MAP08: Twists and Turns (Into Sandy's Cities)

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Into Sandy's Cities 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

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

MAP08: Twists and Turns is the eighth map of Into Sandy's Cities. It was designed by GermanPeter.

Walkthrough[edit]

Map of Twists and Turns
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]

The starting room of this map is a room with eight teleporters. The north-east and south-west ones require the yellow key, and the north one requires the blue key.

  • The north-west one leads to a large open area with a plasma rifle on a platform. There is a horde of demons, heavy weapon dudes, shotgun guys, imps, and zombiemen between you and a spiderdemon. If you strafe on the platform you are on, the spiderdemon will cause monster infighting and it will be weakened, and the horde will be thinned out. When you are confident that you can deal with the enemies, drop down and grab the invulnerability. There is also a megasphere behind you on the platform you spawn on, and energy cell packs in the corners nearest to the starting platform. Once all the enemies are dead, grab the yellow key and take the teleporter back.
  • The west one leads to a room with several cacodemons and a super shotgun directly in front of you. If you step on the rock sections that are not a part of the central star, they will sink into the lava. There are some ammo and health pickups here, but nothing really of interest. Only the silver teleporter will take you back to the main room, the rest will teleport you back onto the star.
  • The east one leads to a room with two doors in front of you. If you leave the first platform, they will open, revealing zombiemen and a shotgun guy. The second section has imps, and the third one Hell knights. At any point, you can leave via the teleporter at the back, but if you reach the end, your reward is the chainsaw.
  • The south-eastern one leads to a room full of corpses. These corpses are indicative of enemies in the room’s mirror version, which is accessed via a teleporter at the back of the area. When you go through, turn around 180°, then punch or rev your chainsaw, and equip the chaingun or plasma rifle, and mow down the enemies that enter the small hallway. There are some pickups in this area, including armor bonuses, a box of shells, some stimpacks, and a medikit. Open the door from this room to get into a bigger one with even more enemies. If you walk off of the steps, alcoves open and release cacodemons. Your reward is a yellow key.
  • The south-western one, which requires one of the two yellow keys, leads to a maze with a damaging floor. Your goal is to find the switch at the back, which will lower the maze walls, allowing you to access a radiation shielding suit and the blue key. The maze has four berserk packs, and numerous health bonuses.
  • The north-east one, which, again, requires one of the two yellow keys, will take you to a small room with a blue key behind bars, and a teleporter. Take the teleporter. You will be in a large room with a small walkway. There is an arachnotron behind bars, and some imps and a cacodemon around the room. There is a niche at the back with a backpack and a partial invisibility, and a tunnel by the front of the massive bars, that leads to a lift. Take the lift up, then run across the giant pillars, and pull the switch. This lowers the bars in front of the blue key, so go get it.
  • The last teleporter is blocked by bars requiring the blue key. This area is a maze with barons of Hell facing away from you. Pull the switches in the order that allows you to avoid alerting any enemies, then grab the red key, and pull the switch behind it, which will crush all of the barons.
  • The teleporter behind the red bars leads to an area with lots of pillars that you can run across, or you can drop into the slime to pull a switch that will make this next encounter much easier, by removing the slime and evening out the floor. Pull the switch to reveal a pain elemental, lost souls, and the exit switch.

Other points of interest[edit]

Secrets[edit]

  1. In the southeast area, warp to the alternate sector and in the hall, take the second path to the right. Open the wall at the end to get a rocket launcher. (sector 147)
  2. In the east section that has the chainsaw, open the wall behind the chainsaw to get boxes of rockets. (sector 179)
  3. In the area where you have to shrink[?], cross the platforms to the north and jump southwest to get a megaarmor. (sector 102)
  4. In the same area, go behind the east pedestal to find a backpack and partial invisibility. (sector 181)
  5. Once you clear the hall of barons of Hell, go to the northwest corner to get a BFG9000. (sector 49)
  6. Open the wall behind the red key to get a soul sphere. (sector 23)

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
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

The (absence of) data was last verified in its entirety on September 24, 2024.

Deathmatch[edit]

Player spawns[edit]

This level contains seven spawn points:

  1. facing east. (thing 181)
  2. facing north. (thing 335)
  3. facing east. (thing 390)
  4. facing north. (thing 438)
  5. facing north. (thing 439)
  6. facing north. (thing 440)
  7. facing south. (thing 441)

Statistics[edit]

Map data[edit]

Things 459
Vertices 812*
Linedefs 830
Sidedefs 1236
Sectors 183
* The vertex count without the effect of node building is 694.

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]