MAP03 (Suspended in Dusk)

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Suspended in Dusk maps
This level occupies the map slot MAP03. For other maps which occupy this slot, see Category:MAP03.

This is the third map of Suspended in Dusk. It was designed by Esa Repo (Espi) and uses the music track "Waltz of the Demons".

Walkthrough[edit]

Map of MAP03
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]

Through this hallway you will find a fork with a dead marine and a shotgun. Head left (east) and take the door you can open. In here is a terminal that, if you press it, will cause barrels to explode in a teleport closet far off. You may hit it now if you want. Otherwise head down the other path in the fork to the room with teleport pads. Climb the stairs to the south. There is a red door here, remember it for later, then head all the way west. There is another red door at the end here, which leads to the exit. North from here is a walkway to a main terminal with three different terminals to press. The one on the left requires the blue key, so press the other two to open the north and east doors in this room. Now backtrack to the room with the teleport pads and take the west door outside. If you go south here, you could find some supplies, but make sure to go through the open door here to the big room and then north through the other open door. Use the lift here, and in the next area, you have three choices of travel. Pick either one going north, and go east from there. If you keep going east, you will find a few barriers to open, so go south from there, following the path all the way around to a switch which opens the barriers. Along the way you may find a blue door. Now go back to where the barriers were and through them, head north. You will see the blue keycard up above. Head for the stairs to the left, following the path until you reach the blue key. Be prepared for a lot of monsters coming from the teleport pads when you leave however. Now head through the blue door you passed earlier and you will appear back outside. Head back to the main terminal, taking out a few new monsters along the way if necessary, then press the blue terminal to open the west door in the big room. Go all the way back here and through the door now. Through these hallways, find an opening to the west and follow this path. You may catch a glimpse of a courtyard as you do so. Go south, then west through the long hall, then north to a door to open. Go down the steps here and use the lift. Once up, head left and through the next door to the room full of barrels. Heading west from there, you will find two paths to the north. Take the right path, following it all the way until you find a switch.

Now return to the big hallway, the one you before the room where you used the lift, and take the small door to the west. Head down this hall, to the metal vents with spectres crawling around it. Go all the way west and north through it. In the light gray room, press on the western terminal to open the nearby door, then go through outdoor passage here. Go eastward as much as you can till a door leading south. Through here, use the lift to find a plasma gun and the yellow keycard. At the top is an arch-vile and two yellow doors. Take the one on your right and exit this area heading back to the teleport pads close to the beginning. There should be a yellow door to the east here, leading to a big room. Go here and approach the lift to the north for it to lower. Through the next passage you should see another big room, enter this and head northeast through the small passage. Keep going all the way down this passage until you find the red keycard, then go back to the big room you were previously in. You can open the red door here to find a few supplies if you like, but otherwise, take the lift up again to the other big room just behind the yellow door. In this big room, take the red door to the southeast. Follow this passage all the way to the next red door. You will appear near the teleport pads near the beginning once again. From here, just head west to the final red door and exit.

Other points of interest[edit]

Secrets[edit]

  1. Near the false bridge in the blue key maze, enter a room and use the computer (#4575): it will lower lasers in the room up left the false bridge. Use the switch (#1260), open the room and grab the megasphere.
  2. Near the sewers, down the switch that opens the second door, enter (#8598) the small room and get the chainsaw.
  3. Near the yellow key, lower the bars with a computer in the nearest room and grab four energy cells.
  4. Back on the way to the red key, open the small yellow door, kill the two chaingunners, open (#6067) the hidden door.
  5. And fall down for a berserk pack.

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 19:58.86 vdgg 2010-02-26 sidlmps.zip
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on December 5, 2021.

Deathmatch[edit]

Player spawns[edit]

This level contains eight spawn points:

  1. facing north. (thing 764)
  2. facing east. (thing 765)
  3. facing south. (thing 766)
  4. facing west. (thing 767)
  5. facing west. (thing 768)
  6. facing east. (thing 769)
  7. facing south. (thing 770)
  8. facing north-east. (thing 771)

Statistics[edit]

Map data[edit]

Things 798
Vertices 9505*
Linedefs 10595
Sidedefs 16167
Sectors 1357
* The vertex count without the effect of node building is 8113.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

See also[edit]

Sources[edit]

External links[edit]