MAP26: Ballistyx (TNT: Evilution)

From DoomWiki.org

TNT: Evilution 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

Sony-PlayStation-5501-Console-FL.png

This level has a
console version.

This level occupies the map slot MAP26. For other maps which occupy this slot, see Category:MAP26.

MAP26: Ballistyx is the twenty-sixth map of TNT: Evilution. It was designed mostly by Mark Snell (Kram Llens) with minor additions by Jim Lowell. It uses the music track "Blood Jungle" (unofficial title) by Jonathan El-Bizri shared with MAP16: Deepest Reaches.

This level was also ported to PlayStation Final Doom as MAP23: Ballistyx.

Walkthrough[edit]

Map of Ballistyx
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]

Blue key

You start the level facing an altar. To your right, enter the chapel. Inside, take the super shotgun and take the staircase to walk around the wall. Slay the spectres and take a berserk (you can return to kill the alerted imps). Enter the brick passageway and kill a spectre. There will be a lift here going down.

Continue going down and killing spectres on your way until you come to a grey corridor. This corridor is a fork. Go to the left and open the door leading to a cave, so descend into it. Be cautious here, as there are many ambushes consisting of shotgun guys. Proceed further down the linear path until you come to a cave with a lava pool in the middle and the blue key. First, eliminate all the enemies that disturb you here, and then go to the key and take it. Do not blow up the barrels, as they will be useful later.

Yellow key

Return to the fork corridor mentioned in the previous section. This time, take the path to the north. Go straight down the linear path eliminating small groups of enemies until you come to a room. You can climb to the ledge via the lift to take a medikit and box of bullets (optional). Climb the staircase to a small door. In the next room, there will be two cages, the one to the left is opened and contains imps. The other one also contains imps but is closed. When you try to open a door leading to inside the cage, the second one will open immediately behind you, so be cautious. You can find a security armor and a box of shells within the cage but this is optional. Take the blue door. Here, you can go either to the left or right, but it is advised that you take the path to the left now. Go straight to a weird low-ceilinged room with slime on both the floor and ceiling. Walk around the wall and press the switch between two red torches. Return to the aforementioned wall where you entered. Enter the teleporter ahead. This will lead you to a room from which you overlook a large outside area. Here, take the yellow skull key (and a rocket launcher if you want it). You can fight the enemies in the outside area to eventually get 100% kills in this level, but that is time-consuming and even dangerous, since they can hide under the cage, making them difficult to eliminate. Turn around and open the door in the north-eastern portion of the room to access a teleporter to get back.

Back in the low-ceilinged room, you can eliminate the enemies that come from the newly opened areas and collect some optional items. With the yellow key collected, return to the fork corridor.

Red key

In the fork corridor, go back to the south and to the door. Go straight through the familiar caves until you get to the lava pool and the pedestal on which there was the blue key. Go to the southwest of the cave and here you can see the yellow skull barriers. Open them and cross the lava river to the brick room. Go forward a bit until you can see a red torch on the right (all other torches in this room are green). Squeeze into a narrow passage in which there are enemies and items. The square metal block will lower behind you, revealing a Hell knight on HNTR or lower or a mancubus otherwise, as well as the red key. Take the key and return to the cave. Beware of a chaingunner ambush here. Also, a large trap room in the southeast of the cave is opened. There are many enemies of various types. If you spared the barrels as was advised you can lure the enemies to them, and then blow up the barrels in order to eliminate them fast and conserve ammunition. Return to the caves, this time using the shortcut to the north which was recently opened. Go to the right and climb the stairs to the door leading back to the grey corridor.

Exit

This time, head left. You should come to a room with the red door, candles and spectres. Enter the red door. In the white cave, go down. Eliminate the enemies, then turn right. The weird sky area is actually a teleporter which displays the altar of the area where you begin the level. One monster ahead is approaching you and eventually will be teleported. Go straight and you will be teleported to the very beginning area. Now, the exit is the altar itself (this is evident because of the two exit signs). Kill the only enemy here and step over the altar to end the level.

Secrets[edit]

  1. Inside the red-rock cage with the blue skull key, open a part of the wall to the left from a burning barrel to find a soul sphere and a light amplification visor. (sector 317)
  2. Inside the cage with the yellow skull key, open the westernmost part of the wall (on HMP and lower, it is marked by a candle) to get a megasphere or a soul sphere (on HMP or higher). (sector 77)

Design oddities[edit]

In the room with staircases on the way to the blue door, if the player manages to kill all monsters in a small appendage (sector 139) before any of them has a chance to teleport out, the W1 teleporter (linedef 653) remains active. Entering the appendage and trying to exit it results in an unexpected teleporting of the player back to the corridor (sector 80) before the room.

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

Current Compet-n records[edit]

The Compet-n records for the map are:

Run Time Player Date File Notes
UV speed 02:03 Jim Leonard (Xit Vono) 2002-08-11 ev26-203.zip
NM speed 04:45 Jim Leonard (Xit Vono) 2002-08-11 tn26-445.zip
UV max 04:53 Yashar Garibzadeh (GeminI) 2001-02-12 ev26-453.zip
NM100S 04:45 Jim Leonard (Xit Vono) 2002-08-11 tn26-445.zip
UV -fast 07:53 Kai-Uwe Humpert (Gazelle) 1997-01-17 tnt26-gm.zip
UV -respawn 05:41 Chris Ratcliff (Ryback) 2001-09-24 er26-541.zip
UV Tyson 22:38 Jim Leonard (Xit Vono) 2004-12-15 et262238.zip
UV pacifist

The data was last verified in its entirety on July 5, 2020.

Current DSDA records[edit]

The records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
UV speed 1:47.09 Jean-Charles Dorne (JCD) 2022-02-13 ev26-147.zip
NM speed
UV max 4:12.54 Orii 2024-01-02 ev26m412.zip
NM 100S 2:12.37 Brian Martin 2017-01-01 ev26s212.zip
UV -fast 7:34.94 Bob9001 2022-07-27 ev26f734.zip
UV -respawn 5:41.11 Chris Ratcliff (Ryback) 2001-09-24 er26-541.zip
UV Tyson 22:38.74 Jim Leonard (Xit Vono) 2004-12-15 et262238.zip
UV pacifist
NoMo 1:31.57 Pleymo 2024-04-09 ev26o131.zip
NoMo 100S 1:36.97 Orii 2024-07-22 ev26os136.zip

The data was last verified in its entirety on August 13, 2024.

Deathmatch[edit]

Map of MAP26's deathmatch arena

This level includes its own, semi-separate deathmatch arena. The arena itself is inaccessible during single-player, but it does contain monsters to fight from the cage that, in turn, is inaccessible during deathmatch.

Player spawns[edit]

This arena contains four spawn points:

  1. facing south. (thing 145)
  2. facing west. (thing 146)
  3. facing north. (thing 147)
  4. facing east. (thing 148)

Things[edit]

The following things (per skill level) are placed in the arena:

Monsters 1-2 3 4-5
Imp 9 11 13
Revenant 0 0 1
Hell knight 0 1 3
Weapons 1-2 3 4-5
Shotgun 2
Super shotgun 1
Chaingun 1
Rocket launcher 1
Health & Armor 1-2 3 4-5
Megaarmor 1
Items 1-2 3 4-5
Supercharge 1
Miscellaneous 1-2 3 4-5
Deathmatch start 4

Statistics[edit]

Map data[edit]

Things 369
Vertices 1686*
Linedefs 1709
Sidedefs 1224
Sectors 320
* The vertex count without the effect of node building is 1433.

Things[edit]

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

External links[edit]