MAP28: Abyss (Doom 2 the Way id Did)

From DoomWiki.org

Doom 2 the Way id Did 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
Easter-egg map: 33

This level occupies the map slot MAP28. For other maps which occupy this slot, see Category:MAP28.

MAP28: Abyss is the twenty-eighth map of Doom 2 the Way id Did. It was designed by Xaser in the style of Sandy Petersen. The par time is 7:00.

Walkthrough[edit]

Map of Abyss
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]

This level only contains one key, the yellow skull. Finding it allows you to reach three skull levers that raise the platforms leading to the exit.

Yellow key[edit]

Drop out of the starting tower into the damaging blood below, then walk past the south-east corner of the room to open the walls and reveal up to four pain elementals. Pass through the tunnel on the west side to enter a large blood cave, then drop into the blood below and run north to a black tower that has red magma on its sides. Approach any of the magma walls to teleport to the top of the tower, kill any waiting imps then run west to jump down to a ledge below. Open the door here and step on the white teleporter pad, which will open the walls on either side and reveal Hell knights (plus demons on Hurt Me Plenty skill level or higher), then go round to the west side of the room to find a red teleporter and enter it to travel to the easternmost area.

Step outside (you can see the yellow key on the center pillar) and drop down to the teleporter in the south-east corner of the lava pool. Enter the teleporter to go to the north-western room, where some cacodemons are waiting, then carefully walk off the north side of the tower to land on a teleporter pad with a switch; flipping the switch raises the height of the tower, allowing you to teleport back to it and make a running jump to the south platform, where you can flip another switch to raise the tower again. Repeat this process for the east and north platforms, then teleport back to the tower and flip the switch at the top to lower the west platform like a lift. Ride that platform up to the top to find another switch and flip it to open three compartments below, which contain zombiemen and/or chaingunners along with cacodemons and/or pain elementals.

Enter the white teleporter in the north-west compartment to go to a cage in the yellow key area, then press the eastern switch (which is already lit) to raise the platform holding the key. Go back into the teleporter to return to the previous area, then enter the north-eastern teleporter to go to the corresponding corner of the yellow key area. You can climb up the steps here to reach the yellow key.

Raise the platforms[edit]

From the yellow key, go to the locked door on the south side and open it to find another teleporter; this takes you to a bridge above the northernmost room, which you can follow to find the first skull lever you need to reach the exit. Drop into the sludge below and run east to another black tower, which has yellow magma walls, then approach any of these walls to teleport to the top and run north to jump to a platform below. Open the yellow door here to reach the lower level of the room you were in previously, then follow the walkway round until part of it lowers to reveal a pain elemental guarding a supercharge and another teleporter, which goes to a high platform in the middle of the room. Run north down two pillars to land on the west side of the walkway, then follow it south until you reach a computer area map, then go up some steps to the second skull lever.

From here, go back to the walkway room and use the teleporter again to get back to the high platform, then run east down three pillars to get back to the entrance door. Go through it and teleport to the top of the black tower again, then run south to land on the platform in that direction and go through the door here to return to the southern cave. Drop into the blood below and run to the black tower in this area, teleport to its top then run north to land on a platform with a megaarmor. Open the yellow door here, collect a supercharge then step east to drop into a pit where a knight guards the third and final skull lever. Drop into the sludge and run east to the tower, teleport to the top again then run west to land on the first platform you raised. You can now run west down the remaining platforms to reach the ledge with the exit door.

Other points of interest[edit]

Secrets[edit]

  1. Outside of the corridor with the crushers north of the starting point, press the scorched wall next to the berserk pack to reveal a chainsaw. (sector 31)
  2. Opposite the tunnel leading out of the starting area are two imps containing cages. Make a running jump to the wall between the cages to land on a small pillar, then press the button here to lower a platform to the north. (sector 1) Step on this platform once it lowers to teleport to the other side of the pillar and get a BFG9000.
  3. From secret #2, drop into the blood and run north to the black tower in this cave to teleport to its top. When you drop out of the south side of the tower, the demon wall at the back of secret #2 will open for a few seconds to reveal an invulnerability. You can get there by strafe-jumping from the tower, or by using the teleporter to secret #2. (sector 2)
  4. Still in the blood cave, run north-east from the black tower to a step and open the door here to find a staircase leading up to a switch. Flip the switch to raise a platform around the supercharge on the tall pillar, which you can reach by strafe-jumping from the top of the tower. (sector 129)
  5. In the room with the third skull lever, pressing either of the blood-stained walls will lower the platform in front of the yellow door. Do this, then run to the east end of the blood cave to get a megasphere that has lowered. (sector 23) Wait until the lift goes up to also find two boxes of rockets and an energy cell pack.

Bugs[edit]

Demo files[edit]

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

Because switches can be pressed from any height, you can flip the switch at the top of the tower in the north-western area to lower the final platform in that area immediately.

Current records[edit]

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

Run Time Player Date File Notes
UV speed 0:55.83 Dime 2014-05-20 d2twid_srl.zip
NM speed
UV max 9:11.63 Neil Kloster 2018-08-27 id28-911.zip
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist
NoMo 0:47.37 Aleksey Kamenev (4shockblast) 2015-04-07 id28o047shock.zip

The data was last verified in its entirety on January 13, 2022.

Deathmatch[edit]

Player spawns[edit]

This level contains twelve spawn points:

  1. facing north. (thing 434)
  2. facing west. (thing 435)
  3. facing east. (thing 436)
  4. facing north. (thing 437)
  5. facing west. (thing 438)
  6. facing west. (thing 439)
  7. facing north. (thing 440)
  8. facing south-east. (thing 441)
  9. facing south-east. (thing 442)
  10. facing south-west. (thing 443)
  11. facing north. (thing 444)
  12. facing east. (thing 445)

Statistics[edit]

Map data[edit]

Things 493
Vertices 1193*
Linedefs 1415
Sidedefs 1993
Sectors 265
* The vertex count without the effect of node building is 1085.

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]