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Pressing the first switch will open the door and release the Arch-Viles. Grabbing the yellow skull key will release another Arch-Vile.
 
Pressing the first switch will open the door and release the Arch-Viles. Grabbing the yellow skull key will release another Arch-Vile.
   
It is also essential to save your health in this maze - there are no forms of health recovery until the very end. That being said, it is possible to avoid getting hurt by the Arch-Viles if you kill them correctly. Blast them with the super shotgun until they start conjuring the flames, then get out of their line of sight by running around the corner. It takes the Arch-Vile about three full seconds to do one attack, from when it first calls the fire to when it actually sends out the blast, so if you time it correctly, you can drop these monsters painlessly; another cheap but effective method to deal with them, should you have enough plasma charges and a [[BFG9000]] available, is by blasting an Arch-Vile with a full-power, well-placed BFG9000 shot (the energy shot itself plus the subsequent radius "trail") before the Arch-Vile can complete his attack.
+
It is also essential to save your health in this maze there are no forms of health recovery until the very end. That being said, it is possible to avoid getting hurt by the Arch-Viles if you kill them correctly. Blast them with the super shotgun until they start conjuring the flames, then get out of their line of sight by running around the corner. It takes the Arch-Vile about three full seconds to do one attack, from when it first calls the fire to when it actually sends out the blast, so if you time it correctly, you can drop these monsters painlessly; another cheap but effective method to deal with them, should you have enough plasma charges and a [[BFG9000]] available, is by blasting an Arch-Vile with a full-power, well-placed BFG9000 shot (the energy shot itself plus the subsequent radius "trail") before the Arch-Vile can complete his attack.
   
Another essential tip for this level regards the doors: the doors of this maze - unlike most other doors in Doom universe - cannot be opened by hitting the Spacebar in front of them; rather, you must walk to a specific spot of the way to open the door. Many of these locations are marked by silver lines running down the walls and across the floor, and the sound of the opening door will let you know when you've passed it.
+
Another essential tip for this level regards the doors: the doors of this maze unlike most other doors in Doom universe cannot be opened by hitting the "use" key in front of them; rather, you must walk to a specific spot of the way to open the door. Many of these locations are marked by silver lines running down the walls, and the sound of the opening door will let you know when you've passed it.
   
You do not need both keys to exit the level, only 1 key is required, be it the red or yellow one. Note that pressing one of the key-activated switches raises the bars next to the opposite switch, forcing you to walk around.
+
You do not need both keys to exit the level; only one key is required, be it the red or yellow one. Note that pressing one of the key-activated switches raises the bars next to the opposite switch, forcing you to walk around.
   
At the end you are presented with two exit teleporters: the left one will take you straight to the next level; however, the right one will take you to a type 11 [[damaging floor]] room with the last 4 Arch-Viles of the level. When your health drops to 11% or lower, the level will end (but you will spawn in [[MAP12: Speed (The Plutonia Experiment)|MAP12]] with extremely low health). The four Viles in this room are not factored into the kills percentage for the level, so do not worry about them if you are gunning for 100% kills.
+
At the end you are presented with two exit teleporters: the left one will take you straight to the next level; however, the right one will take you to a type 11 [[damaging floor]] room with the last 4 Arch-Viles of the level. When your health drops to 11% or lower, the level will end (but you will spawn in [[MAP12: Speed (The Plutonia Experiment)|MAP12]] with extremely low health). If playing in vanilla DOOM2.EXE or some source ports, the four Viles in this room are not factored into the kills percentage for the level, so you do not need to worry about them if you are gunning for 100% kills in these versions. However, other ports (such as [[ZDoom]]) count enemies wherever in the level they are, and calculate kill percentage based on this count; no only does this make it impossible to get more than 100% kills in such ports, it makes it impossible to reach 100% kills in this level unless one cheats by *<span style="background: blue; color: blue;">using that port's "massacre" cheat (in ZDoom, opening the console and typing KILL MONSTERS)</span>* (select the text between asterisks to reveal).
   
 
====Path to the red skull key====
 
====Path to the red skull key====

Revision as of 11:31, 8 August 2013

Template:Plutonia 11-20

This level occupies the map slot MAP11. For other maps which occupy this slot, see Category:MAP11.

MAP11: Hunted is the eleventh map of The Plutonia Experiment. It uses the music track "Sweet Little Dead Bunny", the music from Doom's ending cinematic. It is a maze level notable for being populated exclusively by Arch-Viles.

Strategy

Walkthrough

Plutonia MAP11 map

Map of MAP11

Pressing the first switch will open the door and release the Arch-Viles. Grabbing the yellow skull key will release another Arch-Vile.

It is also essential to save your health in this maze — there are no forms of health recovery until the very end. That being said, it is possible to avoid getting hurt by the Arch-Viles if you kill them correctly. Blast them with the super shotgun until they start conjuring the flames, then get out of their line of sight by running around the corner. It takes the Arch-Vile about three full seconds to do one attack, from when it first calls the fire to when it actually sends out the blast, so if you time it correctly, you can drop these monsters painlessly; another cheap but effective method to deal with them, should you have enough plasma charges and a BFG9000 available, is by blasting an Arch-Vile with a full-power, well-placed BFG9000 shot (the energy shot itself plus the subsequent radius "trail") before the Arch-Vile can complete his attack.

Another essential tip for this level regards the doors: the doors of this maze — unlike most other doors in Doom universe — cannot be opened by hitting the "use" key in front of them; rather, you must walk to a specific spot of the way to open the door. Many of these locations are marked by silver lines running down the walls, and the sound of the opening door will let you know when you've passed it.

You do not need both keys to exit the level; only one key is required, be it the red or yellow one. Note that pressing one of the key-activated switches raises the bars next to the opposite switch, forcing you to walk around.

At the end you are presented with two exit teleporters: the left one will take you straight to the next level; however, the right one will take you to a type 11 damaging floor room with the last 4 Arch-Viles of the level. When your health drops to 11% or lower, the level will end (but you will spawn in MAP12 with extremely low health). If playing in vanilla DOOM2.EXE or some source ports, the four Viles in this room are not factored into the kills percentage for the level, so you do not need to worry about them if you are gunning for 100% kills in these versions. However, other ports (such as ZDoom) count enemies wherever in the level they are, and calculate kill percentage based on this count; no only does this make it impossible to get more than 100% kills in such ports, it makes it impossible to reach 100% kills in this level unless one cheats by *using that port's "massacre" cheat (in ZDoom, opening the console and typing KILL MONSTERS)* (select the text between asterisks to reveal).

Path to the red skull key

Path to the yellow skull key

Secrets

  1. Once in the maze area, continue from the start along the path to the right until you reach the first door, which opens when you approach. Open the misaligned wall directly across from it. This reveals a switch in an alcove (you must actually walk into the alcove to trigger the secret). Pressing the switch causes lights in the floor to appear, which should help you to navigate (although not very much) through the maze.

Trivia

  1. Since there are only Arch-Viles as enemies, this is the only level in The Plutonia Experiment, aside from MAP17: Compound, to not include any Revenants.

Screenshots

Speedrunning

Routes and tricks

It is possible to avoid the releasing of the Arch-Viles with a good timed opening. Use caution when pressing the first switch; as some of the Arch-Viles may try to attack you the moment the switch is pressed. This is more common with "Fast Monsters" enabled.

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:49 Marijo "Sedlo" Sedlic 2004-02-05 Template:Competnftp
NM speed 00:52 Marijo "Sedlo" Sedlic 2000-09-16 Template:Competnftp
UV max 02:52 Radek Pecka 2002-03-28 Template:Competnftp
NM100S 00:54 Tamas Flamich 2008-05-19 Template:Competnftp
UV -fast 02:49 Radek Pecka 2002-03-28 Template:Competnftp
UV -respawn 03:49 Radek Pecka 2002-03-28 Template:Competnftp
UV Tyson 10:34 Xit Vono 2002-05-09 Template:Competnftp
UV pacifist 00:49 Marijo "Sedlo" Sedlic 2004-02-05 Template:Competnftp

Statistics

Map data

Things 138
Vertices 1507
Linedefs 1388
Sidedefs 1885
Sectors 109

Things

Monsters ITYTD and HNTR HMP UV and NM
Arch-Viles 12 18 18
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 1 1 1
Health bonuses 15 15 15
Berserks 1 1 1
Weapons ITYTD and HNTR HMP UV and NM
BFG 9000s 1 1 1
Super shotguns 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Shells 20 20 20
Shell boxes 7 7 7
Keys ITYTD and HNTR HMP UV and NM
Red skulls 1 1 1
Yellow skulls 1 1 1

External links