MAP18: Cargo Bay (Icarus: Alien Vanguard)

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Icarus 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 MAP18. For other maps which occupy this slot, see Category:MAP18.

MAP18: Cargo Bay is the eighteenth level of Icarus: Alien Vanguard. It is set in the cargo bay of the exploration cruiser, Icarus, and was designed by Andrew Dowswell.

Walkthrough[edit]

Map of Cargo Bay
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]

Kill the shotgun guy and grab the super shotgun as you head into the next door. There are two paths to take, take either one and jump out either window to reach the cargo bay:

In the cargo bay area, you need to unlock four switches to unlock four doors on the northern side of the balcony. Most of the balcony is closed off until you reach the blue keycard that is in the cargo bay as well, so make sure you get that. Also in the cargo bay, make sure you reach ground floor and head for the northern side to find the yellow key behind a crate, you need it as well. In order to access the four switches, you must step on four specific crates:

  1. Going left from the entrance, the first crate you see with a revenant, a medikit, and an energy cell.
  2. Going right from the entrance, the first crate you see with a revenant, a rocket, a medikit, and a box of bullets.
  3. The crate that has the megasphere on it.
  4. The crate north of that one that has the blue keycard.

As you step on these crates, you not only unlock the switches, but also a lot of enemies will teleport in and around the cargo bay as well. As you are attempting to find switches and flip them, be careful of these monsters. If you are on ground floor of the cargo bay, clamber up the crates to reappear back near the top. After flipping all four switches on the balcony, head to the northern end to spot the yellow door. Open it to a secondary cargo room with barons of Hell and an invulnerability. Pick it up to lower a crate to your right with a cyberdemon, who will teleport around the room. Kill him, and to get the red keycard, head behind the set of crates on the left-hand side to teleport. The key will be behind you when you teleport, so pick it up and clamber up the crates to the north. Then, jump to the "PLANET EXIT" and press the furthest panel on the right to leave the level.

Other points of interest[edit]

Secrets[edit]

  1. At the map start, the eastern wall has a barrel in front of it. Destroy it and open that wall to find a backpack, a plasma gun, a chainsaw, a chaingun, a box of shotgun shells and an energy cell. (sector 152)
  2. In the storage area, part of the southern wall is oriented higher than the rest. Press on it to reveal a tunnel (sector 80) containing a blue armor and a teleporter.
  3. Enter the teleporter in secret #2 to be taken to another room (sector 83) with three energy cells, two bullet boxes and a BFG9000. Press on the northern wall to exit.

Bugs[edit]

There are some pairs of unavoidable (at least one of each pair is triggered) Linedefs arranged like an upside-down V at the map start in single-player and coop mode, opening (Linedefs 497 and 498, Type 38 - W1 Floor Lower to Lowest Floor, Tag 12) doors that stay closed in a deathmatch and closing (Linedefs 722 and 723, Type 5 - W1 Floor Raise to Lowest Ceiling, Tag 15) the door to the deathmatch exit room.
In Addition there is a pair of Linedefs (720 and 721, Type 110 - W1 Door Close (fast), Tag 60) closing the already closed northernmost door (sector 142) south of the yellow one. Not only that this pair of Linedefs is needless, if not both are triggered before opening (Linedef 683, Type 112 - S1 Door Open Stay (fast), Tag 60) that door (it can be opened only once), one may trigger the unused Linedef after opening it, thus shutting it for good and keeping all players unable to exit the map.
To avoid this, move at the map start from the southernmost wall once straight to the western wall (between the two clips) and from the southernmost wall once straight to the eastern wall (next to the barrel), thus triggering both Linedefs.

Demo files[edit]

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

Current records[edit]

The records for the map on the Doomed Speed Demos Archive are:

Run Time Player Date File Notes
UV speed 00:50 Andy Stewart (eschdoom) 2010-03-07 ic18p050.zip
NM speed 02:09 Graham Burgess (Grazza) 2004-02-22 ic18s209.zip
UV max 03:51 vdgg 2012-09-10 ic18-351.zip
NM100S 02:09 Graham Burgess (Grazza) 2004-02-22 ic18s209.zip
UV -fast 17:23 Roger Moraga 1997-04-12 icgmdemo.zip
UV -respawn
UV Tyson
UV pacifist 00:50 Andy Stewart (eschdoom) 2010-03-07 ic18p050.zip

Miscellaneous demos[edit]

Run Time Player Date File Notes
UV max TAS 04:12 Andy Olivera 2000-01-09 icuvlmps.zip
UV speed nomo 00:38 Eric Baker (The Green Herring) 2007-07-12 ic18o038.zip
HMP speed nomo 05:02 TeamTNT 1996-04-15 icarhelp.zip Walkthrough demo.

The data was last verified in its entirety on April 3, 2015.

Deathmatch[edit]

Player spawns[edit]

This level contains eight spawn points:

  1. facing east. (thing 17)
  2. facing north. (thing 20)
  3. facing east. (thing 22)
  4. facing south. (thing 24)
  5. facing east. (thing 42)
  6. facing north. (thing 50)
  7. facing west. (thing 52)
  8. facing south. (thing 56)

Statistics[edit]

Map data[edit]

Things 282
Vertices 1090*
Linedefs 967
Sidedefs 457
Sectors 191
* The vertex count without the effect of node building is 864.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

All four of the off-screen monster storages contain a plaque bearing the author's name, Andrew Dowswell. This is the same texture used in MAP22: Nightfall on his gravestone.

See also[edit]

Sources[edit]

External links[edit]