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== Trivia ==
 
== Trivia ==
This level be good.
 
  
 
== See also ==
 
== See also ==

Revision as of 22:19, 23 September 2018

The Interdiction Zone
Add a screenshot and caption
Author Jim Flynn
Port Vanilla Doom
IWAD Doom II
Year 1994
Link Doomworld/idgames
This level occupies the map slot MAP07. For other maps which occupy this slot, see Category:MAP07.
Under construction icon-yellow.svgThis article about a map is a stub. Please help the Doom Wiki by adding to it.

The Interdiction Zone is a single-level PWAD for Doom II. It was designed by Jim Flynn in 1994.

Walkthrough

Map of The Interdiction Zone
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

Other points of interest

Secrets

  1. The sector near the start with the backpack whose floor is raised to allow access to the teleporter out of the first part of the level counts as a secret and is impossible to miss. (sector 20)
  2. The sector opposite #1, which contains the switch that raises #1, counts as a secret and is impossible to miss. (sector 21)
  3. The front part of the room with the switch which lowers the initial lift (allowing access to #2) counts as a secret and is impossible to miss. (sector 32)
  4. The sector with the rocket launcher in the south-west counts as secret and is impossible to miss (entering it opens up #3). (sector 57)
  5. After going through the teleporter in #1, you will climb some stairs then jump through one of several windows to reach the large central area. There are two circular platforms in the water here - the steps surrounding them can be raised by pressing a switch in the centre of the water. Stepping onto the steps activates crushing ceilings on the platforms - however, when you reach the top of the steps, the ceilings will stop crushing. Both platforms contain energy cell packs, and both count as secrets. (sector 125)
  6. See #5. (sector 163)
  7. To get the red key it is necessary to jump from a narrow ledge that lowers as a lift. From this ledge it is possible to reach an energy cell pack to the south. (sector 256)
  8. The blue key room, which can be opened by pressing a switch, entering the opened room, grabbing a nearby health bonus, pressing the switch again, then shooting the revealed wall, counts as a secret and is impossible to miss. (sector 216)
  9. At the top of the staircase leading down to the blue key room, there are several booths with stools by them. One of these stools is blue - walking into its booth opens it up. Walk through the gap - this opens another gap two booths further south. Run through this gap - another gap opens up opposite. Run through this gap - two doors open. The one to the north contains a backpack and either a Hell knight (easy and medium skills) or a baron of Hell (hard skill). (sector 372)
  10. Go through the other door opened up by opening up #9. You will be in a room with several bookcases. Going into the first, third or fifth aisles opens up an area with several demons and a medikit. (sector 294)
  11. Entering #10 closes the door to the room and opens up a room to the west containing a soul sphere and two arachnotrons (three on hard skill). A section of wall in #10 juts out slightly - it is a fake wall, leading, via several doors that open on approach, to an area south of the area with the booths (this area is also accessible by lowering a section of the barrier manually). This areas contains two platforms, one with a health bonus on it, that can be climbed onto. The wall to the south of these is a secret door, leading to two boxes of rockets and an energy cell pack. (sector 347)
  12. After getting the yellow key, press the switch ahead (it requires the blue key). A large door will open in the main central area. Walk from this door onto the arrow-shaped section of floor. The floor ahead will rise, allowing access to the platform with a megasphere. (sector 131)

Bugs

As the floor in secret #1 can only be raised once, it is necessary to press the switch in secret #2 then run to the rising floor in time. If this is not done, then it will be impossible to reach the teleporter and thus impossible to complete the level.

Near to the destination of the teleporter in secret #1 is another teleporter which returns you to the start. For reasons similar to the above, if this teleporter is taken, the level cannot be completed.

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Current records

The records for the map at the Doomed Speed Demos Archive are:

Style Time Player Date File Notes
UV speed
NM speed
UV max
NM100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

Miscellaneous demos

Style Time Player Date File Notes
.zip

Deathmatch

Statistics

Map data

Things 342
Vertices 2099*
Linedefs 2006
Sidedefs 3175
Sectors 424
* The vertex count without the effect of node building is 1638.

Things

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

Technical information

Inspiration and development

Trivia

See also

Sources

External links