MAP32: Have @ It (Plutonia: Revisited Community Project)

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Secret maps

This level occupies the map slot MAP32. For other maps which occupy this slot, see Category:MAP32.

MAP32: Have @ It is the second secret level of Plutonia: Revisited Community Project. It was designed by William Huber and uses the music track "I Already Know About id" by John Weekley (PRIMEVAL). The par time defined in MAPINFO is 30 seconds. Like its predecessors, this map features elements from Doom II's Entryway, and a very high number of monsters, with no fewer than 755 enemies on Ultra-Violence.

Walkthrough[edit]

Map of Have @ It
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]

The three keys in this level can be collected in any order. All three are needed to exit.

Take the megasphere and weapons then go north into a room resembling the start of Entryway. Go up the steps and kill the mancubus blocking your path, then go around the corner to see a cyberdemon standing next to the yellow skull key; there are also some arch-viles behind the cyberdemon, but they cannot leave their chamber so simply get out of sight if they try to incinerate you. After taking the yellow key, which will release a group of pain elementals into the southern courtyard, go south and east to a sludge pool with chaingunners then press the gargoyle switch here to open the bars to your right, letting you go into the neighboring room where one or two cyberdemons and a pack of revenants are guarding the red skull key. Taking the key opens a tunnel to the north containing revenants, and allows a group of chaingunners and arch-viles to teleport to the ledge to your right.

Go back to the starting point and go south into a corridor with two doors. Open the south door and fight off the revenants waiting behind it, then go into the room and approach the door at the south end of the room to raise one or two arch-viles from the sludge. Open the door to find a cyberdemon guarding the blue skull key, then pick it up to release a group of arachnotrons and a spiderdemon into the southern courtyard. Go back to where you found the red key and go north into the tunnel you opened earlier, then follow it to a room with many arachnotrons, mancubi and chaingunners. Open the door on the north side of the room and kill the cyberdemon waiting behind it, take the megasphere then press the gargoyle switch to open the cage behind you with the spiderdemon, as well as two closets to the east and west containing revenants.

Press the satyr switch inside the spiderdemon's cage then go back to the southern courtyard to find that the south-eastern wall has lowered, revealing a number of arch-viles. Press the lion switch at the south end of the courtyard to open a satyr switch to the east, press that switch as well then enter the tunnel west of the spiderdemon cage room and follow it north to a room with a zig-zag bridge. Cross the bridge to a fake exit teleporter, noting the cyberdemon that appears in the left-hand sludge pool, then step on the teleporter to open a large yard with many cyberdemons and barons of Hell. Enter the cavern at the south end of the yard, which has a cyberdemon standing on a platform, then press the satyr switch behind it to lower the barrier at the north end of the yard. Open the door behind the barrier to find some arch-viles guarding the real exit teleporter.

Other points of interest[edit]

Secrets[edit]

  1. From the starting area, walk south along the hallway. In the U-shaped room, enter the western door. There will be two switches. The one on the north pillar will open an alcove, north of the U-shaped room, with either one (HNTR) or three (HMP and UV) energy cell packs, and four medikits inside. (sector 6)
  2. The south switch will open an alcove north of it, with two energy cell packs and a megasphere inside. (sector 236)

Bugs[edit]

In the two open courtyards, the hall of mirrors effect can occur.

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 2:29.97 Red-XIII 2015-12-05 pv32-229.zip
NM speed
UV max 9:23.91 j4rio 2019-09-19 pv32-923.zip
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist
NoMo 0:31.86 kvothesixstring 2024-12-21 pv32o31.zip

The data was last verified in its entirety on January 18, 2025.

Deathmatch[edit]

Player spawns[edit]

This level contains five spawn points:

  1. facing west. (thing 1500)
  2. facing west. (thing 1502)
  3. facing west. (thing 1504)
  4. facing west. (thing 1506)
  5. facing west. (thing 1508)

Statistics[edit]

Map data[edit]

Things 1606
Vertices 4493*
Linedefs 3985
Sidedefs 6212
Sectors 635

* The vertex count without the effect of node building is 3536.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

  • In Doomsday, the player spawns "as a camera" in this map, due to the port thinking there is not enough room to spawn the player. Workaround: After the map starts or a savegame in this map is loaded, enter the command makecam 0 into the console.

External links[edit]