that are released from the tower ahead, then run through the tower to leap over a brown wall and land on a lawn below with another mancubus, as well as Hell knights, imps, revenants and more mancubi waiting in a chamber to the east.

Head up the steps in the north-west corner to dispose of an arachnotron and revenant blocking your path, then run north over the revenant's platform to land in an enclosed area where you will be ambushed by zombiemen, cacodemons, a pain elemental and imps (or revenants on Hurt Me Plenty skill level or higher). Head west up some large steps, then run across another square platform at the top to leap over the water trench you walked through earlier, landing in a pit where imps, demons and knights will be released. Flip the switch behind the knights to open a nearby door and release three revenants, then go up the steps here to collect the red keycard. From here you should run south to drop down a ledge (an arch-vile will be waiting here if you have not alerted it previously), then look east to see the exit door.

Other points of interest

From the start, head down the steps on your left then run west to find a megasphere on a small island.

A BFG9000 can be found in the south-east area of the level, guarded by mancubi, barons and knights (the staircases leading down to this area block sound, so you can stand behind the stairs and get some free rocket shots in). Taking the BFG will release one or two cyberdemons that you will have to get past to find a switch which opens two more chambers containing mancubi and arachnotrons; there is another switch in the arachnotrons' chamber that you must flip to escape.

Secrets

  1. Near the start, past the imps and zombies near the large fans, is a lift that lowers as you pass nearby. Ride the lift up to reach the berserk pack. (sector 428)
  2. After getting the blue key, follow the outer wall north and west to an opening. Inside is an energy cell pack. (sector 137)
  3. In the dark hallway leading to the yellow key, a hidden wall will lower as you approach the west door. Run back to the east wall and enter the alcove before it shuts to find a supercharge. (sector 432)

Bugs

Areas / screenshots

Speedrunning

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 6:04.57 Poncho 2019-04-26 b132-604.zip
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist
NoMo 0:35.23 Sayeth 2021-03-11 b132o035.zip

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

Statistics

Map data

Things 674
Vertices 3239*
Linedefs 3505
Sidedefs 5309
Sectors 714
* The vertex count without the effect of node building is 2713.

Things

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

Technical information

Inspiration and development

Trivia

External links