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This level occupies the map slot MAP05. For other maps which occupy this slot, see Category:MAP05.

MAP05: The Canyon is the fifth map of Requiem. It was designed by Bill McClendon, and uses the music track "Mystic's Glance" by David "Tolwyn" Shaw.

Description[]

According to both the text file and the Requiem info pack:

It just doesn't seem to be getting any easier, does it...?
NOW it appears the mutant hellspawn have located and utterly corrupted the waste-processing plant in an outlying area. The only reason you can think of for them to do this is the ample room they have in the canyon... but that area is sealed...
...isn't it?

Walkthrough[]

Requiem MAP05 map

Map of MAP05

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

Secrets[]

  1. In the room west of the two lifts, one portion of the wall in the northeast of the room is borded by rusted metal and has some moss on it. This wall can be walked through, leading into a hole with combat armor at the bottom. (sector 63) Press on the wall on the opposite end to activate the lift and exit.
  2. In the northern computer room, the east side of the mainframe has two yellow boxes with thick, gray corners at its bottom corners. Push it to find a secret passage into a corridor with security armor on one side and an unreachable yellow key on the other. (sector 188) Walk toward the yellow key, and a switch will appear behind you. Press it to raise a staircase leading to the key, allowing you to obtain it.
  3. Once you go through the blue key-locked door, look east of the intersection to find a wall with two yellow boxes bearing thick, gray borders at the bottom. This is a door that requires the yellow key from secret #2 to open. Once you have it, open it to find an intestine-covered passage leading to two medikits, and a tunnel with a soul sphere at the end. (sector 207) Approaching the soul sphere will cause a spectre (or demon on Hey, Not Too Rough or lower) to appear; at his location is an ammo box.
  4. At the end of the southwest, outdoor bridge, look to the west of the cave to see another section of wall with gray-bordered, yellow boxes at the bottom. This is another door that requires the yellow key from secret #2 to open. If you have it, open this to find a stairway up to higher ground. (sector 359) Follow the path until you reach a gray, stone area with an unreachable platform holding a rocket launcher, rockets, and a radiation suit. Head through the room and you will be attacked by enemies suddenly appearing. Kill them, and enter the teleporter at the northwest of the room to get on the platform and obtain the goods it carries.
  5. From secret #4, you can jump into the sludge pool south of the bridge. Look to the southeast to find a section of the pool covered by an animated teleporter texture (see Bugs.) Behind it is the cave from which the monsters who teleport onto the bridge originate; enter to find two medikits, and (on Hurt Me Plenty or lower) a soul sphere. (sector 53) Use the teleporter to get back on the bridge.
  6. Directly north of the exit teleporter is a section of wall without any lines cut in it. Open it to find a room with four medikits, security armor (on Hurt Me Plenty or higher), soul sphere and combat armor (both on Hey, Not Too Rough or lower), a box of ammo with a chaingun, a box of shells with a super shotgun, and a computer map. (sector 367)

Bugs[]

The deathmatch portion of this level does not contain an exit, preventing you from leaving the level in multiplayer gameplay unless a timer has been set through the -timer switch. The Deathmatch Repair File created by Steve Terry adds an exit to this area located in the southwest.

The floors of sectors 52 and 85 are covered with an animated teleporter texture, even though they are at the same height as the brown sludge pool nearby them, and the sectors do not conform to the fixed grid that flats are aligned on. It is possible that this level was designed before the animated teleporter texture was added to the wad, using the start and end of the alternate brown slime animation (SLIME05 and SLIME08) as bookends, and no one on the development team remembered that the alternate brown slime animation was already used in a map.

Areas / screenshots[]

Speedrunning[]

Current records[]

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 03:30 Xit Vono 2003-01-21 rq05-330.zip
NM speed
UV max 08:44 Xit Vono 2001-11-13 rq05-844.zip
NM100S
UV -fast 13:57 Tomas "DeDo" Kollar 2004-03-23 rf051357.zip
UV -respawn 12:01 Xit Vono 2002-02-12 rr051201.zip
UV Tyson 34:15 Xit Vono 2004-06-01 rt053415.zip
UV pacifist

Miscellaneous demos[]

Run Time Player Date File Notes
.zip

Statistics[]

Map data[]

Things 659
Vertexes 2174
Linedefs 2668
Sidedefs 3782
Sectors 430

Things[]

Monsters ITYTD and HNTR HMP UV and NM
Barons of Hell 1 2 2
Cacodemons 3 7 12
Chaingunners 6 16 25
Demons 16 24 28
Hell Knights 10 11 16
Imps 19 39 50
Lost Souls 14 8 10
Pain Elementals 0 1 2
Sergeants 15 18 18
Spectres 7 14 17
Troopers 15 15 19
Powerups ITYTD and HNTR HMP UV and NM
Armor bonuses 55 55 55
Backpacks 1 1 1
Blue armors 4 3 3
Computer maps 1 1 1
Green armors 4 5 5
Health bonuses 33 33 33
Medikits 27 26 27
Radiation suits 2 2 2
Soul Spheres 3 2 1
Stimpacks 24 21 19
Weapons ITYTD and HNTR HMP UV and NM
Chainsaws 1 1 1
Shotguns 6 6 6
Super shotguns 6 6 6
Chainguns 5 5 5
Rocket launchers 5 5 5
Plasma rifles 1 1 1
BFG 9000s 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Ammo clips 10 10 14
Bullet boxes 8 9 15
Shells 10 10 14
Shell boxes 8 9 12
Rockets 7 5 2
Keys ITYTD and HNTR HMP UV and NM
Blue cards 1 1 1
Red cards 1 1 1
Yellow cards 1 1 1

External links[]

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