MAP03: Spirit Drains (Legacy of Rust)
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Legacy of Rust maps |
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The Vulcan Abyss
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Counterfeit Eden |
MAP03: Spirit Drains is the third map in episode The Vulcan Abyss of Legacy of Rust. It was designed by Thomas Carter and uses the music track "Bilge Punks" by Xaser Acheron.
Contents
Walkthrough[edit]
Essentials[edit]
Follow the path down past some zombies until you reach an imp guarding a hole, then drop down the hole to land in the room with the yellow keycard, which is on a raised platform. Go through the east door and drop into the side-chamber, kill all the waiting monsters (along with those waiting behind the north and east walls), then press the button in the northern compartment to release some ghouls and open the way out. Go through the opening in the east wall and follow the path to a button that raises a lift, then go back to the yellow key room and go through the new opening in the west wall to drop into another side-chamber. Press the button at the north end to lower the pillar holding the super shotgun, use it to clear the imps, Hell nobles and other monsters that appear, then press a second button that appears in the south-west corner to raise steps going back up to the yellow key, which you can now collect.
Open the yellow door at the north end to face one to three mancubi (one will teleport behind you), then go through to the next room and press the button at the west end to lower the blocks behind you, revealing another mancubus and ghouls (or an arch-vile on Ultra-Violence (UV) and Nightmare (NM) skill levels). Press a second button behind the mancubus to lower the walls on either side of the first button, then step through and follow the path south and west until you drop into a bright room with health bonuses. Step over the nukage in this room and follow the path east to a button, press it then take the rocket launcher behind you and go west, where a new room has opened. Wait for the column on the west side to open and reveal a button, which will open a door to the north revealing a dark tunnel, then go through that tunnel and climb the steps on the west side of the next cavern. Press the button at the top to raise a bridge from the nukage below which connects to the red keycard.
Press a second button that rises from the floor behind you to get back to the previous cavern, then go through the wall that opens and follow the path to a cave with a round platform; enemies will rise from the floor ahead to ambush you. Open the door behind the platform and destroy one or more banshees, then go through and head north up a staircase to reach the ledge overlooking the red key. Use the bridge to reach the red key, then drop to the floor below and pass through the door that opens in the south-west corner to go back to the health bonus room. Head south through a red door guarded by an arch-vile, kill the monsters in the next room then continue east through another door and press the button at the end of the path to go to the floor above. Blow up the barrels in the next room to kill a mancubus (and revenants on UV and NM), then go up the steps and follow a ledge east to another red door, killing the banshees and ghouls that appear ahead on the way.
Go through the red door and drop into the cavern below, then head south and east to some steps guarded by banshees and drop into a cave with a sludge pool—one or two cacodemons (and a mancubus on Hurt Me Plenty or higher) will rise from it to ambush you. Go up the steps by the west wall and dispose of any monsters that appear at the top, then open the door here and go north to another door which has ghouls waiting behind it. Continue east and south to a set of bars, then go up the nearby staircase and open a door at the top to find a button that will open the bars for you. Go through the bars to drop into a pit with a megasphere (supercharge on HMP or higher), kill the monsters that teleport in then press the button that opens in the north-east corner to raise the floor so you can escape. Head west to another door, passing demons and ghouls that block your path on the way, then go through and continue west to the exit door, which is defended by more ghouls. When you drop into the exit room, the inner walls will lower to reveal two or four vassagos guarding the blue skull key; kill them along with a crowd of zombiemen and one or two arch-viles that teleport in, then use the blue key to open the exit tunnel at the south end of the room.
Other points of interest[edit]
Secrets[edit]
There are no official secrets on this map.
Bugs[edit]
Nukage in this level behaves inconsistently; pools and puddles are sometimes harmless and sometimes not, and then with inconsistent damage numbers.
- The gameplay rule established throughout the level is that pools on the floor easy to step in and out of deal no damage (like those in the middle west (sectors 178, 125) and the small pit in the far west (sector 78)). This rule is broken in the southeast, where floor pools around the walkway (sector 567) deal damage, as well as the small pit before it (sector 594).
- The rule is also broken in the northwest (sector 629) where a small pool deals twice the damage of the aforementioned pools.
- The nukage waterfall plateau in the northwest (sector 92) (just south of the previously mentioned sector) is a more special case; it looks dangerous, but deals no damage.
It is trivial to activate the final battle from the entrance ledge, even by accident while peeking into the room, and then retreat to safety, making it significantly easier than intended. This is because the relevant trigger (linedef 4702) is very close to the ledge.
A door in the east has an invisible trigger line (linedef 960) placed in front of it without the pass use flag, causing it to block use attempts, needing the player need to get closer to the door to use it than would seem necessary and making the door appear unresponsive.
Older versions[edit]
Fixed in the October 3, 2024 update: Two teleporter traps (sectors 1089, 1090) containing monsters intended for the final teleport ambush are not connected to the playable area, so the monsters therein are never woken up. This concerns a total of 36 enemies: 12 zombiemen and 8 imps on all skill levels, with an additional six zombiemen and four imps on hard skills, along with six spectres. The presence of arch-viles in the level, resurrecting enemies, can mask the presence of these sleeping monsters since it is still possible to reach 100% kills in ports that do not dynamically increase the total monster count during the game.
Demo files[edit]
Areas / screenshots[edit]
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Speedrunning[edit]
As this level does not contain official secrets, the NM 100S category is redundant.
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 |
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UV speed | |||||
NM speed | |||||
UV max | |||||
UV -fast | |||||
UV -respawn | |||||
UV Tyson | |||||
UV pacifist |
The (absence of) data was last verified in its entirety on August 11, 2024.
Statistics[edit]
Map data[edit]
Things | 840 |
Vertices | 6999* |
Linedefs | 6830 |
Sidedefs | 10771 |
Sectors | 1102 |
Things[edit]
This level contains the following numbers of things per skill level:
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