MAP16: Crestfallen (Jenesis)

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Jenesis 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 MAP16. For other maps which occupy this slot, see Category:MAP16.

MAP16: Crestfallen is the sixteenth map of Jenesis. It was designed by James Paddock (Jimmy) and uses the music track "Cliff," composed by Stuart Rynn (stewboy). The par time is 2:45.

Walkthrough[edit]

Map of Crestfallen
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]

You begin in a courtyard with imps and zombiemen, as well as shotgun guys inside the guard towers. Head east down some steps until you get to a river guarded by several monsters, including revenants on Ultra-Violence (UV) and Nightmare (NM) skill levels, then look west to find a super shotgun and a button that opens the door to the main building. Go back to the courtyard and head north into the building to confront some imps, then go through the east doorway and immediately step through an opening to your right to enter a T-shaped room with more zombies. Use the lift on the east side of the room to go up to a tunnel with a Hell knight, then press the button at the end of the tunnel to raise a bridge over the river, which is visible through the window. Go back down to the bridge and cross it, open the door in front of you then turn right and climb some steps to find the blue skull key.

Go back to the entrance of the main building and climb up to the door in the north-west corner, open it and press the button on the east wall to lower a set of bars below. Go through the bars to enter a blue-floored room with imps, then enter the neighboring room to the west to find a shotgun guy (and two chaingunners on Hurt Me Plenty (HMP) or higher) guarding a button that opens another set of bars to the north. Step through the second set of bars and turn left to get a rocket launcher, press the button here then go south-west into a hall where mancubi and zombiemen are on guard. Go through the west doorways to get outside then head south into a canyon, then fight your way downriver until you climb up to a marble temple entrance. Press the blue skull button (which requires that key) to open the door, kill the zombies and imps waiting behind it then press the skull switch in the south-east corner to lower a set of bars elsewhere in the temple; this will also release a baron of Hell behind you. Head west to drop down a hole and kill some spectres waiting at the bottom, then walk south-west to find some steps leading up to a ledge with a skull switch (and a mancubus on HMP or higher); the switch raises a bridge over the hole you just dropped into. Use the nearby teleporter to get back to the upper level then cross the bridge to face some demons. The yellow skull key sits on top of a wooden pole, and you can lower it by pressing the blue button hidden on the south column.

Kill one or two knights (or a baron on UV and NM) that teleport behind you then head back through the canyon and continue north to the water pit west of the main building. Press the skull switch by the yellow bars to lower them, then follow the tunnel to a cavern with imps and one or two arachnotrons. Go through the doorway in the north wall, which is flanked by candelabras, and kill the imps hiding on either side of the passage then press the blue skull button ahead to lower the red keycard back in the cavern. Take the red key and use it to open the small door in the south-east corner, then head back to the blue-floored room and kill an arch-vile that teleports in before going back to where you found the blue key. Open the red key door here to confront some imps and demons (plus an arachnotron on HMP or higher), flip the switch on the back wall to open the exit door then go down the stairs behind it to finish the level.

Other points of interest[edit]

The eastern-most room in the main building contains a plasma gun and an energy cell pack, which are guarded by several imps and zombies.

Secrets[edit]

  1. In the blue room near the entrance of the base, enter the side room and use the switch to open the bars up ahead. Use the next switch that you find, then return to the blue room to find two alcoves open. To reach them, the panel opposite of the switch you used to open the bars can be used to lower the lifts leading to them. The northern alcove has a box of rockets. (sector 519)
  2. The southern alcove holds a backpack. (sector 520)
  3. At the end of the canyon with the marble temple, drop into the water in the south-west and take the lift back up. Head to the end of the waterfall and jump to the north-east platform. Make a running jump east to the energy cell pack. (sector 278)
  4. At the end of the canyon with the marble temple, drop into the water in the south-west and take the lift back up. Head to the end of the waterfall and jump to the platform with shotgun shells. (sector 394)

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 7:18.74 lirui1001 2019-09-16 je16-718.zip
NM 100S
UV -fast 8:18.89 NumberJuan77 2021-09-21 jenesis16f_818.zip
UV -respawn
UV Tyson
UV pacifist

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

Statistics[edit]

Map data[edit]

Things 429
Vertices 3803*
Linedefs 3716
Sidedefs 5999
Sectors 607
* The vertex count without the effect of node building is 3042.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

  • This level was released with Part 3 of Jenesis.

See also[edit]

Sources[edit]

External links[edit]