MAP12: Corrupted Entry (Community Chest 64)
From DoomWiki.org
| Community Chest 64 maps 11-20 |
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MAP12: Corrupted Entry is the twelfth map of Community Chest 64. It was designed by sluggard. This level is set in a volcanic citadel, seemingly in the midst of an empty abyss.
Contents
Walkthrough[edit]
Essentials[edit]
You start in a black void. Approach the blue flame in front of you: two pillars with flames will rise up in the distance. Keep moving forward, and two more pairs of pillars will appear. Eventually, you will encounter a teleporter surrounded by blue flames. Enter it to warp to a square room filled with lava. Kill the two zombiemen in front of you, then ride up the lift on the left side of the room. Press the switch to open another door, then return and go through it. Kill the monsters here and head up the stairs. Kill the demons and press the switch in the upper room, then return downstairs and turn left to go outside.
Kill the shotgunner and grab its shotgun. Clear out the imps in this area, then head up the stone staircase. Shoot the demonic switch on the pillar in the distance to open the nearby gate. Hop across the pillars, kill the Hell knight, and pick up the blue skull key. Now hop back across the pillars into the tunnel to the side. Go up the stairs and pick up the chaingun, after which groups of monsters will spawn around you. Return to the entrance of this area. Jump into the water surrounding the pillars, then enter one of the teleporters to warp to the left ledge. Go back through the tunnel to return outside. Head back inside the building you came from, and enter the blue door to the left to find yourself in a large room filled with monsters.
First kill the two shotgunners to your left. There will be two mancubi and a cacodemon in the moat. You can kill them immediately; however, if you are able to, you should press the switch in the alcove behind them. This unlocks a passage to the left which holds a super shotgun. Picking it up early lets you kill the monsters in the room far easier. After they are killed and the switch is pressed, enter the passage to the left and head down the blue hallway.
As soon as you enter, an alcove will open containing two shotgunners and a nightmare imp. Continue to enter a library containing a few Hell knights. Go up the ladder at the end: you can jump on top of the bookcases to find two boxes of rockets. Head left and pick up the plasma gun. A large group of monsters will spawn in the room, including cacodemons and lost souls. It is easiest to jump down and run back into the entrance of this room and then kill the monsters from there.
When they are killed, continue down the red corridor until you find a large outside area. In the center of this area is a large pyramid. Keep moving forward, and a horde of monsters will spawn around it. A pain elemental will spawn on the left and right sides of the pyramid: pick up the energy cell packs lying around and use the plasma gun to kill them, then start clearing out the other monsters. When everything is dead, use the lift to ascend to the top of the pyramid and pick up the red skull key. When you do, you will teleport onto one of the pillars that held a mancubus. Try to run off the pillar, and you will teleport to all of the pillars in the same way, Telefragging any mancubus that was left alive. You will eventually teleport back onto the pyramid, after which you can jump down and leave.
Leave this area and go back through the red hallway, into the moat, then through the door. Go up the steps and then enter the red door to your left. Behind the red door is a corridor filled with crushers. As you approach, a group of nightmare imps will spawn. They are blocked from going underneath the crushers, so you must kill them yourself. Once they are dead, run underneath the first two crushers and wait, then pass under two more crushers. Kill the nightmare imps ahead, then pass under the last set of crushers.
Enter the red room ahead and pick up the rocket launcher. A group of monsters will spawn, including a pain elemental and an arachnotron. Kill them, then return to the hallway and enter the teleporter to warp to an isolated room. Press the switch on the wall, and a group of monsters will spawn, including two more pain elementals. It is a good strategy to immediately run into the passage that is revealed after the monsters spawn and clear out at least one pain elemental from there. When all the monsters are dead, continue down the passage to find yourself in the room where you found the rocket launcher.
Enter the large lava-filled cavern that is now accessible. If you climb on top of the central platform, you will trigger an ambush where three pain elementals will spawn in the room. Immediately rush into the alcove closest to the door, and use the pillars for cover against the lost souls while you kill the pain elementals. Once they are dead, the yellow skull key will appear on the platform. Pick it up and leave the cavern. Go back through the crushers, then go right down the stairs, and finally head through the passage to the right to return to the starting area. Now go through the yellow door.
When you walk far enough into the room behind the yellow door, a cyberdemon will spawn; however, he will despawn almost immediately after. Take care you do not shoot him during his spawning animation: if you do, there is a chance he will immediately retaliate by firing a rocket. After the cyberdemon disappears, a BFG9000, along with two energy cell packs, will spawn in its place. Now enter the staircase ahead. Almost immediately a group of monsters will spawn in the room: a mancubus in front of you, a pain elemental halfway up the steps, and a Hell knight on top of the steps. It is easiest to immediately rush back into the previous room and start clearing them from there. Once they are all killed, enter the teleporter found at the top of the staircase.
You will warp to an area resembling the void you started the level in. Go forward toward the red skull key: it will disappear, revealing a blue skull key. Approach it, and it will disappear, revealing a yellow skull key. Approach the yellow skull key, and it will warp away to join the other two keys, and together they will float up in the air. Approach them, and you will teleport into a square arena. The cyberdemon from before will appear in front of you and will then start teleporting in between four invisible platforms around the arena. All around you, monsters will start spawning, as traps will occasionally fire darts across the arena. As the fight continues, ammunition will spawn in the arena as well. The monsters and the darts are a lesser threat compared to the cyberdemon, which will continually fire rockets into the arena. Take note that when the cyberdemon teleports, it will warp to the platform to the right of where it currently is. Use this to keep track of its location so you can more easily dodge its rockets.
Once you have killed all the monsters, including the cyberdemon, the yellow keycard will appear in the center of the arena. Pick it up to exit the level.
Other points of interest[edit]
Secrets[edit]
- When you first reach the outdoors, go into the lava and walk past the waterfall into the cave, and pick up the backpack at the end of it. (sector 645)
- In the red-tinted corridor right before the large arena containing the red skull key, turn to the left to reach a library. Make your way upstairs, and pay attention to a wall on the right that looks different. Press it to unlock the bars holding a supercharge. (thing 213)
- Go back to the red corridor, and right before the door leading to the arena, walk through the bloodfall to reach an armor. (thing 21)
- After the red door and the crushers, in the room with the rocket launcher, press the demonic face that looks different from the others. Behind it is a teleporter which will take you to the platform that has the caged Hell knight (resulting in a potential telefrag), and then to an invulnerability powerup, and ultimately back to the teleporter. (sector 590)
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 |
Miscellaneous demos[edit]
| Run | Time | Player | Date | File | Notes |
|---|---|---|---|---|---|
Statistics[edit]
Map data[edit]
| Things | 296 |
| Vertices | 7482* |
| Linedefs | 4567 |
| Sidedefs | 8100 |
| Sectors | 716 |
* The vertex count without the effect of node building is 3636.
Things[edit]
This level contains the following numbers of things per skill level:
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