MAP18: The Courtyard (Doom II)

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This level occupies the map slot MAP18. For other maps which occupy this slot, see Category:MAP18.
Doom II maps 11-20

01 02 03 04 05 06 07 08 09 10
(11-20)
21 22 23 24 25 26 27 28 29 30
Secret maps: 31, 32

MAP18: The Courtyard is the eighteenth map of Doom II. It was designed by Sandy Petersen and uses the music track "Waiting For Romero To Play".

Contents

[edit] Strategy

Map of MAP18
Map of MAP18

[edit] Walkthrough

To get out of the first room, you must shoot the door (A). Behind the door is a trooper and some imps. Shoot them and proceed through the archway.

[edit] Secrets

  1. In the northwest corner of the courtyard is a triangular area of grass between a couple buildings. Walk into the northern corner of the triangle to be teleported an otherwise unreachable ledge in the maze area (B).
  2. Inside the maze area are two blue-walled skull switches (C). The one in the southeast corner of the maze has a secret alcove containing a Chaingun behind it (D).
  3. After passing through the northeast trail of armor/health bonuses radiating from the central pillar in the courtyard, a door opens on the west side of the yard (E). Behind it is a spiraling hallway leading to a BFG 9000.
  4. After passing through the northwest trail of armor/health bonuses radiating from the central pillar in the courtyard, an alcove opens in the northeast corner of the yard. Close to this alcove is a "+"-shaped structure (F). Press the switch on the back side of this structure to lower a teleporter back in the alcove you just opened. Go through to be taken to a new secret area (G).

[edit] Bugs

  • Sector 15 is a hidden aperture, with ceiling and floor heights set to 144 (the floor later drops to 16). Bordering it on the sides are two linedefs (451 and 459) that are set as two sided. The front sidedefs of both linedefs are part of sector 15, but the back sidedefs are each defining unique sectors (16 and 38) which are set to floor heights of 0 and ceiling heights of 192. As these sectors only have one sidedef each and no associated middle texture, they open to the outside map. One provides a view of an adjacent room, while the other provides a hall of mirrors shimmering effect.

[edit] Speedrunning

[edit] Routes and tricks

[edit] Records

The Compet-N records for the map are:

RunTimePlayerDateFileNotes
UV speed00:21Juho "ocelot" Ruohonen2004-01-06lv18-021.zip
NM speed00:23Vincent CatalaƔ2000-03-13nm18-023.zip
UV max03:11Radek Pecka2000-12-21lv18-311.zip
NM100S01:53Radek Pecka2004-03-29ns18-153.zip
UV -fast03:27Radek Pecka2000-10-08fa18-327.zip
UV -respawn02:37Radek Pecka2002-03-17re18-237.zip
UV Tyson05:56Radek Pecka2003-03-08ty18-556.zip
UV pacifist00:21Juho "ocelot" Ruohonen2004-01-06lv18-021.zip

[edit] Statistics

[edit] Map data

Things498
Vertices806
Linedefs774
Sidedefs986
Sectors108

[edit] Things

MonstersITYTD and HNTRHMPUV and NM
Sergeants212328
Spectres91521
Imps285258
Demons31743
Troopers111
Cacodemons81419
Revenants022
Mancubi111
Hell Knights125
PowerupsITYTD and HNTRHMPUV and NM
Backpacks111
Stim packs262626
Medikits101010
Soul spheres111
Health bonuses127127127
Armor bonuses484848
Green armors111
Invulnerabilities222
Berserks111
Invisibilities222
Automaps111
WeaponsITYTD and HNTRHMPUV and NM
Shotguns111
Chainguns111
Rocket launchers111
Plasma guns111
BFG 9000s111
Super shotguns111
AmmunitionITYTD and HNTRHMPUV and NM
Bulk Cells333
Ammo clips111
Shells161616
Rockets101010
Rocket boxes555
Energy cells222
Ammo boxes666
Shell boxes111
KeysITYTD and HNTRHMPUV and NM
Yellow skulls111
Blue skulls111

[edit] External links

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