MAP19: Venom (Plutonia: Revisited Community Project)

From DoomWiki.org

PRCP 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 MAP19. For other maps which occupy this slot, see Category:MAP19.

MAP19: Venom is the nineteenth level of Plutonia: Revisited Community Project. It was designed by Mattias Johansson (waverider), and uses the music track "Outer Darkness" by John Weekley (PRIMEVAL). The par time defined in MAPINFO is 3:30.

Walkthrough[edit]

Map of Venom
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]

All of the blood pools in this level are damaging, but there are plenty of radiation shielding suits scattered around the map.

Blue and yellow keys[edit]

Drop into the blood pit in front of you then run west into a room with imps and chaingunners. Go up the stairs in this room and enter the doorway at the top, then go west to a white teleporter and use it to reach the other side of the room. Go north-east to a door and open it to see two or three arachnotrons ahead, then collect either of the radiation suits just behind the door before entering the blood. Go north and east through the blood to a wooden door, open it and kill any waiting Hell knights, then walk along the narrow ledge in the middle of the cavern to reach the blue skull key. Taking the key causes various monsters to teleport around you, including two arch-viles on Ultra-Violence and Nightmare skill levels.

From the blue key, go east into the neighboring cave and drop down the hole at the south end to land in a chamber with demons (or spectres on Hurt Me Plenty or higher) and revenants. Open the blue bars at the south end of the chamber to enter a blood tunnel then go south through two more blue bars to reach a junction with two spectres. Go east at the junction to enter an outdoor area with an arachnotron, then drop into the blood pit at the south-east end of this area to find the yellow skull key. Depending on skill level, taking the yellow key causes lost souls or knights to appear in the blood pit, and a revenant, arch-vile or cyberdemon to appear at ground level.

Red key[edit]

To get the red skull key, you must press four satyr switches that are locked behind yellow doors.

  • From the yellow key, return to ground level then go back into the blood tunnel and head south past another blue bar to enter a room with a wooden bridge. Approach the door at the east end of the bridge and kill a knight (or mancubus on HMP or higher) that blocks your path, then go through the door and kill an arachnotron waiting behind it. Go through either yellow door at the south end of the room to find the first satyr switch.
  • Go back to the wooden bridge and open the door at the west end now, then go west to return to the starting area. Follow the same route you took to get the blue key, but this time when you reach the room with the white teleporters, go through the small door next to the southern teleporter followed by the yellow door just behind it. Kill a waiting lost soul (or two revenants on HMP or higher) then turn right to see the second satyr switch.
  • Return to the teleporter room then go north to the large blood pool just before the blue key cavern. This time, open the yellow door at the north-west end of the pool to see (depending on skill level) two knights, three barons of Hell or a cyberdemon protecting a gargoyle switch—pressing this switch opens the bars blocking the final two satyr switches. Enter the blood north of the gargoyle switch then run east and north into a tunnel with some lost souls, then open the yellow door in the north wall to find the third satyr switch.
  • Go back to the starting area and go east into the neighboring room, climb the stairs here to a wooden ledge then go to the teleporter at the north-west end to reach the final yellow door. Open the door and press the final satyr switch just behind it.

After pressing the final satyr switch, re-enter the teleporter to go back to the wooden ledge then open the eastern door and kill a knight (or baron on UV and NM) blocking your path. Continue east through another door to find the red bars you opened using the satyr switches, then step past those bars and turn right to see another knight/baron guarding a switch. Flip the switch to raise a path just behind you to the red skull key, then enter the red teleporter behind the key to go to the blood pool beneath the wooden ledge.

Exit[edit]

Use the silver lift at the north-west end of the pool to go up to a red door, pass through it then go straight forward to an ambush by demons (or knights on HMP or higher). Go down the steps behind the enemies to a rectangular corridor (a spiderdemon is waiting in the blood pit on UV and NM) and note the silver bars in front of you as you enter; behind these bars are a set of metal poles that you could run across to reach the exit teleporter, but this is a trap and the poles will fall away as you step on them. Instead, go around to the west side of the corridor to find a brick archway, go up the stairs behind it and open the door at the top to enter a room with shotgun guys. Go through the blood and pass through the doorway at the top of the steps to reach a balcony with some mancubi. Flip the switch in the north-east corner of the balcony to raise a bridge in the rectangular corridor area which you can use to reach the exit teleporter.

Other points of interest[edit]

Secrets[edit]

Official[edit]

  1. From the starting area, drop down into the blood pool and take the eastern passage. Ascend the east staircase, then climb another one to the north. Keep going there, and jump down the lift. Follow the hallway to the west and south. At its end, enter the door to the west to find a teleporter surrounded by colored lights. Enter the teleporter from its western side (it has yellow lights) to end up in a secret area. (sector 135) Press the west switch to your right to return to the hallway.
  2. In secret #1, go south (there is a radiation suit to the east), west, and south again until you reach a berserk pack overlooking the blood pool south of the teleporter mentioned in secret #1. Instead of dropping to the blood, jump on the balcony's ledge west of the railing and follow it around the corners. Enter the niche to the west of the railing's southern end and press the south wall to find a room with a teleporter in it. Use it to end up on a stone platform with six boxes of rockets on it. (sector 742)
  3. In the area with one of the four switches behind the yellow doors that unlocks the way to the red key (south-west one), part of the south wall (between the two boxes) is slightly recessed. Press on it to reveal a secret room containing an energy cell pack and a megaarmor. (sector 315)

Non-official[edit]

  • Acquiring the red key and finishing the map without any other keys: From official secret #2, step on the red floor and kill any knights that teleport in, but do not go too far north as an arch-vile is hiding inside the circular chamber on the east side. Once the knights are dead, collect the supercharge on the pentagram floor at the north end of the cave, which will alert the arch-vile and cause it to start chasing you. North-west of the pentagram is a stone ledge with several corpses on it, which can be reached by running towards the ledge and performing an arch-vile jump. Once you reach the ledge, open the north-west wall to reveal a teleporter which goes to the passage with the red key.

Bugs[edit]

In vanilla Doom, the save game buffer overflow occurs on this level.

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 10:38.74 Bdubzzz 2021-03-28 pv19-1038.zip
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist
NoMo 0:25.69 Boris Klimeš (dew) 2013-07-20 prcpnomo.zip

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

Statistics[edit]

Map data[edit]

Things 962
Vertices 6471*
Linedefs 6475
Sidedefs 9805
Sectors 855

* The vertex count without the effect of node building is 5561.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

The level was inspired by a wide selection of maps, consisting of Speed, NME, The Final Frontier, and Anti-Christ, from Plutonia. Also, Command Center and Limbo from Doom, The Path and Post Mortem from Hell Revealed, and Toxic Touch from Alien Vendetta.

The level was constructed in about a month, using Doom Builder 2. The level's music track was inspired by "The Call" from Duke Nukem 3D.

Trivia[edit]

External links[edit]