MAP13: The Crypt (The Plutonia Experiment)

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Plutonia 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

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

MAP13: The Crypt is the thirteenth map of The Plutonia Experiment. It was designed by Milo Casali and uses the music track "Donna To The Rescue" from Doom.

Walkthrough[edit]

Map of The Crypt
Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Essentials[edit]

Yellow key

You start in an area facing a door. You are actually surrounded by at least two lost souls behind you. First take the super shotgun and dispatch the lost souls. Now, you need to open the door but it is not opened manually. So, you press two skull buttons located in northwest and northeast. After that, the door will open letting you enter. The yellow skull key is right before you. Take it and prepare to fight with the enemies hiding inside the pillars that will be lowered once you grab the key.

Blue key

After you dispatch the enemies, notice two yellow doors in the west and east. Open the eastern door now and you will be located in the tall area. Proceed into a northern room and enter a fake teleporter which will turn out to be an actual lift to take you to the ground. Be careful here, as there is an ambush of two Hell knights. Head east in this area. Notice a wooden balcony. Go to the northeast of this balcony to find a well-hidden area behind it. Climb the stairs here to the top to find yourself right on this balcony. Turn left and enter a marble (green tile walls) room. Climb the stairs up leading into another room with pipe walls and a blood pool. There is also a large number of chaingunners. Dispatch them all or cause an infight between them. Head to the south of the room to enter a narrow corridor. Turn right and turn a lever. Beware the two spectres behind you. Get back into the blood-filled room and drop down via the grey brick shaft. Back in the previous area, turn left and use the previously inaccessible teleporter pad marked with two blue skull columns. You will be brought onto a small platform with the blue skull ahead. Take this key and return to the central area where you obtained the first key.

Exit

Open the western yellow door to enter a room reminding a sewer. Turn left and open a blue door. Flip the switch and return to the central area, then proceed north (the pillars decorated with blue flags are down now). Step into western large open area. Cleanup this place. Go to the western portion and face east. Notice a switch ahead and flip it. The exit teleporter is unlocked now (a door behind you is also unlocked but this is optional to visit that room).

Other points of interest[edit]

The yellow skull key is located on a platform that looks like a teleporter pad. This platform is surrounded by a stone ledge. As soon as you cross one of the four borderlines between the normal ground and the stone ledge, the hall entry door will shut and trap you in the hall. Crossing the line between the stone ledge and the teleporter will lower four columns, releasing monsters (at least on medium and hard skill). To avoid being trapped with the monsters, you can lure one of the imps from the hall to the outside area, then go back into the hall and wait near the stone ledge for the imp to come back. As soon as the imp stays in the door, carefully enter the stone ledge, but do not enter the teleporter pad. The door will try to shut, being blocked by the imp. Kill the imp(s), then again enter the stone ledge crossing exactly the borderline you did before. (Each of the four borderlines between the hall ground and the stone ledge only once triggers the door to shut, so crossing one line a second time will do nothing (function: W1 Door Close (fast)).) From here you can enter the teleporter, picking up the yellow key, and go back outside to take cover. If you left ammo outside, you can come back later and pick it up. (In coop mode of course, one player can wait outside - while another one triggers all four lines - and simply reopen the door by pushing the western switch.)

Secrets[edit]

Official[edit]

  1. At the east end of the map is an outdoor area with a soul sphere atop a high pillar. On the ground, make your way through the opening in the "C"-shaped brown brick wall, next to the nearby grey stone pillar. Climb the "ladder" on the inside of the brick wall and follow the path up to a blood-filled room. At the west end of the room is a shaft which leads back outside. Fall through the shaft and quickly run over to the aforementioned grey stone pillar. A switch has been temporarily revealed; flip it to lower the soul sphere at the south side of this area. (sector 117)

Non-official[edit]

  1. After you press the switch in the pipe room with blood on the floor, a teleporter leading to the blue key is unlocked. Before dropping down to the shaft, enter an opened wall in the south of the blood-filled room. A hidden closet contains a box of rockets, two shell boxes and a medikit.

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

Current records[edit]

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:39 Jim Leonard (Xit Vono) 2003-02-22 pl13-039.zip
NM speed 01:16 Jim Leonard (Xit Vono) 2008-02-16 pn13-116.zip
UV max 02:33 Drew DeVore (stx-Vile) 2002-05-14 pl13-233.zip
NM100S 01:16 Jim Leonard (Xit Vono) 2008-02-16 ps13-116.zip
UV -fast 04:32 vdgg 2010-05-22 pf13-432.zip
UV -respawn 03:03 Jim Leonard (Xit Vono) 2002-08-08 pr13-303.zip
UV Tyson
UV pacifist 00:44 Adam Williamson 2002-02-19 pp13-044.zip

The data was last verified in its entirety on February 2, 2013.

Statistics[edit]

Map data[edit]

Things 205
Vertices 1193*
Linedefs 1197
Sidedefs 1944
Sectors 173
* The vertex count without the effect of node building is 985.

Things[edit]

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

External links[edit]