MAP06: Steak streak (Doomworld Mega Project 2013)

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DMP 2013 maps
DMP2013B 01-13
This level occupies the map slot MAP06. For other maps which occupy this slot, see Category:MAP06.

MAP06: Steak streak is the sixth map in the DMP2013B.wad mapset of Doomworld Mega Project 2013. It was designed by Ilya Lazarev (joe-ilya) and uses the music track "Deep into the Code," originally composed by Robert Prince for Doom.

Walkthrough[edit]

Map of Steak streak
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 down the catwalk, grab the ammo from the pedestal and open the door. Go behind the fountain and push the switch to open the left door, step into the courtyard, grab the chaingun in the skull pit and creep into the cave that leads to a prison cell. Go through the Shawshank-esque carpet on the wall (only visible from inside the cell), get out of the cell into the main corridor then climb the stairs to push a switch that indicates that stairs have been raised somewhere. Backtrack to the courtyard to climb the new stairs that lead onto the wall, get there and run into the little flesh alcove with a sunken switch in the lava.

Push the button to raise the metal pedestal, get back onto the wall and proceed to run onto said pedestal and run through the damaging little tunnel crack and through to the other side of the wall. Take the rocket launcher from the pedestal of teeth and lower the two metallic bars to get into a flesh cave. Turn left and get upstairs to push a switch behind a red rock, the switch opens up the door in the cave. Behind the door, push a switch that raises a metallic block behind it indicating that the nearby tall metal bar between this flesh cave and the outside area has been made taller. Ride up the metal bar and push the button, it reveals another metallic lift to the far side in this outdoors area. Get up there and maneuver above the catwalks and run into the teleporter at the end. Quickly run through the blood river, take the yellow skullkey on the face pedestal and rush back to the cliff.

Run into the armor bonus that leads to the starting area and quickly go into the teleporter in the lava. Climb down the catwalk, open the door and then head through the yellow door behind it. Get up the left lift and push the switch above the damaging live wire. It opens the door below, head into the room it leads to. Turn right to push the switch that lowers a chunk of flesh at the opposing side of the hallway. Go there and climb upstairs to push a switch that lowers another chunk of flesh in front of it. Get behind that chunk of flesh and flip a switch that opens up a new area, get behind the switch you just pressed and push the button that lowers a lift in front of it. Get up the lift and push yet another button that lowers a wooden corner below the edge you were standing on. Get into the room it revealed and push another button that lowers the silver bars in front of it. Get behind the silver bars and ride the lift.

To the right there is a green marble brick with an antenna (it is an indicator towards a switch later on). Turn left and get into the far cave and drop down from the metal bar and open the door. Get behind it and turn right to push a button in the lava pit that opens a white rock near the door you just went through. Get into the new room it opened up and climb up the metal lift, head towards the switch that then reveals a trap behind it that has another switch in it. It lowers the green marble brick with the antenna you saw not too long ago.

Get back to it and open the door to the left that leads you to a little lobby, turn left towards the rock band. There is a switch there behind a wall near the bass guitar (the one on the right). Open its eye, it will lower the red skull key behind the changing room to the opposite side of the room. Take it and backtrack a little to the red door behind the marble antenna brick. Go down the winding tunnel and head towards the lava river.

Other points of interest[edit]

Past the yellow door, you can eat the steak by pressing 'use' in front of it, it will grant you a berserk pack.

Secrets[edit]

  1. At the starting area, run from the catwalk across the red rock border and onto the ⅃-shaped chunk of stone that has seemingly been taken up out of the floor. A part of the parapets (sector 77) next to the door will lower. The soul sphere above it is unobtainable under normal circumstances, see the Bugs section.
  2. In the west courtyard with parapets on the north and south sides is a tall metal pillar with a teleporter on top. To get to it, run from the north parapets onto the teleporter. It leads you to a locked prison cell and a plasma gun with some ammo for it. (sector 442)

Bugs[edit]

The soul sphere in secret #1 is normally impossible to obtain, as its north edge rests slightly on the wall behind the parapet piece, making it stuck out of reach. Only ports that support item sliding, like MBF and ZDoom, make the item slide off the wall piece and onto the descending parapet so that it can be obtained.

The metal bar lift (sector 144) that can be lowered to access the east flesh cave needs to be made taller by the button in the north of that flesh cave in order for it to be able to lift a player up to the high ledge. The button that makes it taller will permanently fail to do so if the bar is already lowered at the time the button is pressed. The floor that lowers inside the flesh cave probably does so precisely to stop the player from lowering the bar and then pressing the button too fast. Unfortunately, this safeguard is ineffective in multiplayer, where one player can lower the bar, and another can press the button, resulting in the bar permanently failing to get taller and the map being broken.

Running into the small wedge space at linedef 1912 results in the player getting stuck.

When the lift (sector 36) to the north is lowered, some shells (thing 313) will snap up to the height of the lift and stay there, appearing to float in the air when the lift rises out of the floor.

Demo files[edit]

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

You can squeeze glide between the yellow flesh and the red parapet in the west courtyard (near linedef 33), as a shortcut to get the yellow skullkey and back to the yellow door, instead of raising the metal pedestal. A less effective trick to get the yellow skull key would be to carefully run from the parapet into the hole in the wall inside the courtyard that the pedestal otherwise would have helped you get to.

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 January 24, 2022.

Statistics[edit]

Map data[edit]

Things 472
Vertices 2125*
Linedefs 2117
Sidedefs 3429
Sectors 469

* The vertex count without the effect of node building is 1692.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

The map is influenced by the hellish environments of the Inferno episode from Doom, and parts of the Earth environments from Doom II.

The map itself was made via Doom Builder 2, TimeOfDeath later pasted his Sky Transfer smiley outside the map so that the hellish sky will only show up on this particular level, as this was first submitted for the MAP21 slot.

Trivia[edit]

  • The walk-through carpet on the wall in the prison is a reference to the escape from the movie The Shawshank Redemption.
  • This is Joe-ilya's first map accepted into a Community Project.
  • There is a John Romero head in one of the prison cells as a gag of Bobby Prince being a lawyer.

See also[edit]

Sources[edit]

External links[edit]