MAP20: Sinister Daybreak (Plutonia: Revisited Community Project)

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

MAP20: Sinister Daybreak is the twentieth level of Plutonia: Revisited Community Project. It was designed by Tatsuya Ito (Tatsurd-cacocaco), and uses the music track "Ballad of the Demons" by John Weekley (PRIMEVAL), a rearrangement of Doom's "Waltz of the Demons," by Robert Prince. The par time defined in MAPINFO is 2:30.

Walkthrough[edit]

Map of Sinister Daybreak
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]

Exit the cage and flip the switch at the south end of the starting room to go down to a large bridge, which is guarded by imps and zombies. Open the door on the other side of the bridge and go up a staircase guarded by shotgun guys to reach a second door, which leads to a T-junction with mancubi, cacodemons and chaingunners; do not bother to kill the chaingunners on the raised ledges as they will be resurrected by arch-viles that cannot be killed yet.

Go through the west door and go round the corner to a teleporter, which will put you on the other side of the nearby fence, then open the door in front of you to reach an intersection with chaingunners (or revenants on Hurt Me Plenty skill level or higher) and Hell knights. Collect the radiation shielding suit at the east end of the intersection before dropping into the nearby blood pit, then open the door at the north end to reveal a group of spectres and an armor. Step on the armor to open two closets with mancubi, then flip the switches in both closets to open the teleporter between them, which will take you to the yellow skull key.

Walk into the bars behind the yellow key to open them, then return to the T-junction and go through the east door to face some demons. Go forward to another door and pass through it, then follow the path to a semi-circular hallway and open the eastern door (which will close behind you) to enter a room with a large blood pool. Collect the megaarmor and press the button in the pentagram at the east end of the room to release some arachnotrons and imps, then go up the stairs behind the pentagram to find a knight (or baron of Hell on Ultra-Violence and Nightmare) guarding a skull button. Press the button to reopen the door back to the semi-circular hallway, where the bars at the north end of the curve have opened, then pass through those bars and head north to the blue skull key; watch out for ambushes by chaingunners and revenants as you approach the key.

With the blue and yellow keys, go back across the large bridge to the starting area and go west to a set of blue and yellow bars, which can be opened using the switches on either side. Go west up two flights of steps and open the door at the top to face some revenants and knights, flip both switches at the end of the passage, then go back to the large bridge to see that two platforms have risen on its east side leading to a BFG9000. Open the north door in this passage and go up the steps to a teleporter which will send you back to the T-junction, where a new area containing various monsters (including a spiderdemon on HMP or a cyberdemon on UV and NM) has opened ahead. Go up the steps at the south end of this area to reach a door and open it to see two to five arch-viles guarding the red skull key.

With the red key, go back to where you found the BFG and open the south door, then go up the steps to a berserk pack and a second teleporter that will put you back on the large bridge. Return to the starting area to see that two walls have lowered and revealed revenants, then go up the stairs behind those walls to reach the northernmost area which is defended by a spiderdemon, arachnotrons and barons. Go up the stairs opposite the spiderdemon to a megasphere and deal with the mancubi, revenants and arch-viles (or cyberdemon on UV and NM) that ambush you, then open the door at the top of the stairs to reveal a cyberdemon guarding a button. Press the button to open the bars behind the spiderdemon, then press a second button just behind those bars to lower the lift next to it. Flip the switch inside the lift to go up to the exit teleporter.

Other points of interest[edit]

Secrets[edit]

  1. Go south of the starting area. In the large room with a plasma gun, where the path splits into the western and eastern routes, use the teleporter in the north-eastern blood pool. After teleporting, turn north and press the wall with a light on top to enter the place east of the north-eastern blood pool with a backpack, a medikit, and seven health bonuses. (sector 248)
  2. In secret #1, look at the north-western corner of the north-eastern blood pool to notice a switch in the steel beam's eastern side. Shoot at it to open an eastern wall in secret #1 to find a BFG9000. (sector 318)
  3. From secret #1, go south through the passage, drop down on the walkway, and into the southern blood pool. Enter the red teleporter to the north-east to reach the area across secret #1 to the west of the north-western blood pool, with four rockets, a medikit, and seven armor bonuses. Press on the part of the western wall with the UAC markings on it to find a partial invisibility. (sector 1219)
  4. From secret #3, jump on the platform in the north-western blood pool to remove the bar blocking a north alcove (the same thing can happen with the platform in the north-eastern pool) to reach an invulnerability. (sector 355)
  5. Return to the main path and go east. After two turns to the north and east, enter a semi-circular hallway. The wall behind the southernmost torch, behind bars, has a gargoyle face. Shoot it to remove the bar north of the door in the east part of the hallway, where you can find a berserk pack. (sector 1190)
  6. After you open the bars to the passageway to the blue key, follow the path to the west until it turns north. Leap off the bend of the walkway and onto the higher part of the blood floor south-west of the turn's outer corner. Walk to the south behind the fence to find a supercharge in the western wall. (sector 1182)
  7. After you raise the bridge in the large area south of the starting one, walk over the new bridge with the gap to the east and jump over to the northern ledge. There is a recess in the wall that you can press on to reveal a switch. Press it as well, drop down to the north, and follow the passage to the secret with two medikits and a teleporter. (sector 151) Use it to be taken to another supercharge across the bridge.

Bugs[edit]

Visplane overflows can occur in the passage just before the yellow key area (sector 494), the passage leading to the semi-circular hallway (sector 1213), and the southern area of the map (sector 878).

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 9:52.09 William Huber (WH-Wilou84) 2013-05-06 pv20-952.zip
NM 100S
UV -fast 10:37.60 Tatsuya Ito (Tatsurd-cacocaco) 2011-12-15 pv20f1037.zip
UV -respawn
UV Tyson
UV pacifist
NoMo 1:50.43 Doomdaniel95 2013-08-13 prcpnomo.zip

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

Statistics[edit]

Map data[edit]

Things 624
Vertices 6396*
Linedefs 6595
Sidedefs 10056
Sectors 1316

* The vertex count without the effect of node building is 5399.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

This level was inspired by Caged and The Twilight, from The Plutonia Experiment. It was constructed in 10 days, using Doom Builder 2.

Trivia[edit]

External links[edit]