MAP01: Shadow Port (BTSX-E2)

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This level occupies the map slot MAP01. For other maps which occupy this slot, see Category:MAP01.

MAP01: Shadow Port is the first map of the second episode of Back to Saturn X. It was designed by Josh Sealy (Joshy), Sarah Mancuso (esselfortium), and Boris Klimeš (dew), and uses the music track "Alien Jungle," composed by Stuart Rynn (stewboy). In the official add-on version, this level's name is The Blinding Dark.

Shadow Port was featured in Doomworld's Top 100 Most Memorable Maps, placing 53rd.

Walkthrough[edit]

Map of Shadow Port
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[edit]

Climb up the steps to a berserk pack and use it to kill some approaching demons, then head south through a tall archway and continue on until you go down some more steps to a storage yard with imps. Walk past the crates to another archway and step through it to a second storage area, then climb up the steps at the west end to enter a vent shaft and follow it north and east until you can climb out. You are now in the room at the center of the map - leave through the south-west doorway to confront a chaingunner and cacodemon, then go up the steps and approach the lift in front of you to lower it. Ride the lift up then head straight forward past a demon to the end of the hallway, where you will find an arrow button that activates another lift leading down to an area with two water spouts. Dispose of any monsters in this area, including a Hell knight on Hurt Me Plenty (HMP) skill level or higher, flip the switch in the center of the east wall then head round to a teleporter that has opened in the north-west corner.

The teleporter will send you back to the central room. Climb the steps and run across a gap in the bridge ahead, then go round the corner to enter a water pool with a moving column guarded by some imps, zombies and lost souls. Duck through an opening on your right to enter the neighboring pool. Activate the lift in the north wall to get up to the surrounding walkway, then head round to the door in the south-east corner and open it to find imps and zombies and/or revenants guarding the yellow keycard. From the yellow key, drop into the pool below and destroy a couple of lost souls that teleport in, then use the lift in the south-east corner to get up to a yellow key door and open it to confront a shotgun guy. Leave the room through the doorway in the south-west corner and go to the end of the long bridge ahead to find a lift leading down; watch out for a cacodemon that teleports in to block your path when you reach the lift.

Ride the lift down and dodge a waiting revenant, then follow the path to a dock with some imps, demons and zombiemen. Board the "Visplane Overflow" ship and enter the building on the east side, then follow the hallway up some steps to the top deck where a revenant guards the red keycard. go back down to the main deck, where a revenant and cacodemon have teleported in, then head back to the yellow key door (passing some zombies and imps that have been released in the bridge area) and go through it to get back to the pool on the east side of the map. Open the red key door here and slay any imps waiting behind it, then press the button just behind the lift to activate a lift that goes up to the overhead walkway. Head north through the next door and go down some steps to find two or three chaingunners protecting the exit door, which has one or two demons behind it guarding the exit switch.

Other points of interest[edit]

Halfway along the long vent, you will come to a junction that leads to a chainsaw and a medikit, as well as an armor on HMP or lower.

Secrets[edit]

Official[edit]

  1. When you exit the long vent and reach the center room, go to the ditch on the north side of the room and walk through the waterfall here to find a berserk pack. (sector 120)
  2. In the southwestern-most room, press the green tile in the west wall to reveal a switch in the south-east corner of the room. Flipping the switch will lower a teleporter in the central pool, which leads to an elevated area with a supercharge. (sector 334)
  3. In the room past the yellow key door, strafe-jump over the boxes to the area with the two water spouts. This area houses two stimpacks and a megaarmor (or armor on Ultra-Violence and Nightmare). (sector 633)
  4. On the Visplane Overflow, go up to the second floor of its cabin right before the platform with the red key, then look south to see a small panel that says "LOCK" which you can shoot. This will open a door to your left leading to a small cave in the water below, where you can find a plasma gun and one or two energy cells. (sector 612)

Non-official[edit]

  • Below the yellow key is a door that has the blue keycard behind it. Take the blue key to the deck of the Visplane Overflow and use it to open the south wall of the large containers in the south-west corner (it is slightly recessed). The container holds 15 berserk packs, and entering it will teleport in a demon and one or two knights behind you.

Bugs[edit]

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
NM speed
UV max
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

The (absence of) data was last verified in its entirety on February 21, 2022.

Statistics[edit]

Map data[edit]

Things 728
Vertices 4126*
Linedefs 4602
Sidedefs 6758
Sectors 710
* The vertex count without the effect of node building is 3590.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

  • The "Visplane Overflow" ship is named after the rendering error of the same name.

See also[edit]

Sources[edit]

External links[edit]