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===Secrets=== |
===Secrets=== |
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− | # Behind the blue doors is a huge nukage pool. At the back of this area is a tunnel, at the start of which you can see a rocket launcher behind a gate. Continue along |
+ | # Behind the blue doors is a huge [[Damaging floor|nukage]] pool. At the back of this area is a tunnel, at the start of which you can see a [[rocket launcher]] behind a gate. Continue along the tunnel to the right, hugging the left wall as you go. One of the walls lacks the green glow along its bottom edge that the surrounding walls have. It can be opened, and the passage behind it leads to the aforementioned rocket launcher. |
− | # In the narrow passage leading to the rocket launcher in secret #1, there is another wall that does not have a green glow on it. Open it to reveal a teleporter to a ledge back in the nukage pool area. |
+ | # In the narrow passage leading to the rocket launcher in secret #1, there is another wall that does not have a green glow on it. Open it to reveal a [[teleporter]] to a ledge back in the nukage pool area. |
# Still in the nukage pool area, step onto the platform bordering the eastern of the two blue doors. Quickly open the door and hug the left wall. An alcove containing a teleporter to a secret area will be open temporarily ''(Note: Crossing from the nukage onto the platform or vice versa is what actually triggers the alcove to open)''. |
# Still in the nukage pool area, step onto the platform bordering the eastern of the two blue doors. Quickly open the door and hug the left wall. An alcove containing a teleporter to a secret area will be open temporarily ''(Note: Crossing from the nukage onto the platform or vice versa is what actually triggers the alcove to open)''. |
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− | # Behind the red doors is a wooden structure with a switch on it, at the far side of a lake of nukage. While the "front" (west-facing) side of the switch opens the door to the exit, the "back" (east-facing) side opens a secret room in the nearby cave with the glowing red floor. |
+ | # Behind the red doors is a wooden structure with a switch on it, at the far side of a lake of nukage. While the "front" (west-facing) side of the switch opens the door to the exit, the "back" (east-facing) side opens a secret room in the nearby cave with the [[Animated flat|glowing red floor]]. |
===Bugs=== |
===Bugs=== |
Revision as of 21:47, 17 December 2014
Template:Plutonia 21-30
- This level occupies the map slot MAP22. For other maps which occupy this slot, see Category:MAP22.
MAP22: Impossible Mission is the twenty-second map of Plutonia. It uses the music track "The Dave D. Taylor Blues" from Doom II (the same as Doom II's MAP22: The Catacombs).
Strategy
Walkthrough
Secrets
- Behind the blue doors is a huge nukage pool. At the back of this area is a tunnel, at the start of which you can see a rocket launcher behind a gate. Continue along the tunnel to the right, hugging the left wall as you go. One of the walls lacks the green glow along its bottom edge that the surrounding walls have. It can be opened, and the passage behind it leads to the aforementioned rocket launcher.
- In the narrow passage leading to the rocket launcher in secret #1, there is another wall that does not have a green glow on it. Open it to reveal a teleporter to a ledge back in the nukage pool area.
- Still in the nukage pool area, step onto the platform bordering the eastern of the two blue doors. Quickly open the door and hug the left wall. An alcove containing a teleporter to a secret area will be open temporarily (Note: Crossing from the nukage onto the platform or vice versa is what actually triggers the alcove to open).
- Behind the red doors is a wooden structure with a switch on it, at the far side of a lake of nukage. While the "front" (west-facing) side of the switch opens the door to the exit, the "back" (east-facing) side opens a secret room in the nearby cave with the glowing red floor.
Bugs
- In the twisted corridor at the north side of the map are two sunken areas, one containing a Hell Knight and the other containing Chaingunners. At both entrances to this section of the corridor are lines of type 130 to raise these areas. However, the one on the east is in the middle of the corridor and can be walked around. If you subsequently fall into one of the unraised pits you can become trapped.
Screenshots
Speedrunning
Routes and tricks
Records
The Compet-N records for the map are:
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
UV speed | 01:11 | Vincent Catalaá | 2001-11-03 | Template:Competnftp | |
NM speed | 02:32 | Drew "stx-Vile" DeVore | 2002-04-29 | Template:Competnftp | |
UV max | 05:15 | Anders Johnsen | 1998-11-18 | Template:Competnftp | |
NM100S | 02:45 | Drew "stx-Vile" DeVore | 2002-04-29 | Template:Competnftp | |
UV -fast | 13:34 | Peo Sjoblom | 1997-01-10 | Template:Competnftp | |
UV -respawn | |||||
UV Tyson | |||||
UV pacifist | 04:07 | Drew "stx-Vile" DeVore | 2005-02-28 | Template:Competnftp |
Statistics
Map data
Things | 496 |
Vertices | 1680 |
Linedefs | 1709 |
Sidedefs | 2449 |
Sectors | 175 |
Things
Monsters | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Sergeants | 18 | 29 | 13 |
Spectres | 12 | 12 | 12 |
Imps | 15 | 15 | 15 |
Demons | 4 | 4 | 1 |
Barons of Hell | 7 | 8 | 11 |
Troopers | 24 | 5 | 5 |
Cacodemons | 2 | 2 | 2 |
Arch-Viles | 0 | 1 | 1 |
Pain Elementals | 1 | 1 | 2 |
Chaingunners | 31 | 39 | 55 |
Revenants | 5 | 6 | 12 |
Mancubi | 5 | 5 | 5 |
Arachnotrons | 3 | 3 | 3 |
Hell Knights | 1 | 4 | 2 |
Powerups | ITYTD and HNTR | HMP | UV and NM |
Backpacks | 1 | 1 | 1 |
Stim packs | 13 | 17 | 17 |
Medikits | 7 | 8 | 8 |
Soul spheres | 0 | 0 | 1 |
Health bonuses | 37 | 58 | 58 |
Armor bonuses | 5 | 5 | 5 |
Green armors | 2 | 2 | 2 |
Megasphere | 1 | 1 | 0 |
Weapons | ITYTD and HNTR | HMP | UV and NM |
Rocket launchers | 2 | 2 | 2 |
Plasma guns | 1 | 1 | 1 |
Super shotguns | 1 | 1 | 1 |
Ammunition | ITYTD and HNTR | HMP | UV and NM |
Shells | 15 | 15 | 15 |
Rockets | 29 | 29 | 29 |
Rocket boxes | 9 | 15 | 15 |
Energy cells | 8 | 8 | 8 |
Shell boxes | 14 | 15 | 14 |
Keys | ITYTD and HNTR | HMP | UV and NM |
Blue cards | 1 | 1 | 1 |
Yellow cards | 1 | 1 | 1 |
Red cards | 1 | 1 | 1 |
Barrels | ITYTD and HNTR | HMP | UV and NM |
Exploding barrels | 16 | 16 | 16 |