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{{map|slot=MAP19}} |
{{map|slot=MAP19}} |
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== Walkthrough == |
== Walkthrough == |
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− | [[ |
+ | [[file:Icarus_MAP19_map.png|thumb|300px|Map of MAP19]] |
− | : Letters in ''italics'' refer to marked spots on the map. |
+ | : Letters in ''italics'' refer to marked spots on the map. [[Sector]] numbers in '''boldface''' are [[secrets]] which count toward the [[Intermission screen|end-of-level tally]]. |
− | |||
− | ===Essentials=== |
||
− | |||
− | ===Other points of interest=== |
||
===Secrets=== |
===Secrets=== |
||
− | # At the east of the |
+ | # At the east of the map, walk up the stairs onto the platform with the [[rocket launcher]] to open a bookshelf behind you, revealing either a [[chaingunner]] (on easy) or a [[revenant]] (on medium and hard [[Skill level#Doom and Doom II skill levels|skills]]). Enter the alcove he came from to find a switch. Flip it to lower the [[backpack]] in the nexus's center, return there and reenter the compartment north of the eastern exit (where you used a gargoyle switch to lower the blue bars before) to find that a lion switch has been revealed there ('''sector 194'''). Trigger it to lower the [[energy cell]] next to the backpack in the center for acquisition. |
− | # The compartment |
+ | # The compartment where you find the red [[key]]card counts as a secret ('''sector 170'''). |
===Bugs=== |
===Bugs=== |
||
+ | There are some pairs of unavoidable (at least one of each pair is triggered by at least player #1) only once usable walkover [[Linedef]]s arranged like an upside-down V on the platform where [[Multiplayer#Cooperative|coop]] players spawn, opening doors that stay closed and closing doors/raising floors that stay opened/lowered in a [[deathmatch]].<br>Concerning closing doors/raising floors: some of these have to be opened/lowered again in further map progress by using switches. Since it is possible to trigger only one walkover Linedef of each pair, then use the only, once usable switch (with the same [[Tag]]), reverting the effect and then (after a respawn) triggering the unused Linedef, a player may trap his team, preventing it from exiting the map. |
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− | |||
+ | * '''Tag 17''': Linedefs 102 and 2443 ([[Linedef type|Type]] 119 - W1 Floor Raise to Next Higher Floor) and Linedef 1372 (Type 23 - S'''1''' Floor Lower to Lowest Floor); first walkover raises the blue bars ([[sector]] 119), using the switch lowers these again. A possible second walkover raises these once more for good. |
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− | ===Demo files=== |
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+ | * '''Tag 13''': Linedefs 2418 and 2441 (Type 5 - W1 Floor Raise to Lowest Ceiling) and Linedef 1870 (Type 23 - S'''1''' Floor Lower to Lowest Floor); first walkover raises the [[backpack]] (on sector 83) and closes the door (sector 193) to secret#1, using the switch (in the bookshelf mentioned in secret #1) lowers/opens these again. A possible second walkover raises/closes these once more for good. |
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− | * |
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+ | * '''Tag 15''': Linedefs 2419 and 2440 (Type 5 - W1 Floor Raise to Lowest Ceiling) and Linedef 2851 (Type 23 - S'''1''' Floor Lower to Lowest Floor); first walkover raises the blue skull [[key]] (on sector 81), using the switch lowers the sector again. A possible second walkover raises it once more for good. |
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− | |||
+ | * '''Tag 29''': Linedefs 2438 and 2439 (Type 5 - W1 Floor Raise to Lowest Ceiling) and Linedef 1505 (Type 23 - S'''1''' Floor Lower to Lowest Floor); first walkover raises the yellow skull key (on sector 80), using the switch lowers the sector again. A possible second walkover raises it once more for good. |
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− | == Areas / screenshots == |
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+ | * '''Tag 16''': 13 walkover Linedefs (98 - 101 and 138 - 146, all Type 130 - W1 Floor Raise to Next Higher Floor (fast)), surrounding the players' spawn platform and Linedef 1358 (Type 23 - S'''1''' Floor Lower to Lowest Floor); first walkover raises the yellow bars (sector 112), using the switch lowers these again. Any possible further walkover raises these once more for good. |
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− | |||
+ | * '''Tag 43''': A single walkover Linedef (0, Type 5 - W1 Floor Raise to Lowest Ceiling) that is used when player #1 moves northwards from his spawnpoint and Linedef 2102 (in secret #1, Type 23 - S'''1''' Floor Lower to Lowest Floor); in case player #1 is inactive while the rest of the team is progressing in the map, using the switch inside secret #1 to lower the there mentioned energy cell (on sector 82), after then player #1 awakens and moves on, the energy cell is raised again for good. |
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− | <gallery> |
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+ | * In case of an inactive player #1, only '''Tag 16''' walkover Linedefs are triggered by players #2 and #3 (and in addition Tag 29 and possibly Tag 15 Linedefs by player #4) when these players move straight northwards from their spawn position, causing the map's exit is unreachable (until player #1 moves or a player respawns to trigger "his" Linedefs). |
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− | Image: | |
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+ | These bugs are present only in multiplayer, as in single-player mode, the player cannot return to the spawn platform as it is to high to climb on (unless [[jumping]] is enabled).<br>''To avoid this: on the players' spawn platform go to the southernmost wall, the southwestern corner and move straight northwards to the platform's edge. Return to the southernmost wall and walk from the southeastern corner straight northwards to the platform's edge. Walk over the platform's edges, trying to trigger each Tag 16 walkover linedef: The western and eastern sides each consist of two of these linedefs, while the northwestern, the northern and the northeastern sides each consist of three of these.'' |
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− | </gallery> |
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== Speedrunning == |
== Speedrunning == |
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− | |||
− | ===Routes and tricks=== |
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− | |||
===Current records=== |
===Current records=== |
||
The records for the map on the [http://www.doomworld.com/sda/doom_sda.htm Doomed Speed Demos Archive] are: |
The records for the map on the [http://www.doomworld.com/sda/doom_sda.htm Doomed Speed Demos Archive] are: |
||
+ | {| class="WikiaTable" |
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− | {| {{prettytable}} |
||
!Run||Time||Player||Date||File||Notes |
!Run||Time||Player||Date||File||Notes |
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|- |
|- |
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Line 52: | Line 44: | ||
|[[UV pacifist]]|| || || || || |
|[[UV pacifist]]|| || || || || |
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|} |
|} |
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− | |||
− | |||
===Miscellaneous demos=== |
===Miscellaneous demos=== |
||
+ | {| class="WikiaTable" |
||
− | {| {{prettytable}} |
||
!Run||Time||Player||Date||File||Notes |
!Run||Time||Player||Date||File||Notes |
||
|- |
|- |
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Line 62: | Line 52: | ||
|[[UV max]] [[speedrunning#Tool-assisted demos|TAS]]||03:41||[[Andy Olivera]]||2000-01-09||[http://competn.doom2.net/pub/sda/i-o/icuvlmps.zip icuvlmps.zip]|| |
|[[UV max]] [[speedrunning#Tool-assisted demos|TAS]]||03:41||[[Andy Olivera]]||2000-01-09||[http://competn.doom2.net/pub/sda/i-o/icuvlmps.zip icuvlmps.zip]|| |
||
|} |
|} |
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− | |||
− | == Deathmatch == |
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==Statistics== |
==Statistics== |
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===Map data=== |
===Map data=== |
||
+ | {| class="WikiaTable" |
||
− | {| {{prettytable}} |
||
|[[Thing|Things]]||367 |
|[[Thing|Things]]||367 |
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|- |
|- |
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Line 78: | Line 66: | ||
|[[Sector|Sectors]]||316 |
|[[Sector|Sectors]]||316 |
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|} |
|} |
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+ | |||
===Things=== |
===Things=== |
||
+ | {| class="WikiaTable" |
||
− | {| {{prettytable}} |
||
⚫ | |||
|- |
|- |
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⚫ | |||
− | |[[Arachnotron|Arachnotrons]]|| colspan="3" align="center"|1 |
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|- |
|- |
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− | |[[Arch-vile|Arch-viles]]|| colspan="2" align="center"|0|| align="center"|1 |
||
|- |
|- |
||
+ | |[[Zombieman|Troopers]]||2||4||6 |
||
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|- |
|- |
||
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− | |[[Cacodemon|Cacodemons]]|| align="center"|2|| align="center"|4|| align="center"|6 |
||
|- |
|- |
||
+ | |[[Pain elemental]]s||0||0||2 |
||
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|- |
|- |
||
+ | |[[Arch-vile]]s||0||0||1 |
||
− | |[[Demon|Demons]]|| align="center"|6|| align="center"|11|| align="center"|16 |
||
|- |
|- |
||
+ | |[[Demon]]s||6||11||16 |
||
− | |[[Imp|Imps]]|| align="center"|9|| align="center"|18|| align="center"|19 |
||
|- |
|- |
||
+ | |[[Spectre]]s||4||7||9 |
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− | |[[Lost soul|Lost souls]]|| colspan="2" align="center"|0|| align="center"|10 |
||
|- |
|- |
||
+ | |[[Imp]]s||9||18||19 |
||
− | |[[Mancubus|Mancubi]]|| align="center"|0|| align="center"|2|| align="center"|3 |
||
|- |
|- |
||
+ | |[[Cacodemon]]s||2||4||6 |
||
− | |[[Pain elemental|Pain elementals]]|| colspan="2" align="center"|0|| align="center"|2 |
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|- |
|- |
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− | |[[Revenant|Revenants]]|| align="center"|0|| colspan="2" align="center"|2 |
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|- |
|- |
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+ | |[[Revenant]]s||0||2||2 |
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|- |
|- |
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+ | |[[Arachnotron]]s||1||1||1 |
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− | |[[Spectre|Spectres]]|| align="center"|4|| align="center"|7|| align="center"|9 |
||
|- |
|- |
||
+ | |[[Mancubus|Mancubi]]||0||2||3 |
||
− | |[[Zombieman|Troopers]]|| align="center"|2|| align="center"|4|| align="center"|6 |
||
|- |
|- |
||
+ | |[[Lost soul]]s||0||0||10 |
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|- |
|- |
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+ | ![[Weapon]]s||ITYTD and HNTR||HMP||UV and NM |
||
− | |[[BFG 9000|BFG 9000s]]|| align="center"|0|| align="center"|1|| align="center"|2 |
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|- |
|- |
||
+ | |[[Chainsaw]]s||1||1||1 |
||
− | |[[Chaingun|Chainguns]]|| colspan="2" align="center"|2|| align="center"|1 |
||
|- |
|- |
||
+ | |[[Super shotgun]]s||1||1||1 |
||
− | |[[Chainsaw|Chainsaws]]|| colspan="3" align="center"|1 |
||
|- |
|- |
||
+ | |[[Rocket launcher]]s||1||1||1 |
||
− | |[[Plasma gun|Plasma guns]]|| align="center"|2|| align="center"|1|| align="center"|2 |
||
|- |
|- |
||
+ | |[[Plasma gun]]s||2||1||1 |
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− | |[[Rocket launcher|Rocket launchers]]|| align="center"|1|| colspan="2" align="center"|2 |
||
|- |
|- |
||
+ | |[[BFG9000]]s||0||1||1 |
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− | |[[Shotgun|Shotguns]]|| colspan="3" align="center"|4 |
||
|- |
|- |
||
⚫ | |||
− | |[[Super shotgun|Super shotguns]]|| align="center"|3|| colspan="2" align="center"|2 |
||
|- |
|- |
||
+ | |[[Clip]]s||3||3||3 |
||
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|- |
|- |
||
+ | |[[Box of bullets|Bullet boxes]]||2||3||3 |
||
− | |[[Armor bonus|Armor bonuses]]|| colspan="3" align="center"|11 |
||
|- |
|- |
||
⚫ | |||
− | |[[Backpack|Backpacks]]|| colspan="3" align="center"|1 |
||
|- |
|- |
||
⚫ | |||
⚫ | |||
|- |
|- |
||
+ | |[[Rocket]]s||3||3||3 |
||
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|- |
|- |
||
⚫ | |||
⚫ | |||
|- |
|- |
||
+ | |[[Energy cell]]s||4||4||4 |
||
− | |[[Health bonus|Health bonuses]]|| colspan="3" align="center"|11 |
||
|- |
|- |
||
⚫ | |||
− | |[[Medikit|Medikits]]|| align="center"|6|| align="center"|4|| align="center"|2 |
||
|- |
|- |
||
⚫ | |||
⚫ | |||
|- |
|- |
||
+ | |[[Backpack]]s||1||1||1 |
||
− | |[[Stimpack|Stim packs]]|| align="center"|17|| align="center"|15|| align="center"|13 |
||
|- |
|- |
||
+ | |[[Medikit]]s||6||4||2 |
||
⚫ | |||
|- |
|- |
||
+ | |[[Stimpack]]s||17||15||13 |
||
− | |[[Box of bullets|Ammo boxes]]|| align="center"|3|| colspan="2" align="center"|4 |
||
|- |
|- |
||
+ | |[[Health bonus]]es||11||11||11 |
||
− | |[[Ammo clip|Ammo clips]]|| colspan="3" align="center"|3 |
||
|- |
|- |
||
⚫ | |||
⚫ | |||
|- |
|- |
||
⚫ | |||
− | |[[Energy cell|Energy cells]]|| colspan="2" align="center"|4|| align="center"|7 |
||
|- |
|- |
||
⚫ | |||
⚫ | |||
|- |
|- |
||
+ | |[[Armor bonus]]es||11||11||11 |
||
− | |[[Rocket|Rockets]]|| align="center"|3|| colspan="2" align="center"|6 |
||
|- |
|- |
||
⚫ | |||
⚫ | |||
|- |
|- |
||
⚫ | |||
⚫ | |||
|- |
|- |
||
+ | |[[Blue skull]]s||1||1||1 |
||
⚫ | |||
|- |
|- |
||
− | |[[ |
+ | |[[Yellow skull]]s||1||1||1 |
− | |- |
||
− | |[[Keys|Red keycards]]|| colspan="3" align="center"|1 |
||
− | |- |
||
− | |[[Keys|Yellow skull key]]|| colspan="3" align="center"|1 |
||
|- |
|- |
||
+ | |[[Red keycard]]s||1||1||1 |
||
|} |
|} |
||
− | |||
− | == Technical information == |
||
− | |||
− | == Inspiration and development == |
||
− | |||
− | == Trivia == |
||
− | |||
− | == See also == |
||
− | |||
− | * |
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− | |||
− | == Sources == |
||
− | |||
− | * |
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== External links == |
== External links == |
||
⚫ | |||
⚫ | |||
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[[Category:Levels by name|Blessed are the Quick (Icarus: Alien Vanguard)]] |
[[Category:Levels by name|Blessed are the Quick (Icarus: Alien Vanguard)]] |
Latest revision as of 02:56, 15 December 2019
- This level occupies the map slot MAP19. For other maps which occupy this slot, see Category:MAP19.
MAP19: Blessed are the Quick is the nineteenth level of Icarus: Alien Vanguard. It takes place in a cathedral on another planet, and was designed by Rand Phares.
Walkthrough
- Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.
Secrets
- At the east of the map, walk up the stairs onto the platform with the rocket launcher to open a bookshelf behind you, revealing either a chaingunner (on easy) or a revenant (on medium and hard skills). Enter the alcove he came from to find a switch. Flip it to lower the backpack in the nexus's center, return there and reenter the compartment north of the eastern exit (where you used a gargoyle switch to lower the blue bars before) to find that a lion switch has been revealed there (sector 194). Trigger it to lower the energy cell next to the backpack in the center for acquisition.
- The compartment where you find the red keycard counts as a secret (sector 170).
Bugs
There are some pairs of unavoidable (at least one of each pair is triggered by at least player #1) only once usable walkover Linedefs arranged like an upside-down V on the platform where coop players spawn, opening doors that stay closed and closing doors/raising floors that stay opened/lowered in a deathmatch.
Concerning closing doors/raising floors: some of these have to be opened/lowered again in further map progress by using switches. Since it is possible to trigger only one walkover Linedef of each pair, then use the only, once usable switch (with the same Tag), reverting the effect and then (after a respawn) triggering the unused Linedef, a player may trap his team, preventing it from exiting the map.
- Tag 17: Linedefs 102 and 2443 (Type 119 - W1 Floor Raise to Next Higher Floor) and Linedef 1372 (Type 23 - S1 Floor Lower to Lowest Floor); first walkover raises the blue bars (sector 119), using the switch lowers these again. A possible second walkover raises these once more for good.
- Tag 13: Linedefs 2418 and 2441 (Type 5 - W1 Floor Raise to Lowest Ceiling) and Linedef 1870 (Type 23 - S1 Floor Lower to Lowest Floor); first walkover raises the backpack (on sector 83) and closes the door (sector 193) to secret#1, using the switch (in the bookshelf mentioned in secret #1) lowers/opens these again. A possible second walkover raises/closes these once more for good.
- Tag 15: Linedefs 2419 and 2440 (Type 5 - W1 Floor Raise to Lowest Ceiling) and Linedef 2851 (Type 23 - S1 Floor Lower to Lowest Floor); first walkover raises the blue skull key (on sector 81), using the switch lowers the sector again. A possible second walkover raises it once more for good.
- Tag 29: Linedefs 2438 and 2439 (Type 5 - W1 Floor Raise to Lowest Ceiling) and Linedef 1505 (Type 23 - S1 Floor Lower to Lowest Floor); first walkover raises the yellow skull key (on sector 80), using the switch lowers the sector again. A possible second walkover raises it once more for good.
- Tag 16: 13 walkover Linedefs (98 - 101 and 138 - 146, all Type 130 - W1 Floor Raise to Next Higher Floor (fast)), surrounding the players' spawn platform and Linedef 1358 (Type 23 - S1 Floor Lower to Lowest Floor); first walkover raises the yellow bars (sector 112), using the switch lowers these again. Any possible further walkover raises these once more for good.
- Tag 43: A single walkover Linedef (0, Type 5 - W1 Floor Raise to Lowest Ceiling) that is used when player #1 moves northwards from his spawnpoint and Linedef 2102 (in secret #1, Type 23 - S1 Floor Lower to Lowest Floor); in case player #1 is inactive while the rest of the team is progressing in the map, using the switch inside secret #1 to lower the there mentioned energy cell (on sector 82), after then player #1 awakens and moves on, the energy cell is raised again for good.
- In case of an inactive player #1, only Tag 16 walkover Linedefs are triggered by players #2 and #3 (and in addition Tag 29 and possibly Tag 15 Linedefs by player #4) when these players move straight northwards from their spawn position, causing the map's exit is unreachable (until player #1 moves or a player respawns to trigger "his" Linedefs).
These bugs are present only in multiplayer, as in single-player mode, the player cannot return to the spawn platform as it is to high to climb on (unless jumping is enabled).
To avoid this: on the players' spawn platform go to the southernmost wall, the southwestern corner and move straight northwards to the platform's edge. Return to the southernmost wall and walk from the southeastern corner straight northwards to the platform's edge. Walk over the platform's edges, trying to trigger each Tag 16 walkover linedef: The western and eastern sides each consist of two of these linedefs, while the northwestern, the northern and the northeastern sides each consist of three of these.
Speedrunning
Current records
The records for the map on the Doomed Speed Demos Archive are:
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
UV speed | 01:21 | Graham "Grazza" Burgess | 2004-11-01 | ic19-121.zip | |
NM speed | 03:08 | Graham "Grazza" Burgess | 2004-11-02 | ic19n308.zip | |
UV max | 10:09 | George Bell | 1996-07-01 | icuvdemo.zip | |
NM100S | |||||
UV -fast | 12:32 | Roger Moraga | 1997-04-13 | icgmdemo.zip | |
UV -respawn | |||||
UV Tyson | |||||
UV pacifist |
Miscellaneous demos
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
UV speed -nomonsters | 01:10 | Graham "Grazza" Burgess | 2004-02-25 | icar_gb1.zip | |
UV max TAS | 03:41 | Andy Olivera | 2000-01-09 | icuvlmps.zip |
Statistics
Map data
Things | 367 |
Vertices | 2785 |
Linedefs | 2854 |
Sidedefs | 1299 |
Sectors | 316 |
Things
Monsters | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Sergeants | 6 | 8 | 9 |
Troopers | 2 | 4 | 6 |
Chaingunners | 8 | 12 | 15 |
Pain elementals | 0 | 0 | 2 |
Arch-viles | 0 | 0 | 1 |
Demons | 6 | 11 | 16 |
Spectres | 4 | 7 | 9 |
Imps | 9 | 18 | 19 |
Cacodemons | 2 | 4 | 6 |
Barons of hell | 2 | 3 | 4 |
Revenants | 0 | 2 | 2 |
Arachnotrons | 1 | 1 | 1 |
Mancubi | 0 | 2 | 3 |
Lost souls | 0 | 0 | 10 |
Weapons | ITYTD and HNTR | HMP | UV and NM |
Chainsaws | 1 | 1 | 1 |
Super shotguns | 1 | 1 | 1 |
Rocket launchers | 1 | 1 | 1 |
Plasma guns | 2 | 1 | 1 |
BFG9000s | 0 | 1 | 1 |
Ammunition | ITYTD and HNTR | HMP | UV and NM |
Clips | 3 | 3 | 3 |
Bullet boxes | 2 | 3 | 3 |
Shells | 3 | 3 | 3 |
Shell boxes | 6 | 6 | 6 |
Rockets | 3 | 3 | 3 |
Rocket boxes | 1 | 1 | 1 |
Energy cells | 4 | 4 | 4 |
Bulk cells | 3 | 3 | 3 |
Powerups | ITYTD and HNTR | HMP | UV and NM |
Backpacks | 1 | 1 | 1 |
Medikits | 6 | 4 | 2 |
Stimpacks | 17 | 15 | 13 |
Health bonuses | 11 | 11 | 11 |
Soul spheres | 1 | 1 | 0 |
Green armors | 0 | 1 | 1 |
Blue armors | 1 | 0 | 0 |
Armor bonuses | 11 | 11 | 11 |
Computer maps | 1 | 1 | 1 |
Keys | ITYTD and HNTR | HMP | UV and NM |
Blue skulls | 1 | 1 | 1 |
Yellow skulls | 1 | 1 | 1 |
Red keycards | 1 | 1 | 1 |