MAP24: Temeraire (Eviternity II)
From DoomWiki.org
| Eviternity II maps |
|---|
| Chapter I: Withered |
| Chapter II: Sanctuary |
| Chapter III: Petrified |
| Chapter IV: Bastion |
Chapter V: Hyperborean
|
| Chapter VI: Celestial |
| Secret maps |
MAP24: Temeraire is the twenty-fourth map of Eviternity II. It was designed by Seongbae Park (antares031) and uses the music track "Journey to the Other Side" by Tristan Clark. The par time defined in MAPINFO is 7:00.
Contents
Walkthrough[edit]
Essentials[edit]
This map consists of three major areas: a maze-like collection of caverns and tunnels, in the south-east; a sprawling complex of buildings, in the center; and a battleship to the north. To exit, you will need to collect all six keys (both cards and skulls).
Start[edit]
You start in the maze, in a cavern at the center-south. You immediately face a large number of monsters, scattered throughout the caverns. The ones near the start are all facing away from you, but as soon as you fire a shot they all wake up. The shotgun, chaingun, and rocket launcher are given to you immediately. There is no real cover at the stage. No particular strategy really presents itself here. All you can do is wade in and keep moving.
Two super shotguns are available. One is on a raised ice pillar, to the north and west of the start point. You have to climb the "steps" around the outside walls, and then jump across. The other is in the south east cavern, on a stone pad in the middle of the ice "river", between two raised monster platforms.
The plasma rifle can be reached by heading east from the start, then turning left to enter a passage to the northwest. It turns north, and then offers the opportunity to jump across an ice pillar to the far side, to get the gun.
Blue and yellow cards[edit]
Eventually, make your way to the south-east corner of the map, where you'll find a long, narrow area. Press the goat-head switch to lower the column with the blue key card, and release some monsters. Fight your way back out. The blue door reveals a teleporter, providing a shortcut to the next task, and an opportunity to maybe telefrag a monster.
Back at the west of the caverns (where the super shot gun is/was), climb up again, and jump across all the ice pillars (the blue teleporter takes you to one of these). Press the blue goat-head switch to lower the yellow card and release some more monsters.
Complex and red key[edit]
You can enter the central complex through either of two yellow doors. One is at the west end of the cavern complex, near where you pick up the yellow key. The other is at the northeast, and offers a more direct route. Either way, you need to enter the complex and proceed to the north-east end, where (above the eastern yellow door) you will find a door leading out to the cliff that overlooks the red key card. You'll find another goat-head switch here, which lowers the pillar with the key (and, of course, releases more monsters).
Skulls[edit]
Once you have the red key card, you can begin collecting the skulls. Unlike the card keys, you can collect the skulls in any order. Each one involves an arena fight, where you get trapped in the arena while progressively harder waves of monsters teleport in. A backpack is provided in each arena, before the big fight starts.
The red skull is in an arena near where the red card was. Head south and then east, to the far east end of the map. Climb the boxes, jump in, hit the switch, battle the hordes. Eventually, the pillar with the red skull will lower. Grab it and use the red skull switch to open a door to more monsters and a teleporter. The teleporter takes you back to just outside the red card door you entered through. The red skull door here reveals a teleporter to the far west end of the map.
The blue skull is in an arena in the middle of the complex. (There is also where you'll find the six-key exit door.) Take the stairs at the northeast, and then west to a red card door. Open the door and take the teleporter. It will bring you to the raised structure in the arena with the blue skull, and begin the attacks. Jumping down lowers the pillar with the megasphere. Eventually, the orange door at the east of the arena will open, revealing the switch which opens the bars that trapped you here.
The yellow skull is in an arena at the far west of the map. Take the stairs up, open the red card door, and jump down inside. Press the yellow skull wall at the far side to begin the fight. Eventually, a door to a room at the north will open, revealing a block with a yellow skull switch texture. Press that to reveal the yellow skull key. It also enables a lift where you came in, which can now be used to get back out.
Finale[edit]
Proceed to the exit door (at the west of the blue skull key arena, in the center of the complex). Open it and go down the stairs to the rainbow teleporter. Step in, and you will appear in a final arena. There is a teleporter at the far end you need to take. In front of it is a cyberdemon, who you will need to kill. Behind all that are approximately 60 more cyberdemons. You can use the foreground cyberdemon as cover against their missiles. Once you've vanquished the gatekeeper, run into the teleporter.
You will be teleported to the deck of the battleship. Be wary of cyberdemon missiles, which can still reach you here. Run west (away from the cybers) and to either side of the superstructure. Behind the smaller side turret guns, find a ladder up. Take that, and the next ladder, then east towards a red skull switch labeled "FIRE". Press it, and watch the cyber-horde be annihilated. This also opens a teleporter behind you. Take it to the smoking hole where the cyber-horde was. Enter the hole to reach the exit switch.
Other points of interest[edit]
Secrets[edit]
Official[edit]
- In the southeast of the map, open the blue door. Inside, around to the right, is a switch. Press it, then run northeast to get a soul sphere. (sector 1122)
- Enter the complex through the large yellow door at the west. Turn right and head around south-east, entering a hall with steps down and back up again. Along the south wall of the hall are four glowing panels; three are yellow and one is red. The corner of the wall to the west of the red panel conceals a skull switch. Shoot it to lower a soul sphere in the middle. (sector 626)
- At the west end of the complex, go up the steps towards the red door, turn north, and then go back east. Use the green monitor to open a door across to the south, revealing a soul sphere. (sector 1636)
- At the north edge of the complex, roughly near the center, is a red keycard door with a teleporter inside. Just before the door, where the north wall jogs out to the south, is a brown grate in the wall. Open it to get medikits, rockets, boxes of rockets, and a rocket launcher. You can attack the enemies to the east before they are released. (sector 90)
- Enter the complex through the large yellow door at the west. Turn right and head around south-east, through a hall with steps down and back up again. You will come out in a room with three stubby square pillars. Take the stairs all the way up and around, as high as you can get. Facing southeast, across the hall you came in, you will see a gray panel surrounded by pulsing green lights. Jump across and open the panel to find a teleporter leading to a soul sphere. (sector 919)
- Two possible routes:
- In the arena at the west end of the complex, there is a room to the north with wooden boxes and a yellow skull key. At the south west corner is a small gap. Enter and follow to the end. Press the box with logos to reveal a teleporter.
- From the battleship, find the break at the southeast side and strafejump southwest to land on the docks. Go all the way west on the docks, climbing crates and going past fences, and at the end, head behind the large block and climb up.
- Both lead to sector 2284 and a BFG9000. The teleporter takes you back to the west arena. The water below kills you instantly.
Non-official[edit]
- From the BFG platform in secret #6, use the ladder at the back to climb down. Go west along the wharf, past the "lighthouse", and climb up onto the ledge there. Tucked into a small recess are 100 stacked armor bonuses.
- About halfway along the wharf is a lowered freight elevator which has an energy cell pack on it, tucked away behind a crate.
- Travel all the way to the northeast end of the wharf. The last metal fence on your way looks like an impassable obstacle, but you can get around it by carefully moving along a tiny ledge on its northern end, being wary of the water below, which will kill you instantly. At the end (past the finale arena) is a small raised platform with stairs. Step onto it, and a sunken square will raise, containing 100 stacked health bonuses. Head due south and climb the ice hill there to find a teleporter back to the normal part of the map.
- From the platform with the 100 health bonuses in the previous secret, jump northwest onto the nearby ice hills. Make your way further in until you reach a cliff overlooking the water. A switch will raise out of the ground. Press it, and you will be teleported back to secret #6, where you will also see the Temeraire's forward guns fire.
- Once you reach the rainbow teleporter past the exit door, instead of taking it, head west to find a path through the crates that leads to an area in front of the lowered freight elevator which can be accessed from the wharf below, with closed railing surrounding it. A silver crate directly south of the railing has an energy cell pack hidden behind it.
Bugs[edit]
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 | |||||
| NM 100S | |||||
| UV -fast | |||||
| UV -respawn | |||||
| UV Tyson | |||||
| UV pacifist |
The (absence of) data was last verified in its entirety on October 2, 2024.
Statistics[edit]
Map data[edit]
| Things | 3322 |
| Vertices | 44401* |
| Linedefs | 43716 |
| Sidedefs | 28740 |
| Sectors | 3294 |
Things[edit]
This level contains the following numbers of things per skill level:
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