MAP181: The Circle of Death (Rabbit's All-comers Mapping Project 2023)

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RAMP 2023 maps 180-189

HUB 01 02 03 04 05 06 07 08 09
10 11 12 13 14 15 16 17 18 19
20 21 22 23 24 25 26 27 28 29
30 31 32 33 34 35 36 37 38 39
40 41 42 43 44 45 46 47 48 49
50 51 52 53 54 55 56 57 58 59
60 61 62 63 64 65 66 67 68 69
70 71 72 73 74 75 76 77 78 79
80 81 82 83 84 85 86 87 88 89
90 91 92 93 94 95 96 97 98 99
100 101 102 103 104 105 106 107 108 109
110 111 112 113 114 115 116 117 118 119
120 121 122 123 124 125 126 127 128 129
130 131 132 133 134 135 136 137 138 139
140 141 142 143 144 145 146 147 148 149
150 151 152 153 154 155 156 157 158 159
160 161 162 163 164 165 166 167 168 169
170 171 172 173 174 175 176 177 178 179
(180 - 189)
190 191 192 193 194 195 196 197 198 199
200 201 202 203 204 205 206 207 208 209
210 211 212 213 214 215 216 217 218 219
220 221 222 223 224 225 226 227 228 229
230 231 232 233 234 235 236 237 238 239
240 241 242 243 244 245 246 247 248 249
250 251 252 253 254 255 256 257 258 259
260 261 262 263 264 265 266 267 268 269
270 271 272 273 274 275 276 277 278 279
280 281 282 283 284 285 286 287 288 289
290 291 292 293 294 295 296

This level occupies the map slot MAP181. For other maps with a non-standard slot, see Category:Non-standard map slots.

MAP181: The Circle of Death is the one hundred eighty-first map of Rabbit's All-comers Mapping Project 2023. It was designed by ONETAPPYBOI and uses the music track "Into the Beast's Belly" by L.A. Sieben.

Walkthrough[edit]

Map of The Circle of Death
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]

This level consists of one arena that gets enlarged and refilled with enemies with every new wave. To progress to the next wave, all enemies in the previous one have to be killed.

The first wave consists of several demons and imps and is triggered by picking up the super shotgun on the podium in the northern part of the starting area. The revealed area also contains a box of shotgun shells, a stimpack, and some minor ammunition pickups. Killing all enemies will spawn a chaingun, which will trigger the second wave once picked up.

The second wave consists of two pain elementals in the northern part of the arena, as well as zombiemen, shotgunners and chaingunners from all other directions. The pain elementals are the top priority here due to them quickly filling up the relatively small arena with lost souls, so stunlocking them with the newly acquired chaingun should be the first thing you do. The hitscanners have a tendency to infight with each other, allowing you to focus on the pain elementals. After they are dealt with, take care of the surviving hitscanners while picking up the stimpacks and ammunition scattered around the arena. Killing all enemies will spawn a rocket launcher, which will trigger the third wave once picked up.

The third wave consists of two arch-viles spawning in the starting area, and a horde of demons and spectres being unleashed at the outer edges of the arena. Here, you are at a constant danger of encirclement by pinkies, so the first priority should be killing some of them with the rocket launcher and moving to the outermost edge of the arena, where there is plenty of cover from the arch-viles. There, you can also find four berserk packs, enabling you to safe ammo by punching out the pinkies. After ensuring you will not be surrounded, you can start attempting to kill the arch-viles. That said, there will be plenty of demons blocking your rockets, so it may take a fair amount of shots to hit the arch-viles. If you are playing in the default compatibility mode, you may also kill the arch-viles first, and then jump on top of demons to escape encirclement, however, this is a much more dangerous strategy. Killing all enemies will spawn a backpack, which will trigger the fourth wave once picked up.

The fourth wave consists of two spiderdemons, several cacodemons, and a horde of imps. Due to their high damage potential, the spiderdemons should be made to infight with the cacodemons, and then killed with the super shotgun while they are distracted. The imps may get in the way of your shots, so be prepared to switch to the rocket launcher to clear some space. After both spiderdemons are down, finish off the surviving cacodemons and imps. Killing all enemies will spawn a plasma gun, which will trigger the fifth wave once picked up.

The fifth wave consists of two cyberdemons spawning in the starting area, and revenants, chaingunners and arachnotrons spawning at the outer edges of the arena. The highest priority targets here are the chaingunners due to their high damage potential, even at long ranges; fortunately, they are quite prone to infighting. After the chaingunners are dealt with, the next priority targets should be the arachnotrons, which take up a most of the space at the outermost edges of the arena. This is due to the fact that, even though the arena gets physically larger, the outermost section of it is unusable due to it being flooded, which slows you down, and, consequently, makes dodging projectiles nearly impossible. After the arachnotrons are all dead, target the revenants. The cyberdemons should be the last to be killed since they are quite useful assets due to their tendency to infight and killing a lot of enemies in the process. Killing all enemies will spawn a BFG9000, which will trigger the sixth and final wave once picked up.

The sixth wave consists of four arch-viles spawning in the starting area, revenants spawning on the tops of blocks in the middle ring, and Hell knights and pain elementals spawning at the outermost edges of the arena. The newly acquired BFG should be immediately used to quickly kill the arch-viles before they are able to revive anything, and, after that, should be used to kill the pain elementals to prevent them from filling the arena with lost souls. When you run out of cells, go to the outermost edge of the arena—there, you may find a total of 1200 cells, as well as two megaspheres. Due to the high amount of revenants found in this wave, it is important to constantly stay on the move, as stopping even for a bit will almost certainly get you hit with several guided missiles, potentially killing you instantly.

After all enemies are defeated, the wall in front of the exit teleporter will lower, allowing you to exit the level.

Other points of interest[edit]

In the starting area, there is a stack of crates with a medikit and a green armor initially placed on them. Items will occasionally spawn here as you progress through the level, so make sure to revisit the area after each wave to get some extra health and ammo.

Secrets[edit]

There are no official secrets on this map.

Bugs[edit]

The scripting of this level does not account for lost souls spawned by pain elementals, which means it is not necessary to kill them to advance to the next wave or exit the level.

Demo files[edit]

Areas / screenshots[edit]

Speedrunning[edit]

As this level does not contain official secrets, the NM 100S category is redundant.

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
UV -fast
UV -respawn
UV Tyson
UV pacifist

The (absence of) data was last verified in its entirety on September 11, 2023.

Statistics[edit]

Map data[edit]

Things 391
Vertices 850
Linedefs 965
Sidedefs 1888
Sectors 228

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

The name of the level is a reference to MAP11 of Doom 2.

See also[edit]

Sources[edit]

External links[edit]