MAP11: 'O' of Destruction! (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 MAP11. For other maps which occupy this slot, see Category:MAP11.

MAP11: 'O' of Destruction! is the eleventh map of Doom 2 In Name Only. It was designed by Jeff King (Egregor) and uses the music track "Pagan's Theme" from Ultima VIII: Pagan. The par time defined in MAPINFO is 7:30.

Walkthrough[edit]

Map of 'O' of Destruction!
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]

Entrance[edit]

Sidestep left to get a megaarmor then drop off the right-hand side of the curved steps in front of you to land on a radiation shielding suit. Enter the lava pool and go to a tunnel in the north-west corner, follow it to a cavern then enter a second tunnel in the south-east corner to reach a room with a switch. Flip the switch then go back to the cavern and take the north or west tunnels, which will lead you past some wooden gates to a second cavern with an imp, then activate the lift by the south wall and ride it up to another switch that will open a wall behind you revealing cacodemons (and lost souls on Hurt Me Plenty (HMP) skill level or higher) guarding a teleporter. Enter the teleporter to return to the starting point, then carefully cross the curved steps to reach a now-open door on the other side, ready for a couple of shotgun guys and a Hell knight (or baron of Hell on Ultra-Violence (UV) and Nightmare (NM)) waiting in the next room.

Take the shotgun and backpack if you need them, then open the north-east door and head straight forward to the "circle" chamber - a cyberdemon will rise from the center platform as you enter. Run to the north-east tunnel and go through a door at the end (it will open automatically for you) to enter a room with a few enemies, then open the west door (which has a demon hiding behind it on HMP or higher) to find a teleporter that will send you to the supercharge on top of the pillar in the entrance room. Drop to the floor and open the south-west door, then head south to another door that has opened to dispose of some demon, imps and one or two chaingunners. Follow the path south and east to a teleporter, noting a monster closet that opens behind you, then enter the teleporter to get to a small enclosure overlooking the exit area. Kill a waiting chaingunner and flip the switch here to raise a bridge below, then step back into the teleporter to return to the previous room.

Keys[edit]

Go back to the circle and follow the path south to the exit area, then cross the bridge you just raised to a super shotgun and a pair of radiation suits; you will need to come back here later to reach the exit. Take one of the suits then drop into the blood and head north, round the cyberdemon's platform, until you go over a bloodfall and land in a pit. Turn left or right and follow the blood streams round to the north side of this area to find a door, head through it to see a lift guarded by spectres then go to the south-east corner to find a switch that will lower the lift. Ride the lift up and flip a second switch at the top, but arm yourself before going back down as the surrounding walls have lowered to reveal imps, demons and zombies around you. Return to the bloodfall and lower a second lift that has been revealed here, kill a waiting knight then ride the lift up and run across the gap ahead to land on a ledge with two small doors. Open the north door and go down the steps to a switch, pull it then return to the ledge and head east up some more steps where another door has opened leading to the yellow key room. Get through before it closes, follow the walkway round to another switch and flip it to lower the pillar holding the yellow skull key, but watch out for one or two cacodemons that are revealed when you collect it.

Go through the open south-west door to return to the circle, then head for the south-east door to enter a room with health bonuses a couple of demons. Go through the north door to enter a grassy courtyard, then open another door in the east wall to find a curved staircase that you can climb to reach a ledge overlooking the courtyard. To your left are two more doors - open the east door followed by another door on your right (watched by a demon and chaingunner) to enter another room with a yellow key door. Open this door and follow the tunnel round two corners, ready for an ambush by demons, imps, lost souls and zombiemen (or shotgun guys on UV and NM), then exit the tunnel and open a door on your left to enter a seemingly empty room. As you walk under the metal support you will be ambushed by more lost souls - kill them quickly, flip the switch on the south wall then shoot the button in the north-east corner to re-open the door. Leave the room and turn left, then follow the path over a platform that has risen to get the blue skull key.

Stepping on the blue key pillar will cause it to sink into the lava below. Enter the doorway in the north wall and follow the passage back to the exit area, then run north through the blood to a wooden lift and press it to get back up to the circle. Go to the north-west chamber again and open the south door (requiring the yellow key), kill some demons and imps along with one or two knights then head up the steps in the south-west corner and follow the path to an enclosure with a switch, which will lower a bookcase nearby. Return to the room below to deal with one or two cacodemons and a knight (or mancubus on HMP or higher), then walk south into the neighboring chamber and step through the doorway in the north-east corner to enter a tunnel that leads to a door. Open the door and flip the switch on the opposite wall to slowly lower the wall behind you - watch out for the cyberdemon outside while you wait - then flip the switch inside it to open a door leading to a teleporter. The teleporter sends you to the north-east area of the map - step out of the alcove and flip the switch on your left to open three compartments below with cacodemons and lost souls, then flip the lever inside the middle compartment to open a cage containing the red skull key. Having done so, kill the revenant (or arch-vile on UV and NM) that is revealed in front of you then go up the stairs in the north-east corner to get the key.

Exit[edit]

To reach the exit you must flip two more switches. From the red key, drop to the bottom floor and head through the south door (requiring the blue key) to enter a corridor with two lifts, then activate the south lift (furthest away from you) to get up to a ledge overlooking the courtyard. Flip the switch here to open a door on the opposite side of the courtyard, then go through that door and follow the dark tunnel west to another door. Go through this door and flip a switch on your left to lower the wall behind you - again, watch out for the cyberdemon while you wait - and reveal a teleporter to the first exit switch; after flipping it and teleporting back, leave the room by the south door to find a second tunnel leading back to the courtyard, where demons, imps and cacodemons have been released (along with an arachnotron on UV and NM).

Head back to the entrance area of the complex and go through the north door, then open a second door on your right (requiring the red key) to find a switch that will raise a bridge over the nearby lava pit. Cross the bridge and open the door on your left to find yourself above the lava cavern near the starting point, then follow the path north and east to find a switch guarded by (depending on skill level) a spectre, knight or revenant. Flip the switch then go back to the cavern to find that a gray platform has risen, allowing you to run across to a doorway on the west side where zombies have teleported in. Follow a dark tunnel west and north until you see a teleporter, kill one or two mancubi that rise from the floor to defend it then enter the teleporter to get to the second exit switch. Having flipped both switches, you must return to the circle then head south to the ledge that had the super shotgun on it; two platforms have risen from the blood that you can run up to reach the exit pad.

Other points of interest[edit]

Secrets[edit]

  1. In the lava tunnels north of the starting point, take the west path at the first cavern and take the first right to find a chainsaw. (sector 945)
  2. On the way to the blue key, a trap springs surrounding you with monsters coming from the red walls. A switch is in the south-east corner. Flip it and quickly run back north-east to the previous room, then open the door next to you. Go through this open door before it closes to be in a room with shotgun shells, an energy cell, health bonuses and a revenant. (sector 896)
  3. Once you collect the blue key, drop into the blood below the circle and head north until you reach the bloodfall. Turn left at this point to see a blue key switch and flip it, drop over the bloodfall then head west and south to the monster closet in the south-west corner. There will be a new opening here, ride the lift up and go around to the switch which lowers the plasma gun. (sector 128)
  4. Make sure you have lowered the bars in the east courtyard before getting this secret. When you do, enter the door to the south towards the small staircase, and you should notice a blinking light which points to a wall. Press on the light itself to reveal a switch behind you, and then flip this switch. Quickly run back into the courtyard and run past the bars, then go east near the blood fountain to a lowered lift here. Ride this lift up to another switch, which opens the door to the south-east. You can get health bonuses, stimpacks and shotgun shells in this hall, and grabbing the armor releases some lost souls. (sector 166)
  5. On the opposite lift to the south of the lift mentioned in secret #4, use it and ride it up to a switch. Flipping this switch reveals a passage across the courtyard. Enter this passage and look for a damaged section of rock wall to your right. Open it to find an energy cell and a stimpack. (sector 892)

Bugs[edit]

All ten deathmatch starts (Things 685 through 694) have no flags set for any of the three difficulty classes, but because of special handling in the engine, they function normally in the level.

Another whopping 43 multiplayer-only things (695 through 737) have no skill flags set either, so they do not actually appear in the level:

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 13:52.77 NumberJuan77 2019-12-30 d2ino11_1352.zip
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on April 3, 2022.

Deathmatch[edit]

Player spawns[edit]

This level contains ten spawn points:

  1. facing south-east. (thing 685)
  2. facing south-east. (thing 686)
  3. facing south-west. (thing 687)
  4. facing west. (thing 688)
  5. facing south. (thing 689)
  6. facing south. (thing 690)
  7. facing south. (thing 691)
  8. facing north. (thing 692)
  9. facing west. (thing 693)
  10. facing south-east. (thing 694)

Statistics[edit]

Map data[edit]

Things 752
Vertices 5864*
Linedefs 6232
Sidedefs 9017
Sectors 1037
* The vertex count without the effect of node building is 5131.

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]