MAP19: Undersea (1994 Tune-up Community Project)
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| 1994 Tune-up CP maps 12-20 |
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MAP19: Undersea is the nineteenth map of 1994 Tune-up Community Project. It was designed by Dragonsbrethren based on Undersea by Brian Plumb and uses the music track "Adrian's Asleep" by Robert Prince, from Doom II. It takes place in a corrupted UAC oceanic base on Earth.
Contents
Walkthrough[edit]
Essentials[edit]
Other points of interest[edit]
Secrets[edit]
- Open the computer panel directly east of your starting position to reach an armor and shotgun shells. (sector 164)
- Go down the steps north of the starting area and open the door. In the next room, head down the lift, and at the bend in the next hall, press on the northwest computer panel, opposite the UAC logo, to find a rocket launcher and two boxes of rockets. (sector 20)
- In the rocky area at the northeast part of the map, approach the damaging moat and the central pillar will lower, revealing a chaingun. (sector 26)
- In the halls west of the rocky area mentioned in secret #3, just before the ground that looks like guts popping out, there will be a silver ridge you can stand on. Do it and turn north towards the eyes. Shoot them, and the wall to the south will open, revealing a soul sphere. (sector 248)
- Inside the guts area, where you will find the red key, are several switches. Press the one on the southern wall to find a box of ammo. The bloodfall next to it can be walked through, allowing you to reach energy cells and a plasma gun. (sector 263)
- Take the rocky path southwest of the red key area all the way until you reach a switch. Upon pressing it, the wall behind you will lower, revealing another switch. This one lowers the previous switch, along with a wall to the north in the rocky path. Go to this new opening to find a door leading to a megaarmor. (sector 331)
- After getting the yellow key, return to the red key area via teleporter and press the gargoyle switch to reveal a new compartment to the northwest. In the northwest part of this compartment, head through the fake wall to find a chainsaw. (sector 65)
- Head all the way south of the west rocky path. Just before you reach the tech area, look to your left (east) to spot a section of the wall that has a slit under it. Press this wall here to reveal energy cells, shotgun shells, and partial invisibility. (sector 59)
- At the rocky path over lava, jump to the ledge with a radiation suit on its east part. (sector 130)
- While still on the rocky path, cross it and jump to the ledge with a soul sphere on its west part. (sector 129)
Bugs[edit]
Some doors have invisible trigger lines placed in front of them without the pass use flag that block use attempts on the doors unless the player gets closer than would normally be necessary.
- The northeast door leading west (linedef 2175)
- The west door leading back into the start area (3657)
- The east teleporter door (601)
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 | 5:46.46 | j4rio | 2012-01-13 | 9419-546.zip | |
| NM 100S | |||||
| UV -fast | |||||
| UV -respawn | |||||
| UV Tyson | |||||
| UV pacifist |
The data was last verified in its entirety on April 3, 2022.
Deathmatch[edit]
Player spawns[edit]
This level contains seven spawn points:
- facing north-east. (thing 297)
- facing north. (thing 308)
- facing east. (thing 311)
- facing north. (thing 316)
- facing east. (thing 321)
- facing north-west. (thing 342)
- facing east. (thing 355)
Statistics[edit]
Map data[edit]
| Things | 497 |
| Vertices | 4206* |
| Linedefs | 4146 |
| Sidedefs | 6466 |
| Sectors | 681 |
* The vertex count without the effect of node building is 3452.
Things[edit]
This level contains the following numbers of things per skill level:
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Technical information[edit]
Inspiration and development[edit]
This tune-up was designed to improve upon the underwater setting of the original UNDERSEA.WAD, utilizing vistas of the seafloor instead of the original's water-textured ceilings in cavernous areas. The corrupting influence of Hell was also emphasized, with the player even briefly teleporting to a castle in Hell to obtain the yellow skull key.
