MAP08: Frenzy (10 Sectors)

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10 Sectors maps 01-10

(01 - 10)
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32

This level occupies the map slot MAP08. For other maps which occupy this slot, see Category:MAP08.

MAP08: Frenzy is the eighth map of 10 Sectors. It was designed by Gonzalo Perez de la Ossa and uses the music track " ".

Walkthrough[edit]

Map of Frenzy
Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Essentials[edit]

At the start, you will have to tangle with a cyberdemon. Quickly flip the switches one by one until you find a teleporter to the west. Use it to telefrag the cyberdemon, and the path east will open. The door at the end holds a shotgun and some enemies. Head straight east, and you will find a blue switch and a teleporter. Enter the teleporter and go through the room with several former humans. The next room you come across is a trap, where the corners reveal chaingunners. To progress, look towards the upper left corner and press the skull. This lowers all of the chaingunner platforms. Head across the lower right platform to find a rocket launcher and the blue key.

Open the blue door in the trap room, then head through the teleporter at the end of this path. You will see you can get the red key now as well, so do it, watching out for any enemies you see in the room. Take the red door now, looking out for the cacodemons and other enemies as you follow this path. You will eventually reach a large circular lift with revenants, which lowers into an outdoor hall with some arachnotrons immediately present. Follow this hall to a courtyard with various monsters and the yellow key. The key rises up before you can reach, so kill the enemies for now and head south to the hall. Run through the hall as it continuously winds and you will then get the yellow key.

An arch-vile teleported into the area below as you got the key, resurrecting some of the enemies you may have killed. Go back the way you came and you will see an alcove is open. There is a spectre and a switch inside. Pressing the switch teleports you to the final area. This area plays out similar to the first room of the map, in which you will deal with cyberdemons in a different manner than usual. Run through and take the step, following the raised winding walkway. You will silently telefrag each cyberdemon as you take the path, but be careful not to run into their rockets. After killing the three cyberdemons, you will realize you have all six keys needed to open the exit door.

Secrets[edit]

There are no official secrets in this level

Bugs[edit]

It is possible to miss some of the monsters that teleport after retrieving the blue key. The trigger for lowering their teleport closet is just before the rocket launcher. However, there is a trigger just after opening the blue door that raises up a bar in the teleporter closet preventing any enemies there from teleporting. The next trigger to lower the teleporter closet barricades is after the red door, but the enemies will be out of reach anyways because the red door will shut behind you as you follow the path.

Areas / screenshots[edit]

Speedrunning[edit]

As this level does not contain any secrets, the NM100S category is redundant for this map.

Routes and tricks[edit]

Current records[edit]

The records for the map at the Doomed Speed Demos Archive are:

Run Time Player Date File Notes
UV speed
NM speed
UV max 09:40 Albert Valls 2000-12-13 ts08-940.lmp
UV -fast
UV -respawn
UV Tyson
UV pacifist

This information was last verified in its entirety on January 15, 2018.

Statistics[edit]

Map data[edit]

Things 196
Vertices 3154*
Linedefs 2951
Sidedefs 4287
Sectors 10
* The vertex count without the effect of node building is 2780.

Things[edit]

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

External links[edit]