E2M4: Med-Labs and Operations (Aliens TC)
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Aliens TC maps |
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E2M4: Med-Labs and Operations is the fourth map of Aliens TC. It was designed by Justin Fisher.
The map's subtitle on the intermission screen is Escape from med-labs. In automap mode, the title is given as E2M4: Med-Labs.
Contents
Walkthrough[edit]
Essentials[edit]
Other points of interest[edit]
Secrets[edit]
- South-east of the yellow key is a twisty path leading to a room with a shotgun and 4 shotgun shells. The north wall of this room is fake, leading to a room with a switch. Pressing the switch raises you to a platform with a smart gun, a medikit, and (on easy skill) a stimpack. (sector 132)
Bugs[edit]
At the start and at one spot in the vents, xenomorphs are supposed to drop down from a height to attack. In the vanilla Doom engine, the xenomorphs that drop down towards the north or east are broken (things 1, 2, 8, 23), leaving them hanging on a ledge where they are impossible to reach, except by killing them with blast damage from below using the explosive weaponry present on this map.
- The mechanism that makes a xenomorph drop down is an explosion on its ledge causing the xenomorph to take blast damage and knockback momentum in the dropoff's direction.
- In the vanilla Doom engine, monsters with momentum cannot move onto a position where they would be hanging off a ledge—in essence, the xenomorphs refusing to move while on the ledge are correct according to the engine design, and the ones successfully moving and dropping down to fight the player are experiencing a bug; the code that applies momentum on a position on a given tic to get a new position on the next tic (P_XYMovement) checks in-between positions for finer ledge detection, but neglects to do so in south and west directions, giving them coarser detection. The xenomorphs get knockback that is large enough to avoid ledge detection to the south/west, but the north/east in-between positions result in the ledge being detected, preventing movement. In the Boom engine, monsters can use momentum to slide onto a position on a ledge, meaning the in-between positions cause no stopping.
Demo files[edit]
Areas / screenshots[edit]
Speedrunning[edit]
Routes and tricks[edit]
Current records[edit]
The records for the map at the Doom Speed Demo Archive are:
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
UV speed | 1:19.46 | PowerSlaveAlfons | 2020-11-28 | aliense2m4p119.zip | Cross-listed from Pacifist |
NM speed | |||||
UV max | 5:34.17 | Océan silencieux | 2025-03-27 | alienstce2m4.zip | |
NM 100S | |||||
UV -fast | |||||
UV -respawn | |||||
UV Tyson | |||||
UV pacifist | 1:19.46 | PowerSlaveAlfons | 2020-11-28 | aliense2m4p119.zip |
The data was last verified in its entirety on April 10, 2025.
Deathmatch[edit]
Player spawns[edit]
This level contains fifteen spawn points:
- facing north. (thing 30)
- facing north. (thing 31)
- facing north. (thing 32)
- facing south. (thing 33)
- facing south. (thing 34)
- facing west. (thing 35)
- facing east. (thing 109)
- facing north. (thing 200)
- facing east. (thing 201)
- facing north. (thing 202)
- facing north. (thing 203)
- facing north. (thing 204)
- facing north. (thing 205)
- facing east. (thing 206)
- facing east. (thing 207)
Statistics[edit]
Map data[edit]
Things | 348 |
Vertices | 1307* |
Linedefs | 1506 |
Sidedefs | 2074 |
Sectors | 154 |
Things[edit]
This level contains the following numbers of things per skill level:
Monsters | 1-2 | 3 | 4-5 |
---|---|---|---|
Egg (dormant) | 3 | 1 | 1 |
Egg (hatching) | 5 | 7 | 7 |
Face hugger | 3 | 6 | 7 |
Alien warrior | 6 | 8 | 8 |
Alien drone | 12 | 23 | 30 |
Alien warrior (exploding) | 9 | 9 | 12 |
Powerups | 1-2 | 3 | 4-5 |
Armor | 2 | 2 | 2 |
Armor bonus | 5 | 5 | 5 |
Medikit | 7 | 4 | 1 |
Stimpack | 10 | 12 | 10 |
Weapons | 1-2 | 3 | 4-5 |
Shotgun | 2 | 2 | 2 |
Pulse gun | 2 | 2 | 2 |
Smart-gun | 1 | 1 | 1 |
Ammunition | 1-2 | 3 | 4-5 |
Clip | 13 | 16 | 16 |
Box of bullets | 3 | 1 | 0 |
4 shotgun shells | 8 | 10 | 7 |
Box of shotgun shells | 1 | 0 | 0 |
Grenade | 1 | 1 | 1 |
Battery pack | 1 | 1 | 1 |
Keys | 1-2 | 3 | 4-5 |
Red keycard | 1 | 1 | 1 |
Yellow keycard | 1 | 1 | 1 |