MAP06: Collider Complex (Plutonia 2)

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Plutonia 2 maps 01-11

(01 - 11)
12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32 33

This level occupies the map slot MAP06. For other maps which occupy this slot, see Category:MAP06.

MAP06: Collider Complex is the sixth map of Plutonia 2. It was designed by Sam Woodman and Vincent Catalaá, and uses the music track "Sign of Evil" by Robert Prince. The par time defined in MAPINFO is 2:30.

Walkthrough[edit]

Map of Collider Complex
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]

You will start out in a hub, with several weapons and monsters in the corners, and four doors to choose from. Your only choice at the moment is the western door. Grab the super shotgun and get rid of the monsters in this area. The red skull key is in this room, just behind one of the walls (it is close to a corner where there are shotgun shells and chaingunners). Return to the hub and take the red door to the north. Enter and kill the chaingunners to the sides. You can go straight down the stairs, but first take either side door. Both doors lead to symmetrical paths that meet up in a room overlooking a caged area where the blue skull key lies. Grab the plasma gun here and dispatch of any monsters that attack you, then flip the switch and the switch behind it to make the blue key lower. Kill the pain elementals that show up, then go back to the first room and then down the stairs this time. Flip the switch at the bottom then through the bars, going around to get the blue key.

Upon getting the key, head back to the hub, watching out for chaingunners and later revenants. Go through the blue door on the right, killing imps on the terrace and mancubi down the stairs. Keep going east to a room with a lot of supplies, and then up the steps to the light pillar. Run around the pillar and it will lower, but you will fight off a large amount of monsters. When the pillar lowers, collect the yellow skull key and leave the area, returning to the hub to find a cyberdemon. Kill him and take the yellow door to the south, killing the demons and Hell knights you come across. Heading straight south past the nukage fall with the BFG9000 on it, you will find the exit is blocked off. Also, several compartments open up behind you with revenants and mancubi. To the sides of the bars blocking the exit are two teleporters, each leading to one of the revenant compartments, with a switch in both of them. Hit both switches, looking out for teleporting monsters after each one, and the exit should be accessible.

Other points of interest[edit]

In the room with the red skull key, you can get a rocket launcher by going north across the nukage to the outer walkway and following it to a switch. After flipping it, go back down the walkway and across the nukage again to the newly-opened door to find it along with a couple of revenants.

South of the red key room you can open the door to a cargo area with shotgun guys, demons, and a few supplies. If you go west, outside, there will be imps on a ledge, and an arch-vile will teleport in. Following the nukage river down you will find some boxes of ammo and a berserk pack.

In the backwards E-shaped hallway past the blue door with mancubi on it, there are two side paths you can explore. Both have arachnotrons and a teleporter in them. The teleporters take you to the other room on the opposite side. Entering either of these rooms triggers a wall to lower with revenants and a baron of Hell.

Secrets[edit]

  1. After you collect the blue key, compartments in the nukage corridor will open and reveal chaingunners. In the southwestern one, the vines on the southern wall are misaligned. Press this wall to reveal a secret niche containing a megaarmor. (sector 297)
  2. After entering the blue door, take any of the two corridors and descend the stairs. As you leave the last step, you can hear a lift behind you. Run back to the blue door, and enter the passage across from it to find a stash with an energy cell pack, a box of rockets, two medikits, a soul sphere and another megaarmor. (sector 374)
  3. After entering the blue door, take the left (northern) corridor, descend the stairs, make a hairpin turn to the west, and enter the room with the teleporter and the monster closet. Press the demon-faced wall to reveal a switch. Pressing it will open a stairway in the southern teleporter room that leads to a secret room, containing twelve health bonuses, 16 armor bonuses, two backpacks, two energy cell packs and a teleporter back to the starting area. (sector 413)
  4. After passing the yellow door, on the narrow staircase on the western part of the room with the Hell knights, press the wall with the lantern on it to reveal a secret room, containing three rocket boxes, two energy cells, a bulk cell and an invisibility sphere. (sector 332) Press the face on top of the stairs at the northern wall to access the megasphere you saw in the crate depot early in the level.
  5. On the opposite narrow staircase, pressing the wall mirroring the entrance to secret #4 will reveal a teleporter to the nukage fountain in the center of the main room, and the BFG9000 atop it. (sector 81)

Bugs[edit]

There are several armor bonuses that are normally out of reach, making them impossible to obtain without using exploits or the idclip cheat code:

  • In secret #3, the two armor bonuses (things 795 and 796) northwest and southwest of the teleporter are behind a teleport line, and even if the player gets behind it, the height of the teleport pad and its proximity to the walls prevent the player from reaching down to the items placed on the floor below. By using squeeze glides to solve both problems, getting just barely around the teleporter line and not stepping on the pad, these items can be obtained.
  • Four armor bonuses (things 725, 726, 721, 722) in the south teleporter rooms (sector 395) are in an identical situation. These items are also obtained using squeeze glides. The two southernmost bonuses can also be obtained by running with SR50 towards the teleporters, performing a grab.
  • The two raised mancubus alcoves south of the BFG9000 room each have armor bonuses (things 864, 865, 866, 867) meant for deathmatch, but they are not tagged as multiplayer only. These alcoves can be reached by using arch-vile jumps.

On the I'm Too Young To Die and Hey, Not Too Rough difficulties, an arachnotron and revenant (things 885 and 226) meant to spawn on separate difficulties instead both spawn and are stuck.

The teleporter lines at the exit can be walked around (such as between linedefs 3008 and 3027) or skipped, softlocking the player in the southern outside area. This situation can be salvaged by squeeze gliding into the corner between the aforementioned linedefs, causing linedef 3008 to be considered crossed, teleporting the player back. The squeeze glide resulting in a teleport is made possible by the source code function P_PointOnLineSide which has erratic bias for solving situations when a point is precisely on a line. In this case, the player can get exactly on the line using the squeeze glide, resulting in being considered in front, and then move out of that position to cross the teleporter line from the front, causing the teleport.

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 0:14.83 abyrvalg 2009-01-29 p206-014.zip
NM speed 0:27.31 Red-XIII 2013-08-02 p206n027.zip
UV max 9:41.97 blob1024 2012-01-10 p206-941.zip
NM 100S
UV -fast 11:58.20 blob1024 2013-04-17 pl2fastblob.zip
UV -respawn
UV Tyson
UV pacifist 0:24.86 Boris Klimeš (dew) 2009-03-17 p206p024.zip
NoMo 0:19.11 Bredd 2023-02-11 p206o019.zip

The data was last verified in its entirety on February 23, 2023.

Miscellaneous demos[edit]

Run Time Player Date File Notes
UV speed TAS 0:12.60 Hock 2012-07-23 p206x012.zip
First Demo Attempt 27:41 Memfis 2011-02-03 pl2mem06.zip

The data was last verified in its entirety on January 14, 2022.

Deathmatch[edit]

Player spawns[edit]

This level contains twelve spawn points:

  1. facing south-east. (thing 13)
  2. facing south-west. (thing 14)
  3. facing north-west. (thing 15)
  4. facing north-east. (thing 22)
  5. facing north. (thing 159)
  6. facing north. (thing 160)
  7. facing north. (thing 161)
  8. facing east. (thing 162)
  9. facing east. (thing 163)
  10. facing west. (thing 164)
  11. facing west. (thing 165)
  12. facing south. (thing 166)

Statistics[edit]

Map data[edit]

Things 917
Vertices 3770*
Linedefs 3759
Sidedefs 5763
Sectors 457
* The vertex count without the effect of node building is 3012.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

  • During development this map was called Complex.

See also[edit]

Sources[edit]

External links[edit]