MAP10: Refueling Base (Doom 2 In Name Only)

From DoomWiki.org

Doom 2 In Name Only 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 34

This level occupies the map slot MAP10. For other maps which occupy this slot, see Category:MAP10.

MAP10: Refueling Base is the tenth map of Doom 2 In Name Only. It was designed by CorSair and uses the music track "ROMA3.mid" from Hexen II, composed by Kevin Schilder. The par time defined in MAPINFO is 3:30.

Walkthrough[edit]

Map of Refueling Base
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]

Go down the steps to a parking bay with zombiemen (and demons on Hurt Me Plenty (HMP) skill level or higher), then open the south door to confront one or more imps. Continue south through another door to enter a room with many more zombiemen (and Hell knights on HMP or higher), then open the door in the south-east corner to find a teleporter leading to the main base. Kill the imp in front of you then turn right and blow up some barrels before following the tunnel east to another door. Open this door to reach a large outdoor area with fuel silos, blow up the barrels in front of you to reveal some large ammo pickups then enter the tunnel in the south wall (it has an exit sign above it) to reach a dead end with some blue strips. Press this section of wall to open it, revealing a room with zombiemen and cacodemons (or mancubi and imps on HMP, plus shotgun guys on Ultra-Violence (UV) and Nightmare (NM)) guarding the red keycard.

Go back to the silo area to find that three of the silos have opened releasing cacodemons and pain elementals; they are joined by zombiemen (plus revenants and mancubi on HMP or higher) that have teleported in. Fight your way to the north end of the silo area to reach another tunnel and follow it to a door, then go through and open a second door ahead (requiring the red key) to enter a seemingly empty yard with two sets of large steps. The blue keycard can be found among some corpses between the two sets of steps, but taking it will release imps, arachnotrons and mancubi into the yard as well as opening the silo above to release a pain elemental (plus lost souls on HMP and revenants on UV and NM). Head up the steps and enter the silo to find a skull switch, which will lower the spine wall blocking the way out and allow you to escape.

Fight past some zombies to get back to the silo area, then go to the west wall to find a door with an exit sign above it (it is hidden behind the gray building in the north-west corner). Go through the door to dispose of some imps along with one to four arachnotrons, open the blue key door at the north end then open a second door on your left to enter a flesh tunnel. Follow the tunnel until you get back outside and approach the evil eye in front of you to end the level.

Other points of interest[edit]

Secrets[edit]

  1. The room with lots of zombiemen south of the starting rooms has three secrets that are easily obtainable. The first is on the west side of the room, where opening the white UAC logo nets you a box of shotgun shells and two boxes of bullets. (sector 522)
  2. In the same room as above, opening the UAC logo in the south-east corner gives you a berserk pack. (sector 533)
  3. In the north-west corner, go along to the east side of the terminal here and open the wall with the small UAC logos for an energy cell pack. (sector 632)
  4. In the building north of the two silos, go to the left side of the wall in the middle and press on the dark gray metal panel until you find a hidden button. By pressing this button, you will find two boxes of rockets. (sector 415)
  5. Go behind the ovular silo that is emitting brown slime and go onto the ledge behind it. Press on the wall to the east of this ledge to find a supercharge, an energy cell pack and two medikits. (sector 243)
  6. Go to the north-east room with the flesh-infected terminal and go to the north-west corner of the room. Press on the wall with wiring on it to find a megaarmor. (sector 655)
  7. Just before the red key door, press on the wall in the north-east corner that has exposed circuitry to find a megasphere in a hidden alcove to the south-west. (sector 47)
  8. In the red key room, you can shoot the computer terminal east of the entrance to reveal a trail of health bonuses. (sector 866)
  9. Continue from secret #8 up a set of steps to find more health bonuses. (sector 872)

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 9:31.69 NumberJuan77 2022-09-18 d2ino10_931.zip
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on September 21, 2022.

Deathmatch[edit]

Player spawns[edit]

This level contains four spawn points:

  1. facing south. (thing 659)
  2. facing north. (thing 660)
  3. facing south. (thing 661)
  4. facing south. (thing 662)

Statistics[edit]

Map data[edit]

Things 663
Vertices 5478*
Linedefs 5792
Sidedefs 9145
Sectors 948
* The vertex count without the effect of node building is 4669.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

The room with silver alcoves south of the starting point was probably inspired by a similar room in the Doom II level of the same name.

Trivia[edit]

See also[edit]

Sources[edit]

External links[edit]