Difference between revisions of "Punisher"

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'''Punisher''' is a single-level [[PWAD]] for [[Doom II]], designed by [[Dario Casali]]. Released in August 1995, it was billed by Casali as "the first EXTREME wad" with "MORE monsters than the ENTIRE Doom2 population". As such, some consider it the first [[slaughter map]].{{cite web|author=[[Boris Klimeš (dew)]]|url={{dwforumsp|1212403}}|publishdate=7 November 2013|accessdate=2 December 2021}} It was also the inspiration for his brother [[Milo Casali|Milo]]'s [[The Plutonia Experiment|Plutonia]] [[MAP32: Go 2 It (The Plutonia Experiment)|map32]].
'''Punisher''' is a single-level [[WAD]] for [[Doom II]], designed by [[Dario Casali]]. Created in August 1995, it was billed by Casali as "the first EXTREME wad" with "MORE monsters than the ENTIRE Doom2 population". As such, it is believed to be the first [[slaughter map]] (although that term may not have existed at the time).<ref>{{dwforumsp|1212403}}</ref> This map was also the inspiration for his brother [[Milo Casali|Milo]]'s [[The Plutonia Experiment|Plutonia]] [[MAP32: Go 2 It (The Plutonia Experiment)|map32]].
 
  
While initially built around {{maplinkgen|MAP01|Entryway|Doom II}}, Punisher extends or adds vast new areas, and large numbers of monsters, as well as the needed weapons and ammo needed to defeat them. The introduction screen shows a picture of the {{wp|Punisher}} comic book character.
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While initially built around {{maplinkgen|MAP01|Entryway|Doom II}}, Punisher extends or adds vast new areas, and large numbers of monsters, as well as the weapons and ammo needed to defeat them. The introduction screen shows a picture of the {{wp|Punisher}} comic book character.
  
== Overview ==
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== Walkthrough ==
 +
[[File:Punisher map.png|thumb|300x300px|Map of Punisher]]
 +
{{Map spots}}
 +
 
 +
=== Overview ===
 
The only safe part of the level is the start. Once the player moves into the room with the two pillars and the pointed "V" stairs and starts fighting the monsters there, the rest of the enemies in the level will be alerted by the player's gunfire, as the map is an open one.
 
The only safe part of the level is the start. Once the player moves into the room with the two pillars and the pointed "V" stairs and starts fighting the monsters there, the rest of the enemies in the level will be alerted by the player's gunfire, as the map is an open one.
  
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In practice, however, the level quickly becomes repetitive, since the player frequently hides behind a wall, popping out to take shots at the monsters, rather than engaging them head on. Usually, there is not enough space and too many monsters for [[circle-strafing]].
 
In practice, however, the level quickly becomes repetitive, since the player frequently hides behind a wall, popping out to take shots at the monsters, rather than engaging them head on. Usually, there is not enough space and too many monsters for [[circle-strafing]].
 
== Walkthrough ==
 
[[File:Punisher map.png|thumb|300x300px|Map of Punisher]]
 
{{Map spots}}
 
 
===Essentials===
 
 
===Other points of interest===
 
  
 
===Secrets===
 
===Secrets===
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===Current records===
 
===Current records===
The records for the map at the [[Doomed Speed Demos Archive]] are:
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The records for the map at the [[Doom Speed Demo Archive]] are:
  
 
{| {{prettytable}}
 
{| {{prettytable}}
!Style||Time||Player||Date||File||Notes
+
! Run !! Time !! Player !! Date !! File !! Notes
 
|-
 
|-
|[[UV speed]]|| || || || ||
+
|[[UV speed]]||1:50.06||{{dsda2user|id=hurricaine_jr|title=Hurricaine Jr.|linkonly=1}}||2021-03-27||{{dsda2ftp|punishr/52189/puns-15006.zip|puns-15006.zip}}||
 
|-
 
|-
|[[NM speed]]|| || || || ||
+
|[[NM speed]]||1:35.71||[[Artem Safronov (SAV88)]]||2012-12-15||{{dsda2ftp|punishr/19434/pu-rn135.zip|pu-rn135.zip}}||Also Reality
 
|-
 
|-
|[[UV max]]|| || || || ||
+
|[[UV max]]||5:38.20||[[Brian Nesser (Anima Zero)]]||2007-10-05||{{dsda2ftp|punishr/19422/pnsh-538.zip|pnsh-538.zip}}||
 
|-
 
|-
|[[NM100S]]|| || || || ||
+
|[[NM 100S]]||1:58.74||{{dsda2user|id=tezur0|title=Tezur0|linkonly=1}}||2021-03-03||{{dsda2ftp|punishr/51627/pnshs158.zip|pnshs158.zip}}||
 
|-
 
|-
|[[UV -fast]]|| || || || ||
+
|[[UV -fast]]||5:25.66||[[Chris Ratcliff (Ryback)]]||2014-06-21||{{dsda2ftp|punishr/19435/pnsh525f.zip|pnsh525f.zip}}||
 
|-
 
|-
|[[UV -respawn]]|| || || || ||
+
|[[UV -respawn]]||12:29.17||{{dsda2user|id=john_cartwright|title=John Cartwright|linkonly=1}}||2004-11-23||{{dsda2ftp|punishr/19438/punisher_12_24.zip|punisher_12_24.zip}}||
 
|-
 
|-
 
|[[UV Tyson]]|| || || || ||
 
|[[UV Tyson]]|| || || || ||
 
|-
 
|-
 
|[[UV pacifist]]|| || || || ||
 
|[[UV pacifist]]|| || || || ||
 +
|-
 +
|[[NoMo]]||1:07.26||{{dsda2user|id=themalaydoomer|title=TheMalayDoomer|linkonly=1}}||2022-04-29||{{dsda2ftp|punishr/62163/punishero-107.zip|punishero-107.zip}}||
 
|}
 
|}
  
===Miscellaneous demos===
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''The data was last verified in its entirety on June 4, 2022.''
{| {{prettytable}}
 
!Style||Time||Player||Date||File||Notes
 
|-
 
| || || || || ||
 
|}
 
  
 
== Deathmatch ==
 
== Deathmatch ==
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|}
 
|}
 
{{col-end}}
 
{{col-end}}
 
== Technical information ==
 
 
== Inspiration and development ==
 
  
 
== Trivia ==
 
== Trivia ==
* The WAD is infamously known for slowing down Intel 486 and Pentium CPUs that could otherwise run Doom well. It fell short of making the list of [[Top 10 Infamous WADs]].
+
* Punisher was known for overwhelming some of the {{wp|Intel 486}} and {{wp|Pentium (original)|Pentium}} CPUs of the mid-1990s, resulting in severe lag. Those same machines could run the official Doom maps without lag.
 
 
== See also ==
 
*
 
 
 
== Sources ==
 
*
 
  
 
== External links ==
 
== External links ==

Revision as of 04:38, 13 August 2022

Punisher
Title screen
Author Dario Casali
Port Vanilla Doom
IWAD Doom II
Year 1995
Link Doomworld/idgames
This level occupies the map slot MAP01. For other maps which occupy this slot, see Category:MAP01.

Punisher is a single-level PWAD for Doom II, designed by Dario Casali. Released in August 1995, it was billed by Casali as "the first EXTREME wad" with "MORE monsters than the ENTIRE Doom2 population". As such, some consider it the first slaughter map.[1] It was also the inspiration for his brother Milo's Plutonia map32.

While initially built around MAP01: Entryway, Punisher extends or adds vast new areas, and large numbers of monsters, as well as the weapons and ammo needed to defeat them. The introduction screen shows a picture of the Punisher comic book character.

Walkthrough

Map of Punisher
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.

Overview

The only safe part of the level is the start. Once the player moves into the room with the two pillars and the pointed "V" stairs and starts fighting the monsters there, the rest of the enemies in the level will be alerted by the player's gunfire, as the map is an open one.

The level is known for places saturated with all one type of monster (either chaingunners, revenants, pain elementals, arachnotrons, mancubi, Hell knights, or barons of Hell. Consequently, this much reduces any hope of relying on monster infighting, though there is plentiful ammo. Only the boss demons, such as the arch-vile, spider mastermind, and cyberdemon appear singly.

In practice, however, the level quickly becomes repetitive, since the player frequently hides behind a wall, popping out to take shots at the monsters, rather than engaging them head on. Usually, there is not enough space and too many monsters for circle-strafing.

Secrets

  1. From the start, head north then east to reach a room with two medikits, three boxes of shotgun shells, and three energy cell packs. (sector 53)
  2. From #1, head west and north through the first door. You will reach a room with two switches - the south-eastern one opens up a door in the north-east leading to a room with a mancubus, three stimpacks, a megasphere, six boxes of rockets and five energy cell packs. (sector 37)
  3. The sector containing the switch which opens up the blue key counts as a secret and is impossible to miss. (sector 8)
  4. From #3, jump down to a grassy area which counts as a secret. (sector 17)

Bugs

The outer area with all of the mancubi around the pool, and the arachnotrons on the upper level, has a design flaw. The cyberdemon at the lower elevation cannot hit enemies above him if he is not far enough away, since his rockets will detonate at the edge of the upper level.

A cyberdemon and spiderdemon are placed within each others' collision boxes, and therefore they are stuck. Killing either will cause the other to be released.

Demo files

The release includes a separate demo file, PUNISHER.LMP, by the author. It requires Doom II v1.9 to be viewed and runs for 22:38.89 (47561 tics), completing the level on Ultra-Violence.

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 1:50.06 Hurricaine Jr. 2021-03-27 puns-15006.zip
NM speed 1:35.71 Artem Safronov (SAV88) 2012-12-15 pu-rn135.zip Also Reality
UV max 5:38.20 Brian Nesser (Anima Zero) 2007-10-05 pnsh-538.zip
NM 100S 1:58.74 Tezur0 2021-03-03 pnshs158.zip
UV -fast 5:25.66 Chris Ratcliff (Ryback) 2014-06-21 pnsh525f.zip
UV -respawn 12:29.17 John Cartwright 2004-11-23 punisher_12_24.zip
UV Tyson
UV pacifist
NoMo 1:07.26 TheMalayDoomer 2022-04-29 punishero-107.zip

The data was last verified in its entirety on June 4, 2022.

Deathmatch

Player spawns

This level contains eight spawn points:

  1. facing south-east. (thing 700)
  2. facing south. (thing 701)
  3. facing south-west. (thing 702)
  4. facing south-east. (thing 703)
  5. facing south-west. (thing 704)
  6. facing south-east. (thing 705)
  7. facing north-west. (thing 706)
  8. facing south. (thing 707)

Statistics

Map data

Things 873
Vertices 779*
Linedefs 753
Sidedefs 1074
Sectors 131
* The vertex count without the effect of node building is 613.

Things

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

Trivia

  • Punisher was known for overwhelming some of the Intel 486 and Pentium CPUs of the mid-1990s, resulting in severe lag. Those same machines could run the official Doom maps without lag.

External links

References

  1. Boris Klimeš (dew) (7 November 2013). Doomworld forums post. Retrieved 2 December 2021.