MAP13: Downtown (Doom 2 In Name Only)

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Doom 2 In Name Only maps 12-20

01 02 03 04 05 06 07 08 09 10 11
(12 - 20)
21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32 34

This level occupies the map slot MAP13. For other maps which occupy this slot, see Category:MAP13.

MAP13: Downtown is the thirteenth map of Doom 2 In Name Only. It was designed by Glen McColl (glenzinho). The par time defined in MAPINFO is 5:30.

Walkthrough[edit]

Map of Downtown
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]

Blue key[edit]

Take the backpack on the helipad then go down the steps in the south-east corners to a berserk pack guarded by imps - as you step on the ledge, the inner wall will lower to reveal more imps and some demons. Press the button on the north wall of the compartment, then go back up to the helipad where the barrier in the north-east corner has lowered letting you go into a narrow passage. Go down one step at a time to trigger ambushes by one or more revenants, chaingunners and demons, then press the button inside the demons' compartment to lower a lift going down to a room with one or two pain elementals. Open the door ahead and kill any waiting shotgun guys and zombiemen, then follow the walkway round a corner to confront a demon (or Hell knight on Hurt Me Plenty skill level or higher) blocking your path to a lift. Ride the lift down to a blood fountain, which has (depending on skill level) an imp, revenant or arch-vile hiding inside it, then go through the north door to get outside to a road.

Head east along the road until you get to a large nukage pool, passing one or two arachnotrons on the way, then look south to see a crowd of demons emerging from a large doorway. Dispose of the demons, then go through that doorway to find a super shotgun which will help you destroy the imps (and chaingunners on Ultra-Violence (UV) and Nightmare (NM)) that are revealed ahead; once the area is clear, flip the switch in the south-east corner (one of three needed to access the blue key) then go back outside and look at the north side of the road to see five black buildings. Enter the second building from the west to confront a knight and a crowd of zombiemen, then flip the switch by the west door (the second one you need before going back outside. Open the door of the middle building to confront another knight (or baron of Hell on UV and NM), then go left or right to enter a large hall with the blue keycard sitting on top of a pole. Flip the switch on the south wall, which will clear your path to getting the key.

Go back outside and enter the second building from the east this time, where some zombies are guarding a wooden podium with a skull switch; the three switches you flipped earlier have opened the bars in front of the podium, letting you step up to the skull switch. Push that switch to open the east door, go through it to a narrow tunnel with one or two revenants then follow the tunnel past a stack of crates to find a baron guarding a lift. Ride the lift up to another switch and flip it, then go back to the blue key building and climb the staircases on the east and west sides to find one or two arachnotrons guarding a final button. The button will lower the pole holding the blue key, but will also allow imps and demons to teleport in followed by revenants.

Exit[edit]

Go back outside and follow the road to the western-most building, then go through the blue key door in its east wall - you should see part of the back wall lower to reveal a revenant. Step past that wall to enter a small office, then look at the south wall to see a silver computer panel with a red button (watch out for a knight, or baron on UV and NM, hiding to your left as you approach it). Press the button to lower a wall to your right, revealing a hole leading down to a ticket booth with a few knights and barons, then go to the television in the south-west corner to find the red keycard sitting on top of it. Open the door in the north-east corner and kill any zombies and imps waiting on the train station outside, along with an arch-vile hiding inside the center column, then drop onto the train tracks and head north past some spectres and imps until you see a door on your right with a red marker.

Go through the door to enter a metal tunnel with a medikit; when you reach the medikit, the walls on either side will lower, bars will close off the door ahead and you will be ambushed by imps, chaingunners and one or two cacodemons (plus a pain elemental on HMP or higher). Press the gargoyle switch on the south side of the cavern, then enter an opening on the north wall and turn right to enter a white cave with more imps and zombies. Follow the brown ledge east to a neighboring cave with a chaingunner and one or two pain elementals, flip the switch by the east wall to open a compartment with one or two mancubi behind you, then go back to the previous cavern to find that the bars blocking the door have now opened. Go through the door to a cave with a metal structure, but use caution as a cyberdemon is waiting behind the left-hand wall. Pull the white switch in the north-east corner to lower a lift behind you, then use that lift to get on top of the structure before flipping another switch on the south side of the middle piston.

Flipping the switch opens a metal panel in the west wall. Go through it and follow the tunnel past some lost souls until you reach a white cavern with a mancubus and one or more revenants, then head down a winding staircase until you reach a valley. Get rid of all the waiting enemies, which include cacodemons and one or two barons, then follow the valley east until you reach some yellow bars which block the exit. Kill an arch-vile that approaches from your left, then climb up the south steps and follow the ledge round to a switch; this will raise another set of steps below you, but will also allow imps, mancubi and arachnotrons to teleport in. Go up the steps you just raised to a second ledge and follow it round to the yellow skull key, then flip the switch next to the yellow bars to open them. Step past the bars to end the level.

Other points of interest[edit]

Secrets[edit]

  1. When you reach the big room with the blood fountain (a different monster will attack you from behind the column here depending on skill level), climb the stack of crates to the armor (note that when you reach the armor, a switch is revealed to your east which, when shot, opens another switch which will crush the monster), then hop south to the thin ledge. Meander along this ledge to the super shotgun and box of shotgun shells (on UV or NM, this will have eight shotgun shells instead of a box). (sector 62)
  2. Standing on the road, look at the windows of the blue key building - you will see that the second window from the left contains a megasphere (or supercharge on UV and NM). Go inside the building and press the wall directly behind this window to lower it, letting you reach the powerup. (sector 223)
  3. Inside the building with the three switch bars, press on the south-west computer terminal to reveal two boxes of rockets and a medikit. (sector 65)
  4. Once you use the skull switch behind the three sets of bars, enter the hall to the right and go north. A large stack of crates will be around the corner here. Find the set of four small crates in the north wall and use them to open a secret cargo hold containing a rocket launcher, a megaarmor, a box of shotgun shells, a box of rockets, two armor bonuses and a box of bullets. (sector 747) There will also be a demon and imps here on HMP or higher.
  5. Open the blue key door and go all the way west to the desk. Use the computer at the desk to lower two boxes of rockets. (sector 350)
  6. Along the train tunnel on the west side of the map, find the box of shotgun shells and open the wall behind it for a radiation shielding suit. (sector 328)
  7. Open the next wall in secret #6 to find a megaarmor. (sector 330)
  8. Open the red key door in the train tunnel and go until the cavern around you opens up. Hit the switch to the south, then head north through the cave, then east to a switch. After flipping this switch, drop into the nukage and head through the tunnel to the north, collecting a computer area map on the way, until you get to a teleporter. You will appear on the east side of the map. Go through the tunnel going right here until you reach the plasma gun. (sector 246)
  9. Next to secret #8, open the wall to the right for another teleporter. This takes you to an area reminiscent of the yellow key building from the original Downtown, except there is a BFG9000 on the lift now. (sector 139) You will need to flip two switches to leave this area.

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 13:15.80 Revved 2016-02-11 d2ino13-1315.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 eight spawn points:

  1. facing north-east. (thing 645)
  2. facing north-east. (thing 877)
  3. facing south-east. (thing 878)
  4. facing north-west. (thing 879)
  5. facing north-west. (thing 880)
  6. facing north-west. (thing 881)
  7. facing south-west. (thing 882)
  8. facing north-east. (thing 883)

Statistics[edit]

Map data[edit]

Things 921
Vertices 5816*
Linedefs 5814
Sidedefs 9284
Sectors 1127
* The vertex count without the effect of node building is 4855.

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]