MAP17: Deadline (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 MAP17. For other maps which occupy this slot, see Category:MAP17.

MAP17: Deadline is the seventeenth map of Jenesis. It was designed by James Paddock (Jimmy) and uses the music track "Prototype," composed by Paddock and Stuart Rynn (stewboy). The par time is 2:10.

Walkthrough[edit]

Map of Deadline
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]

Drop into the trench below and collect the shotgun inside the railcar, then head west into a tunnel with zombies and imps - do not stand on the tracks as they are damaging. At the bend you will see that the tracks are broken - flip the switch here to open the door behind you and reveal a revenant, then go through it to a cavern that contains more imps. Go to the north end of the cavern to find a ladder, take the nearby super shotgun then climb up and turn right to see a door which is guarded by chaingunners in booths on either side. Shoot the button in the south booth to open the door, then fight your way through some more imps and zombies to a door with "2" above it and press the button here to reveal an octagonal junction guarded by one or two Hell knights. Continue east into a hall, also marked "2", and push the button at the end to lower the bars leading to the east station, kill the waiting cacodemons and revenants (on Hurt Me Plenty skill level or higher), then look north to see a door next to a booth that has a shotgun guy as well as the yellow keycard and another button. Shoot this button to open the door, allowing you to reach the key.

Go back to the octagonal junction and head north into the hall marked "3", then walk west to a door with yellow markers and open it to find steps leading down; there are shotgun guys on either side and imps ahead, and a revenant will be released when you reach the bottom step. Head north into another train tunnel to find a switch guarded by zombies and one or two knights, flip it then climb over the rockfall to the east to find that a wooden door has opened revealing a revenant and zombiemen. Climb up the steps in this room to get the red keycard, then drop down and follow the tracks east until you get to a bend with some imps and shotgun guys. Open the metal door in the east wall and push past a couple of imps to reach the platform, then open the locked door to enter a brick room with shotgun guys and revenants (plus chaingunners on Ultra-Violence (UV) and Nightmare (NM)). Go up the steps on the south side to confront one or two arachnotrons who are guarding a button, press it then go back downstairs and head north to get the blue keycard, protected by a knight and chaingunners.

Head back to the tracks and follow them to the north station, then go up the steps to the north platform and open the locked door here to enter a tall room with zombiemen. Enter the hallway to the east and open a door on your left to dispose of some zombies, then flip the switch in this chamber to lower a lift behind you - note the mancubi that are revealed behind the moving shutter ahead. Ride the lift up to a walkway and fight past some imps and zombies to a switch, flip it then ride the lift back down and head through the north door - the switch has lowered some bars blocking a doorway to your left, leading to another station with some lost souls. Drop down to the tracks below then run east (the water is harmful) to a cave with some cacodemons, as well as an arch-vile on UV and NM, then press the skull switch on the center column to lower the exit teleporter to the north.

Other points of interest[edit]

From the octagonal junction, head north into a hall marked "3" and press the button here to lower the bars, letting you reach a rocket launcher.

In the hall marked "1" are two doors. Behind the south door is a room containing a supercharge.

Secrets[edit]

  1. From the start, head west and take the first door. In this room, use the terminal with the blue rod to find a megaarmor. (sector 901)
  2. In the hall marked "2", open the north door and go around the north-west block until you reach a button. This will lower an alcove containing a computer area map. (sector 608)
  3. In the dark hall near the T junction with the hall marked "3", find the wall panel with ropes on it and open it for a supercharge. (sector 903)

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 6:30.69 lirui1001 2018-11-26 je17-630.zip
NM 100S
UV -fast 6:16.46 Jean-Charles Dorne (JCD) 2022-07-09 je17f616.zip Plays back with jenefix.wad
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on August 1, 2022.

Statistics[edit]

Map data[edit]

Things 586
Vertices 5770*
Linedefs 5624
Sidedefs 9407
Sectors 934
* The vertex count without the effect of node building is 4500.

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]