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MAP05: The Canyon (Requiem)

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Requiem maps 01-10

(01 - 10)
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
Secret maps: 31, 32

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.

Essentials

Other points of interest

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.

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Current records

The Compet-N records for the map are:

RunTimePlayerDateFileNotes
UV speed03:30Xit Vono2003-01-21rq05-330.zip
NM speed
UV max08:44Xit Vono2001-11-13rq05-844.zip
NM100S
UV -fast13:57Tomas "DeDo" Kollar2004-03-23rf051357.zip
UV -respawn12:01Xit Vono2002-02-12rr051201.zip
UV Tyson34:15Xit Vono2004-06-01rt053415.zip
UV pacifist

Miscellaneous demos

RunTimePlayerDateFileNotes
.zip

Deathmatch

Statistics

Map data

Things659
Vertexes2174
Linedefs2668
Sidedefs3782
Sectors430

Things

MonstersITYTD and HNTRHMPUV and NM
Barons of Hell122
Cacodemons3712
Chaingunners61625
Demons162428
Hell Knights101116
Imps193950
Lost Souls14810
Pain Elementals012
Sergeants151818
Spectres71417
Troopers151519
PowerupsITYTD and HNTRHMPUV and NM
Armor bonuses555555
Backpacks111
Blue armors433
Computer maps111
Green armors455
Health bonuses333333
Medikits272627
Radiation suits222
Soul Spheres321
Stimpacks242119
WeaponsITYTD and HNTRHMPUV and NM
Chainsaws111
Shotguns666
Super shotguns666
Chainguns555
Rocket launchers555
Plasma rifles111
BFG 9000s111
AmmunitionITYTD and HNTRHMPUV and NM
Ammo clips101014
Bullet boxes8915
Shells101014
Shell boxes8912
Rockets752
KeysITYTD and HNTRHMPUV and NM
Blue cards111
Red cards111
Yellow cards111

Technical information

Inspiration and development

Trivia

See also

Sources

External links

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