MAP21: Asmodeus' Circle (Plutonia: Revisited Community Project)

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PRCP maps 21-30

01 02 03 04 05 06 07 08 09 10 11
12 13 14 15 16 17 18 19 20
(21 - 30)
Secret maps: 31 32

This level occupies the map slot MAP21. For other maps which occupy this slot, see Category:MAP21.

MAP21: Asmodeus' Circle is the twenty-first level of Plutonia: Revisited Community Project. It was designed by Keeper of Jericho and Przemysław Woda (Belial), and uses "Read Me While Listening to This" from Doom II, composed by Robert Prince, as its music track. The par time defined in MAPINFO is 4:00.

Walkthrough[edit]

Map of Asmodeus' Circle
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]

Open the door in front of you to face an imp and some shotgun guys, then go east to another door and open it to reach a bridge with a mancubus. Open the door at the north end of the bridge to enter the circle in the middle of the map, then leave through the north or east doors and drop into the north-eastern blood pool, which is damaging and contains some spectres. Climb the stairs on the east side of the pool and open the door at the top to enter a room with revenants, then walk through the gap in the fence to summon an arch-vile and two mancubi that will block your path to the skull switch at the south end of the room.

Press the skull switch then go back to the blood pool and use the teleporter at the north-west end to go back up to the bridge south of the circle; be ready to kill the revenants that have appeared here. Drop into the south-western blood pool and go to the wooden platform at the west end to find a plasma gun in front of another skull switch, press it then use the teleporter in the south-east corner to return to the south bridge, where a baron of Hell has appeared. Go back to the circle and exit through the west door, then open a second door in front of you to find a cacodemon blocking your path. Go past the cacodemon to enter a marble room with Hell knights (or barons on Hurt Me Plenty skill level or higher), arachnotrons and an arch-vile, then press the skull switch at the north end of the room to open the way to the red skull key.

Go back outside and deal with the arch-viles that have appeared on the bridges, then return to the circle and go through the north door followed by a second door in front of you. Go through the second door and kill an arch-vile that appears ahead then go through the door it was guarding to find the red key. Go back to the south bridge, noting the cyberdemon that has appeared in the circle on Ultra-Violence and Nightmare, then open the red door and go east to the exit teleporter, which is defended by an arch-vile.

Other points of interest[edit]

Open the door east of the circle to find a megasphere, which is guarded by a mancubus (or cyberdemon on HMP or higher).

Secrets[edit]

  1. As you leave the cage you start the map in, push the wall under the large unlit skull to your left to lower the pillar with the megasphere on it in front of you behind the fence. Drop down into the south-western blood pool later to grab it. You have to step on the pillar's center to register the secret. (sector 51)
  2. Go west from the circle to enter a room with a wooden bridge. On the north side of the bridge, push the wall under the unlit skull on the western wall to open a niche with a BFG9000 in it. (sector 10)

Bugs[edit]

  • Visplane overflows can occur at the south end of the circle (sector 0), and in the middle of the gray bridge south of the circle (sectors 15 and 50).
  • Not killing the enemies on the bridges surrounding the circle, or the arachnotron in the middle of the circle, may result in keeping some enemies trapped forever. Using the skull switches around the map and taking the red key lets several enemies teleport into the map. However, if the teleport spots are occupied by another monster when the enemy crosses the teleport line for the first time, it will never be teleported and will be trapped inside its closet. This is because the teleport lines use action 125 (W1 Teleport (Monsters Only)), rather than action 126 (WR Teleport (Monsters Only)).
Because of the high probability that some of the arch-viles will resurrect some monsters, the kill count may exceed 100% anyway on most source ports, but after killing any enemy on the map and standing in front of the exit, one may hear several monsters grunting. Using the iddt cheat shows the remaining monsters moving around in their starting places, unable to teleport in.
To avoid this, try to kill any monster as soon as possible before using any switch.

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 6:31.94 Insomnia 2025-03-17 pv21-631.zip
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist
NoMo 0:46.91 Aleksey Kamenev (4shockblast) 2013-08-12 prcpnomo.zip

The data was last verified in its entirety on June 15, 2025.

Deathmatch[edit]

Player spawns[edit]

This level contains four spawn points:

  1. facing south. (thing 66)
  2. facing north. (thing 338)
  3. facing east. (thing 339)
  4. facing west. (thing 340)

Statistics[edit]

Map data[edit]

Things 472
Vertices 1944*
Linedefs 2075
Sidedefs 2915
Sectors 153

* The vertex count without the effect of node building is 1783.

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 Slayer from Plutonia. It was constructed in a couple of weeks, using Doom Builder.

Trivia[edit]

External links[edit]