MAP20: Revelations (Doom 2 Reloaded)

From DoomWiki.org

Doom 2 Reloaded 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 MAP20. For other maps which occupy this slot, see Category:MAP20.

MAP20: Revelations is the twentieth map of Doom 2 Reloaded. It was designed by Andy Stewart (eschdoom). The par time is 14:00.

Walkthrough[edit]

Map of Revelations
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]

Press the button to lower the lift, then open the nearby door to get outside and on to a road. Follow the road west into a tunnel, then go north until you get back outside and see two large buildings on either side. Go through the door of the southern building followed by a second door behind it, then continue east to two more doors and open the northern one to face one or two chaingunners. Continue following the hallway south and west until you pass through another door, then go through the southern door at the junction ahead to get back outside. Head east to some crates, then climb up the nearby steps to find a switch in front of a manhole; flipping the switch raises the nukage inside the manhole so you can grab the blue keycard inside it. Do not fall into the manhole before flipping the switch as it will be inescapable.

Return to the road tunnel, passing some imps and chaingunners that have been released on the way, then follow the tunnel south and west until you cross a bridge. Behind the silver wall at the other end is a parking lot with a large number of monsters, including a cyberdemon on Hurt Me Plenty skill level or higher; also, a closet containing a group of arachnotrons and an invulnerability will open behind you when you approach the wall. Enter the hallway in the south-west corner of the parking lot and follow it past a blue door, then continue until you enter a room with four lifts. Ignore the lifts for now and go through the southern doorway, then go round the corner and head through a door straight ahead to enter a room with a blue floor. Open the south wall to reveal some revenants, then flip the switch they were guarding to open two sets of bars in the lift room.

Go back to the lift room and activate the south-western list, ride it up then follow the hallway at the top to a hazard door, which leads to a room overlooked by mancubi and imps. Flip the switch at the west end of the room to lower a pillar with a partial invisibility, then use that pillar to jump to the imps' platform where you will find another switch; flipping it opens the path to the red key, but also allows numerous monsters to teleport in (including an arch-vile on Hurt Me Plenty or higher). Go back to the lift room and activate the western lift, ride it up then press the button ahead to lower a second lift that goes down to the mancubi ledge, where you can collect the red keycard. Go back to the lift room and activate the northern lift, ride it up then press the button on the north wall to open the bars next to it, revealing another lift. Activate this lift then follow the corridor at the top to the interdimensional teleporter room, then enter the vent at the north end to find a computer terminal. Press the terminal to open the teleporter, which is guarded by a cyberdemon, then step on the teleporter to finish the level.

Other points of interest[edit]

Secrets[edit]

  1. Just before the big tunnel, climb the steps to the south and head south-east towards the wall. Lower it to find revenants (imps on lower skill levels) guarding a super shotgun, a box of shotgun shells and two medikits. (sector 407)
  2. In the brick building at the north end of the map, enter the room with the desk and terminal. Shoot at the terminal to reveal a button next to it, then push this button. Get out of the building through the southernmost exit, then go east to find an opening with a backpack, plasma gun, medikits, megaarmor, and cell ammo. (sector 413)
  3. Take the north-western lift in the lift room, then run north to jump over the pit and land on a ledge below. Walk west to some hazard strips, then carefully step south to drop down to a brown crate. Go along the wall to the indented terminal and open it for a computer area map. (sector 600)
  4. Go to the small, gray, monster-infested hallway in the tall building at the south-western part of the map. Here, head to the center and open the north wall to find a secret room with a supercharge, megaarmor, medikits, rockets, and boxes of bullets. (sector 718)

Bugs[edit]

Because of the large number of things in this level, attempting to save your game in vanilla Doom II on this level will cause the program to crash. This mostly happens in the first area after exiting the building and the large monster roadblock located at the bridge. If you prefer to complete the level using plain DOOM2.EXE v1.9, it is first recommended to clear the entire starting area and then saving the game will work fine. Then make sure to clear the entire roadblock that awaits you on the bridge whilst causing as much infighting as possible. Once you successfully cleared the entire horde, you can save the game from this point onwards in this map, although some ambushes at later points may not work correctly due to a different glitch where loading a saved game will make monsters dormant. In that case, you have to go back to the starting area, swing your melee weapon to wake up the dormant monsters and then they will teleport afterwards.

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 10:59.49 Kotzugi 2015-04-11 dd20-1059.zip
NM 100S
UV -fast 12:41.66 Bdubzzz 2021-09-28 dd20f1241.zip
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on January 14, 2022.

Deathmatch[edit]

Player spawns[edit]

This level contains twelve spawn points:

  1. facing north-west. (thing 214)
  2. facing south. (thing 245)
  3. facing west. (thing 303)
  4. facing east. (thing 424)
  5. facing east. (thing 441)
  6. facing south. (thing 477)
  7. facing south. (thing 513)
  8. facing south. (thing 542)
  9. facing east. (thing 560)
  10. facing south. (thing 561)
  11. facing south. (thing 562)
  12. facing west. (thing 563)

Statistics[edit]

Map data[edit]

Things 634
Vertices 3345*
Linedefs 3594
Sidedefs 5497
Sectors 747
* The vertex count without the effect of node building is 2916.

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]