MAP09: Bloodstream (The Abyss)

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The Abyss maps 01-11

(01 - 11)
12 13 14 15 16 17 18 19 20 21 22
Secret maps: 31 32

This level occupies the map slot MAP09. For other maps which occupy this slot, see Category:MAP09.
Cubist architecture in Bloodstream.

MAP09: Bloodstream is the ninth level of The Abyss. It was designed by J.M.P van Waveren (MrElusive). It features a green rock and blood motif, with a splattering of Bauhaus architecture.

"There is always a way through, even when you aren't that dexterous."
― ABYSS.TXT [source]

Walkthrough[edit]

Map of Bloodstream
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]

Other points of interest[edit]

Secrets[edit]

  1. At the start, follow the blood and press on the wall to the right of where it flows for a passage that further leads along the bloodstream with several supplies. (sector 42)
  2. In the hall just before the metal pillars that you need to cross, press on the panel with brown rectangles to reach a secret room with boxes of rockets, a rocket launcher, a medikit, and an armor bonus. (sector 106)
  3. At the entrance to the red key room, press on the wall with blood under it to get a radiation suit. (sector 179)
  4. In the hallways outside the blue key room, head to the northeast corner and press on the wall to get a plasma gun. (sector 189)

Bugs[edit]

Areas / screenshots[edit]

Speedrunning[edit]

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
NM100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

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

Deathmatch[edit]

Statistics[edit]

Map data[edit]

Things 231
Vertices 1313*
Linedefs 1257
Sidedefs 1823
Sectors 202
* The vertex count without the effect of node building is 1103.

Things[edit]

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

Trivia[edit]

  • This map exploits hitscanners by a specific height gap in all walls in one area, giving no cover to the player.

External links[edit]