MAP29: Atlatl (Plutonia: Revisited Community Project)
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MAP29: Atlatl is the twenty-ninth level of Plutonia: Revisited Community Project. It was designed by Brett Harrell (Mechadon), and uses the music track "They're Going to Get You," composed by Robert Prince for Doom. The par time defined in MAPINFO is 5:00.
Contents
Walkthrough[edit]
Essentials[edit]
The three keys can be obtained in any order. All three are needed to reach the exit.
Push past the imps and zombiemen on the steps in front of you, open the door at the top then go north then east through some brick doorways, then go down the curved staircase to your right to enter a courtyard; barriers will rise behind you to stop you escaping. Go up the steps on the east side of the courtyard to find some Hell knights (or barons of Hell on Hurt Me Plenty skill level or higher) along with a rocket launcher, then press the satyr switch behind the rocket launcher to bring in some demons, revenants and chaingunners behind you. Press the skull switch that opens on the west side of the courtyard to raise some stairs nearby, then go back up the curved staircase and go north to find a baron guarding a metal arch with a skull switch inside it. Push the switch to open a door to the east, pass through it then go south up two sets of stairs to reach the top of the brick tower. Go north past some revenants to get the blue skull key.
Return to the starting door then go west and north until you see a wide door on your left. Go through the door and collect the red skull key at the back of the room, then go back to the entrance door to find that a barrier has risen behind it; opening the door also releases two revenants and/or arch-viles behind you, and opens a switch behind the red key that lowers the barrier so you can escape. Back outside, go through the small tunnels on either side of the wide door then go west and north to a barred doorway; the bars will open as you approach them, but watch out for the zombies hiding on either side of the passage. Go through the doorway and follow the stairs down to a large cave, then go to the north-western metal block and press the lit satyr switch on it to lower a lift to the north.
Ride the lift up to a super shotgun and run east to reach the opposite side of the cave, then go to the south-eastern metal block and press the lit satyr switch on it to open the barred doorway to the south. Go through the doorway and head east past some revenants to a door, open it then press the satyr switch to your left to open another tunnel; you will use this tunnel to get to the yellow key later. Go through the tunnel and step through any of the vines on your right to drop into the blood below, go east past some mancubi into a corridor with knights, then go north and west up a set of steps to a door with one or two arachnotrons waiting behind it. Go down the stairs behind the door to a small blood pool and look north to see a knight (or baron on Ultra-Violence and Nightmare) guarding a satyr switch, press it to open a door to the south then go through that door to enter a room with eight more switches. The switches open one by one so they must be pressed in a fixed order, and waves of monsters will teleport in after pressing the second, fourth and seventh switches.
After pressing the final switch, which lowers the pillar with the yellow key, go through any of the openings on the east side of the room then head south through the tunnel you opened earlier. Continue south and east up some steps and open the door at the top, then push past one or two knights to reach the ledge with the yellow key. Go back through the door and step east through either of the nearby openings to drop back down to the blood, then go east and north down some steps to the exit area. Open the three exit doors at the west end of this area to open two closets behind you and kill the monsters that emerge from them, including a cyberdemon on HMP or higher, then press the skull switches inside both closets to open the bars blocking the exit teleporter.
Other points of interest[edit]
Secrets[edit]
Official[edit]
- After reaching the top of the brick tower with the blue key, run off the south-east edge (the floor here has a different texture) to land on a platform below with a computer area map. (sector 139)
- In the large cave at the north-west end of the map are four metal blocks with satyr faces on them. Push the lit satyr switch on the south-western block, then walk north and drop into the blood river running through the middle of the cave. A chamber near the middle of the river has opened which contains an arch-vile, a light amplification visor, an energy cell pack, a box of rockets, and four medikits. (sector 613) The secret also holds two shotgun guys on HMP, or two revenants on UV and NM.
- In the large north-western cave, go to the south-eastern metal block then walk south-west to drop down to a ledge with a berserk pack. (sector 251)
- Go to the large blood pool near the center of the map and go to the east end to see two openings in the wall. Go through the right-hand opening to drop down to a supercharge. (sector 216) Entering the secret causes a revenant (or mancubus on HMP or higher) to teleport behind you.
- On the curved staircase before the room with eight switches, enter the blood pool and look at the bloodfall on the west side to see that one section is misaligned. You can walk through this wall to find a skull switch. (sector 599)
- Push the switch in secret #5 to open a compartment in the eight-switch room with a BFG9000. (sector 586)
Non-official[edit]
- Right behind the starting area there is a large outdoor area containing a plasma gun, an armor, three energy cells, and four boxes of rockets. On Hurt Me Plenty or higher, it can be accessed by luring an arch-vile from the red skull key area to the starting area and performing an arch-vile jump to the area behind the vines. On I'm Too Young To Die and Hey Not Too Rough, this area is inaccessible as there are no arch-viles that can be lured to the starting point, and the ledges with the vines are too high to climb on.
Bugs[edit]
- After opening the third door in front of the map exit room, where the player first has to use the blue, then the red and then the yellow key, two teleporter rooms open up in the wall surrounding the area the player is in: one in the center of the northern wall and another one in the center of the eastern wall. Some monsters teleport in those rooms and start attacking the player.
- As soon as the player approaches one of the four medikits or the armor in front of them (behind the yellow door), they trigger (linedef 4061, action: 19 - W1 Floor Lower to Highest Floor, tag 35) a wall to rise in the south of that area, thus blocking the only retreating opportunity. Entering the eastern teleporter room and stepping on the teleporters triggers (linedef 4059, action: 38 - W1 Floor Lower to Lowest Floor, tag 35) that wall to lower again.
- The player does not need to cross any of those lines before they fight the monsters teleporting in, but both lines have to be triggered before exiting the map (linedef 4061 to approach the map exit and linedef 4059 to use the switch east of the teleporters to remove some bars blocking the map exit).
- As the lines can triggered only once and it is possible to trigger the already lowered wall first to lower and then to rise, the player can lock themselves in that area, unable to return to the rest of the map to collect remaining items.
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 | 13:02.11 | Ricardo Bischoff (Rizera) | 2011-11-04 | pv29-1302.zip | |
| NM 100S | |||||
| UV -fast | |||||
| UV -respawn | |||||
| UV Tyson | |||||
| UV pacifist | |||||
| NoMo | 1:50.66 | Aleksey Kamenev (4shockblast) | 2013-11-09 | prcpnomo.zip |
The data was last verified in its entirety on April 3, 2022.
Deathmatch[edit]
Player spawns[edit]
This level contains eleven spawn points:
- facing east. (thing 1492)
- facing north-west. (thing 1493)
- facing south. (thing 1494)
- facing north-east. (thing 1582)
- facing south-east. (thing 1583)
- facing north-east. (thing 1584)
- facing south-west. (thing 1585)
- facing east. (thing 1586)
- facing east. (thing 1587)
- facing west. (thing 1588)
- facing east. (thing 1589)
Statistics[edit]
Map data[edit]
| Things | 1642 |
| Vertices | 4730* |
| Linedefs | 5008 |
| Sidedefs | 7391 |
| Sectors | 669 |
* The vertex count without the effect of node building is 3961.
Things[edit]
This level contains the following numbers of things per skill level:
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Technical information[edit]
Inspiration and development[edit]
This level was built in about twelve hours spread across two weeks, using Doom Builder, SLADE 3, and XWE.
