MAP06: Comms Station (Doom 2 Reloaded)
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Doom 2 Reloaded maps 01-11 |
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(01 - 11) |
MAP06: Comms Station is the sixth map of Doom 2 Reloaded. It was designed by Andy Stewart (eschdoom). The par time is 8:30.
Contents
Walkthrough[edit]
Essentials[edit]
Go forward into a large cargo area and collect a shotgun, then fight your way east and north until you pass a wire fence - a wall behind the fence will lower and reveal a Hell knight, plus revenants on Hurt Me Plenty (HMP) skill levels. Continue west until you reach a crate with a bright light behind it, then go east to find the exit from the room and walk north until you reach a junction; the north path is locked with the blue key, so run west over a red pad with a super shotgun (do not walk as the pad is highly damaging) until you reach two more doors, one of which requires the yellow key. Open the northern door to reach the comms tower, then climb the spiral steps to the top to find two buttons and press the southern button to raise a lift by the north wall (the western button only raises the antenna). Activate the lift and ride it up, then step off the lift and run forward to the blue keycard; approaching it opens the surrounding walls to reveal various monsters, but this room will also give you cover from an arch-vile that teleports to the tower.
After clearing the ambush, open the blue door in the north-east corner of the room and follow the hallway down two sets of steps; on Ultra-Violence and Nightmare, watch out for another arch-vile appearing from the west as you reach the bottom. Press the button at the junction to lower the lift underneath it, follow the passage south to the yellow keycard, then continue east down some steps (a monster closet will open at the bottom) to the blue door you passed earlier. Go through it and run across the red pads again to reach the yellow door you passed earlier. Open it and kill any waiting zombies, activate the lift in this room and ride it up to the next floor then follow the corridor west to a pair of doorways. Go through either doorway and kill any waiting monsters, including one or two mancubi, then use the lift on the east side of the room to reach the surrounding walkway and follow it round to a button in the north-west corner.
Press the button then go back to the hallway to see that a set of bars have opened, letting you climb the steps behind them to a lift; one or two revenants will teleport to the comms tower at this point. Ride the lift up and approach the door in front of you, which will lower the west wall to reveal imps (or an arachnotron on HMP or higher) guarding a button, then press that button to open the door and go through it. Follow the corridor up another staircase and go round the corner to a button, then press it to raise a platform that connects to another doorway (on HMP or higher, you will see an arch-vile on the comms tower). Go through the next doorway and follow the hallway west and south to a room with a computer terminal, then press the button inside it to open two doorways ahead that lead to the exit teleporter.
Other points of interest[edit]
Secrets[edit]
- In the cargo area at the start, there is a light in the north-west corner which shines on a stack of crates with an impaled human on top. The crate directly south of this stack has a hidden button that lowers a lift holding a backpack. (sector 353)
- On top of the comms tower, press the button to raise the northern lift. As you ride this lift up, look east and time a jump so you land in the window on the north-east side. When you make it, you can claim a supercharge. (sector 63)
- In the south-west room, open the wall with the vent on the south-east side of the room to reenter the cargo area and get a rocket launcher and other items. (sector 230)
- From secret #3, enter the passage to the south and follow the crates you can climb on as you head north-east. When you can, jump from a gray crate just east of the crate tower that stretches to the ceiling down to the gray crate to the north (you can also get secret #1, and then from the top of the lift, jump south-east, but you need to open the yellow door in the map before doing so). On the east side of this crate is an indented part of the crate which you can open. The passage has health bonuses and leads to the fenced area where you can get the plasma gun and energy cell packs. The teleporter here takes you to a megasphere. (sector 254)
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 | 5:50.14 | Qaatar | 2010-11-06 | dd06-550.zip | |
NM 100S | |||||
UV -fast | |||||
UV -respawn | |||||
UV Tyson | |||||
UV pacifist |
The data was last verified in its entirety on January 14, 2022.
Deathmatch[edit]
Player spawns[edit]
This level contains twelve spawn points:
- facing east. (thing 372)
- facing west. (thing 373)
- facing west. (thing 374)
- facing north. (thing 375)
- facing south. (thing 376)
- facing south-west. (thing 377)
- facing west. (thing 378)
- facing north. (thing 379)
- facing north. (thing 380)
- facing north. (thing 381)
- facing west. (thing 382)
- facing west. (thing 383)
Statistics[edit]
Map data[edit]
Things | 454 |
Vertices | 1526* |
Linedefs | 1648 |
Sidedefs | 2476 |
Sectors | 386 |
Things[edit]
This level contains the following numbers of things per skill level:
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