MAP28: Twilight Massacre (Speed of Doom)

From DoomWiki.org

Under construction icon-yellow.svgThis article about a map is a stub. Please help the Doom Wiki by adding to it.
Speed of Doom 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 33

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

MAP28: Twilight Massacre is the twenty-eighth map of Speed of Doom. It was designed by Darkwave0000 and uses the Heretic E1M8 music track. The par time is unknown.

Twilight Massacre was featured in Doomworld's Top 100 Most Memorable Maps, placing 8th.

Walkthrough[edit]

Map of Twilight Massacre
Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Essentials[edit]

Other points of interest[edit]

Secrets[edit]

  1. The only secret is in the starting room, find the hidden switch (linedef #1278) that opens a room in front of you. (sector 66)

Bugs[edit]

Whenever you face the central tower that houses the end, it can cause some very heavy lagging.

Demo files[edit]

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

Current records[edit]

The records for this map at the Doomed Speed Demos Archive are:

Run Time Player Date File Notes
UV speed
NM speed
UV max 09:58 Ancalagon 2011-08-20 sd28-958.zip
NM100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

Last updated on June 19, 2013.

Multiplayer records[edit]

Run Time Players Date File Notes

Last updated on June 19, 2013.

Miscellaneous demos[edit]

Run Time Player Date File Notes
First Demo Attempt 40:05 Nikolay Kamnev (Heretic) 2010-03-22 sod-hrt.zip 1

1. ^ Final time of 38:19.

Last updated on June 19, 2013.

Statistics[edit]

Map data[edit]

Things 3920
Vertices 18033*
Linedefs 14825
Sidedefs 28343
Sectors 1438
* The vertex count without the effect of node building is 13870.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

The complex architecture of this level and number of monsters causes performance problems in some source ports due to CPU cache usage, and has prompted some to change their internal architecture to support it.

See also[edit]

Sources[edit]

External links[edit]