MAP09: Wrath of Man (Revolution!)

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Revolution! 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 33

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

MAP09: Wrath of Man is the ninth map of Revolution!. It was designed by Thomas van der Velden (t.v.). When played with the Revolution! MIDI Pack, this level uses the music track "Phalarope Shuffle," composed by zan-zan-zawa-veia.

Walkthrough[edit]

Map of Wrath of Man
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 following walkthrough was played on Ultra-Violence difficulty and for 100% in all three categories as noted.)

You will begin with a shotgunner directly in front of you with his back turned and a zombieman to your left who will immediately see you. Kill the zombieman and use the cover to take out the shotgunner. There are four columns in this starting area and another zombieman behind the northeast column. Each side of this area has a lift with two visible imps on either side. If you are careful with your shots, you can take out all four with the pistol and save the ammo you got with the shotgun. The door to the building in front of you will not open yet. The west of the building will have a small area containing a stimpack if you need it. The east side will open into a large yard.

Go up the eastern lift to get a super shotgun and box of bullets. Continue north and you will hear a Hell knight and imp to your right which will be visible through a window. You will have just enough shells to dispatch them both as you continue around the corner. Grab the megaarmor and box of shotgun shells. Flip the switch in this room, then go back to the starting area and take the other lift.

Atop the east side, grab the chaingun and box of shells. There are sets of buildings on each side. Continue east, pausing to kill the shotgunners and zombiemen in the indentations to the right and one zombieman to the left. You will approach a well surrounded by rockets. Grab these rockets, you will be getting the rocket launcher soon. At the bottom of this well are several lost souls and an area to the north with five barons of Hell. Do not go down yet, you will need a bit more firepower for the barons. Walk up to the edge of the well's wall, but do not fall in. Now back away. The lost souls will rise out of the well for you to easily kill, saving them from being very annoying later. Return to the starting area.

Go around to the eastern courtyard of the building. There will be a mancubus you can easily dispatch with your super shotgun. Then switch to the chaingun and take out the imps in the upper windows to the west and then the chaingunner in the upper window to the east. This will make things easier for later. The blue key sits atop a fountain of blood in the center of this area. It is not yet reachable, but remember this location for later. Be sure to grab the box of bullets, the chainsaw, and the medikit if you need it before leaving this area. Now return to the starting area.

The door to the building in front of you is now open. You will see a box of shells at the doorway and the red key inside. Each side of this inner room has three alcoves with a revenant inside. An alcove from each side will open as you walk further into the room, so it is best to walk partially in to trigger just one row, then back out outside to kill the two revenants released each time. There are multiple medikits and stimpacks here if you need them. Grab the red key. The center west alcove is a secret, but first we need to lower the pedestal the supercharge is sitting on. Go north and fall down the side of the blood fall. Press the button to your left (west) to lower a lift. Take the lift up and open the UAC door. There is a mancubus in here, so take it out first. There is a computer terminal to the south with an imp hiding behind it along with some shells. The northeast corner of this room has a damaged wall. Press it to open, then press the button within to lower the supercharge back near the revenant room. Return to that room and press the inside of the center west alcove and it will open into an outdoor area (secret 1). Beware the two imps directly to your left. Gather the armor, armor bonuses, and now-lowered supercharge here (secret 2). Return to the room with the mancubus, imp, and button you were just at.

Next to the damaged wall with the button is a narrow corridor. Entering it will cause two crushers within to activate. The wall to the south underneath the second crusher hides a secret. Carefully press the wall at an angle outside the crusher's area to open this door first, then quickly run inside to avoid being damaged. This secret contains a shotgun, shells, armor bonuses, a berserk pack, and medikits (secret 3). Return to the crusher corridor through the secret door, being sure to avoid the crusher and continue east past the second crusher.

After exiting the corridor, kill the imp hiding around the northwest alcove right by the corridor's end and grab the box of shells. You will see megaarmor to the east in front of you. The ground leading up to the megaarmor will lower when you step on it. You can either quickly run to get it, or get it later. A shotgunner in this lowered area will immediately attack you, so it is up to you whether or not you get the armor first. This lower, semi-dark room will have an additional shotgunner behind a crate to the north and a zombieman to the south. You can now finally get the rocket launcher with which you can now deal with the barons mentioned earlier, along with a chaingun and another medikit. Continue east to the end of this room and down a small staircase that curves south.

This will open into a room with an arachnotron right in front of you, several barons of Hell on raised platforms, and the yellow key. You should now have a nice array of rockets, plasma, and shotgun shells to deal with these enemies. Once they are all dead, grab the yellow key. (If you wish, after taking out the arachnotron and grabbing the yellow key, you can fight the barons after you have opened the yellow key door. See below.) Return to the darkened room with the crates you were just in. You will see a conspicuous button to the north right when you enter. Pressing it will open a nearby door containing a lift that will take you back up to the megaarmor. Grab it if you have not already, and press the button to raise the floor back up. Pass back through the crushers and take a sharp left through the UAC door. Go down the southeast stairs here and back to the courtyard with the blood fountain and blue key from earlier.

Enter the yellow door in the courtyard. There is another supercharge right in front of you. If you chose to fight the barons earlier, there will not be any (living) enemies here. Jump off the bridge here southwards and look for the small opening to a lift southwestwards right by it. Go up the lift and press the skull switch by the window to lower the blue key just enough to obtain it shortly. Do not go back down the lift, but rather go through the door in this room. It will take you back to the area with the well from earlier.

You must go back to the courtyard now, so head west back toward the starting area. Two cacodemons will appear. Kill them both and grab the two backpacks in the lower area from where they emerged (you will see it west and below). Return to the courtyard, and climb the blood fountain to get the blue key. Grabbing it will cause two small alcoves to open to the west, one containing a partial invisibility and one containing shells. Entering either one counts as a secret (secret 4). If you have been following this guide, you will now have 100% secrets and 100% items (after grabbing the partial invisibility).

Return to the area with the barons and cross the bridge to the exit door. There are six demons behind it. Once they are dead, you will have 100% kills. Walk into the darkness to exit the map.

Other points of interest[edit]

Secrets[edit]

  1. In the hall with the red key, six alcoves with revenants will open up as you approach the key. The alcove in the middle of the western part of the hall has a hidden door leading to a courtyard with imps and armor bonuses. (sector 114)
  2. Just before the crusher area in the plasma gun room, press on the damaged wall in the northeast corner to find a switch. The arrow just before the switch points to what the switch lowers, which is the pillar with the soul sphere on it in Secret #1. (sector 118)
  3. In the corridor with the crushers, go to the second crusher (the one closer to the east) and press on the vent wall to the south of it. This secret room contains a shotgun, shotgun shells, a berserk pack, and armor bonuses. (sector 58)
  4. By grabbing the blue key, two caged areas with imps will lower. The alcoves in the western part of the blue key area have a partial invisibility and shotgun shells in them. Both alcoves count as one secret. (sector 45)

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 01:55 Graham Burgess (Grazza) 2002-11-18 tvrdemos.zip
NM speed
UV max 2:19.54 Kyle McAwesome 2024-03-21 tvr_max.zip
NM 100S 2:22.89 Kyle McAwesome 2023-03-02 tv09s222.zip
UV -fast 3:04.60 Jochen Schneidau (Angus) 2006-02-11 tv09f304.zip
UV -respawn
UV Tyson 4:38.40 Adolf Vojta (Gusta) 2006-02-13 tv09t438.zip
UV pacifist 2:49.06 Kyle McAwesome 2019-09-22 tv09p249.zip
NoMo 0:42.89 Kyle McAwesome 2022-05-08 tv09o042.zip

The data was last verified in its entirety on May 12, 2024.

Deathmatch[edit]

Player spawns[edit]

This level contains four spawn points:

  1. facing north. (thing 129)
  2. facing west. (thing 130)
  3. facing north. (thing 131)
  4. facing north. (thing 132)

Statistics[edit]

Map data[edit]

Things 167
Vertices 875*
Linedefs 953
Sidedefs 1341
Sectors 126

* The vertex count without the effect of node building is 767.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

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