MAP12: House of Shadows (Crimson Canyon)

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Crimson Canyon maps
This level occupies the map slot MAP12. For other maps which occupy this slot, see Category:MAP12.

MAP12: House of Shadows is the twelth and final map of Crimson Canyon. It was designed by Jeffrey Graham and uses the music track "Track 15" from Metaltech: Earthsiege.

This map also appeared in Congestion 1024 as MAP14: House of Shadows.

Walkthrough[edit]

Map of MAP12
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]

Take the berserk pack behind you then follow the passage north past some shotgun guys to find a chaingunner guarding a door. Go through the door and continue going west and north until you reach some lost souls, then climb the stairs to another chaingunner and flip the switch behind it to lower a wall near the bottom of the stairs. Go through the door behind this wall and follow the steps down to a red door guarded by lost souls, step south and kill a Hell knight that rises from the floor, then pass through the door next to it and go down the stairs. Kill a knight (or baron of Hell on Ultra-Violence and Nightmare skill levels) waiting at the bottom then flip the switch on the north wall to lower the blue keycard.

Activate the silver lift next to the blue key and ride it up to get back to the starting passage, then open the blue door near the starting point to face one or two imps; two more imps will be released behind you as you pass through the door. Go south up two flights of stairs (a set of bars will close behind you) and kill a knight waiting around the next corner, then head north to a T-junction and take the west path to face lost souls along with a pain elemental. Go north to a knight (or baron on Hurt Me Plenty or higher) guarding a button, then press it to lower the walls and reveal zombies along with a pedestal holding the red keycard.

Go through the door south of the red key to enter a narrow corridor and follow it until you reach a zombieman; a crusher will activate just ahead that you will need to run past. Go down the stairs at the end of the corridor and kill a waiting cacodemon, then go west past another crusher to get back to the passage with the red door and open it to face a few imps. Ahead you will see steps leading up to the exit teleporter, but some of them will begin to move up and down when you walk on the first step; a baron and cacodemon are waiting in the pit below and you should deal with them before trying to ride the steps up to the exit.

Other points of interest[edit]

Flip the switch at the north end of the red key room to reveal a partial invisibility behind it.

Secrets[edit]

  1. After going through the first door, follow the path west to a T-junction with a box of bullets. Stepping on the box will drop you into a trap with a chaingunner. You can open the gray triangle wall in this compartment to find a super shotgun. (sector 171)
  2. In the red key room, there is a floor panel on the west side that will start moving up and down when you walk across it. Look at the brick wall next to this moving floor and press the north side of it to lower a supercharge (and a light amplification visor on I’m Too Young To Die and Hey Not Too Rough). (sector 172)
  3. Go through the door near the red key to enter a narrow corridor and go north to a brightly-lit step. Open the gray triangle wall here to get a megaarmor. (sector 174)

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

The (absence of) data was last verified in its entirety on December 13, 2021.

Statistics[edit]

Map data[edit]

Things 170
Vertices 2840*
Linedefs 2614
Sidedefs 4533
Sectors 388

* The vertex count without the effect of node building is 2370.

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]