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{{Plutonia 1-10}}
 
{{Plutonia 1-10}}
 
{{map|slot=MAP01}}
 
{{map|slot=MAP01}}
'''MAP01: ''' is the first map of [[Plutonia]]. It uses the music track "The Imp's Song" from [[Doom]].
+
'''MAP01: Congo''' is the first map of [[Plutonia]]. It uses the music track "The Imp's Song" from [[Doom]].
 
[[Image:Plutonia-map01-start.png|thumb|right|256px|Start]]
 
[[Image:Plutonia-map01-start.png|thumb|right|256px|Start]]
 
[[Image:Revenant-Plutonia-map01.png|thumb|right|256px|Revenant]]
 
[[Image:Revenant-Plutonia-map01.png|thumb|right|256px|Revenant]]
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==External links==
 
==External links==
 
* [http://www.doom2.net/~compet-n/database/cn.cgi?map:plut:01 MAP01 demos from the Compet-N database]
 
* [http://www.doom2.net/~compet-n/database/cn.cgi?map:plut:01 MAP01 demos from the Compet-N database]
 
 
[[Category:Levels by name|Congo (The Plutonia Experiment)]]
 
[[Category:Levels by name|Congo (The Plutonia Experiment)]]

Revision as of 08:46, 17 June 2009

Template:Plutonia 1-10

This level occupies the map slot MAP01. For other maps which occupy this slot, see Category:MAP01.

MAP01: Congo is the first map of Plutonia. It uses the music track "The Imp's Song" from Doom.

Plutonia-map01-start

Start

Revenant-Plutonia-map01

Revenant

Overview

Strategy

Plutonia MAP01 map

Map of MAP01

Walkthrough

You begin in a room surrounded by sludge on top of some Shells. Infront of you is a long hallway, with a door to the left and right. Go through either door, up the stairs, and clean out the seargents at the top. Go to the room with the wall that has a demon face on it. The face is a switch. Hit it, grab the goods, and get out and go through the long hallway into a courtyard. To the right of you is a hallway and another room leading off the courtyard. Go to the hallway, and at the end a door will open behind you, revealing some Commandos and a Medikit. Go through the door, clear out the Commandos, and find the box that looks slightly different from the others. This box is a lift. Ride it up, grab the Super Shotgun, and kill the Arch-Vile that appears. Exit the room, go back through the hallway, and head right into the room leading off the courtyard. Follow it to the end, where you will see a pillar with a switch. Hit the switch, grab the Medikit, and run back out, killing the Revenants that follow. Go back in and grab the rockets and the Launcher that was in the rooms the Revenants came out of, and go back to the courtyard. Go forward and up some stairs, keeping an eye out for baddies, and go through the door. you will be on a walkway that leads off to three different paths. Go forward, and kill the Revenant that comes up. Go left, hit the switch in the room, and head back out. Go along the path the Revenant came up on, and in the room is a Commando on your left and right, and a Mancubus that will ride up a lift. Kill them, grab the Red Skull Key, head out, and kill the new baddies that should have just showed up. The hallway they came out of is a lift, and you can ride it up for some shells. Go back into the courtyard, and kill the Arch-Vile on top of the pillar. Go into the last hallway you haven't been to, and you will be in a room with a pillar in the middle, and imps to the left and right on raised platforms. Proceed forward, and some Commandos will appear behind you. Kill them, then go through the red door. Hit the switch, which lowers the pillar with the Blue Skull Key on it. The switch also revealed two Commandos, so use your fist to get them to come out. Mash them and grab the key, then exit. Go back up the stairs, and into the hallway that should be infront of you. Kill the Commandos and Mancubi you see, then go through the blue door. Follow the hallway, and come out onto the platform with the Mancubi, then step on the exit pad.

Secrets

  1. At the east end of the map is a plus-shaped bridge crossing a pit of brown sludge. Walking along the eastern arm of this bridge causes a wall to open in an alcove in the southwest corner of this room. Drop into the sludge beneath the alcove and lower it like a lift to access the box of shells.

Speedrunning

Routes and tricks

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:11 Marijo "Sedlo" Sedlic 2002-10-15 Template:Competnftp
NM speed 00:38 Xit Vono 2002-09-24 Template:Competnftp
UV max 02:14 Radek Pecka 2001-12-26 Template:Competnftp
NM100S 01:05 Jakub "method_man" Razak 2003-07-31 Template:Competnftp
UV -fast 02:27 Radek Pecka 2002-04-28 Template:Competnftp
UV -respawn 02:26 Radek Pecka 2002-04-28 Template:Competnftp
UV Tyson 24:43 Xit Vono 2003-02-05 Template:Competnftp
UV pacifist 00:11 Marijo "Sedlo" Sedlic 2002-10-15 Template:Competnftp

Statistics

Plutonia-map01

See the end

Plutonia-map01-bluekey

Get the blue key

Map data

Things 165
Vertices 989
Linedefs 1130
Sidedefs 697
Sectors 133

Things

Monsters ITYTD and HNTR HMP UV and NM
Sergeants 10 6 6
Imps 8 7 9
Demons 0 4 0
Troopers 2 0 0
Cacodemons 0 1 1
Arch-Viles 0 2 2
Pain Elemental 1 1 1
Chaingunners 14 17 18
Revenants 3 1 5
Mancubi 2 3 4
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 1 1 1
Stim packs 12 10 7
Medikits 6 5 5
Green armors 1 1 1
Blue armors 1 1 1
Weapons ITYTD and HNTR HMP UV and NM
Rocket launchers 1 1 1
Super shotguns 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Shells 7 7 7
Rocket boxes 4 4 4
Shell boxes 5 5 5
Keys ITYTD and HNTR HMP UV and NM
Red skulls 1 1 1
Blue skulls 1 1 1

External links