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{{map|slot=MAP19}}
 
{{map|slot=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.
{{Icarus 11-20}}
 
'''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 ==
 
== Walkthrough ==
[[Image:Icarus_MAP19_map.png|thumb|300px|Map of MAP19]]
+
[[file:Icarus_MAP19_map.png|thumb|300px|Map of MAP19]]
: 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]].
+
: 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 level, walk up the stairs onto the platform with the [[rocket launcher]], and a bookshelf will open behind you to reveal either a [[chaingunner]] (on [[skill level|Hey, Not Too Rough]] or lower) or a [[revenant]] (on [[skill level|Hurt Me Plenty]] or higher.) Enter the alcove they came from to find a switch. Flip it, return to the nexus, and look to the compartment where you found the blue [[keys|skull key]] switch to find that another switch is now there. ('''sector 194''') Trigger it to lower a [[cell]] in the center for acquisition.
+
# 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 in which you find the red [[keys|keycard]] counts as a secret. ('''sector 170''')
+
# 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.
 
  +
* '''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.
===Demo files===
 
  +
* '''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.
*
 
  +
* '''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.
 
  +
* '''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.
== Areas / screenshots ==
 
  +
* '''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.
 
  +
* '''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.
<gallery>
 
  +
* 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).
Image: |
 
  +
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.''
</gallery>
 
   
 
== Speedrunning ==
 
== Speedrunning ==
 
===Routes and tricks===
 
 
 
===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"
{| {{prettytable}}
 
 
!Run||Time||Player||Date||File||Notes
 
!Run||Time||Player||Date||File||Notes
 
|-
 
|-
Line 52: Line 44:
 
|[[UV pacifist]]|| || || || ||
 
|[[UV pacifist]]|| || || || ||
 
|}
 
|}
 
 
 
===Miscellaneous demos===
 
===Miscellaneous demos===
  +
{| class="WikiaTable"
{| {{prettytable}}
 
 
!Run||Time||Player||Date||File||Notes
 
!Run||Time||Player||Date||File||Notes
 
|-
 
|-
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]||
 
|}
 
|}
 
== Deathmatch ==
 
   
 
==Statistics==
 
==Statistics==
 
===Map data===
 
===Map data===
  +
{| class="WikiaTable"
{| {{prettytable}}
 
 
|[[Thing|Things]]||367
 
|[[Thing|Things]]||367
 
|-
 
|-
Line 78: Line 66:
 
|[[Sector|Sectors]]||316
 
|[[Sector|Sectors]]||316
 
|}
 
|}
  +
 
===Things===
 
===Things===
  +
{| class="WikiaTable"
{| {{prettytable}}
 
!Monsters||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
 
 
|-
 
|-
 
![[Monster]]s||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
|[[Arachnotron|Arachnotrons]]|| colspan="3" align="center"|1
 
 
|-
 
|-
 
|[[Shotgun guy|Sergeants]]||6||8||9
|[[Arch-vile|Arch-viles]]|| colspan="2" align="center"|0|| align="center"|1
 
 
|-
 
|-
  +
|[[Zombieman|Troopers]]||2||4||6
|[[Baron of hell|Barons of hell]]|| align="center"|2|| align="center"|3|| align="center"|4
 
 
|-
 
|-
 
|[[Heavy weapon dude|Chaingunners]]||8||12||15
|[[Cacodemon|Cacodemons]]|| align="center"|2|| align="center"|4|| align="center"|6
 
 
|-
 
|-
  +
|[[Pain elemental]]s||0||0||2
|[[Heavy weapon dude|Chaingunners]]|| align="center"|8|| align="center"|12|| align="center"|15
 
 
|-
 
|-
  +
|[[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
|[[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
 
 
|-
 
|-
 
|[[Baron of hell|Barons of hell]]||2||3||4
|[[Revenant|Revenants]]|| align="center"|0|| colspan="2" align="center"|2
 
 
|-
 
|-
  +
|[[Revenant]]s||0||2||2
|[[Shotgun guy|Sergeants]]|| align="center"|6|| align="center"|8|| align="center"|9
 
 
|-
 
|-
  +
|[[Arachnotron]]s||1||1||1
|[[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
!Weapons||ITYTD and HNTR||HMP||UV and NM
 
 
|-
 
|-
  +
![[Weapon]]s||ITYTD and HNTR||HMP||UV and NM
|[[BFG 9000|BFG 9000s]]|| align="center"|0|| align="center"|1|| align="center"|2
 
 
|-
 
|-
  +
|[[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
|[[Rocket launcher|Rocket launchers]]|| align="center"|1|| colspan="2" align="center"|2
 
 
|-
 
|-
  +
|[[BFG9000]]s||0||1||1
|[[Shotgun|Shotguns]]|| colspan="3" align="center"|4
 
 
|-
 
|-
 
![[Ammo|Ammunition]]||ITYTD and HNTR||HMP||UV and NM
|[[Super shotgun|Super shotguns]]|| align="center"|3|| colspan="2" align="center"|2
 
 
|-
 
|-
  +
|[[Clip]]s||3||3||3
!Powerups||ITYTD and HNTR||HMP||UV and NM
 
 
|-
 
|-
  +
|[[Box of bullets|Bullet boxes]]||2||3||3
|[[Armor bonus|Armor bonuses]]|| colspan="3" align="center"|11
 
 
|-
 
|-
 
|[[4 shotgun shells|Shells]]||3||3||3
|[[Backpack|Backpacks]]|| colspan="3" align="center"|1
 
 
|-
 
|-
 
|[[Box of shotgun shells|Shell boxes]]||6||6||6
|[[Megaarmor|Blue armors]]|| align="center"|1|| colspan="2" align="center"|0
 
 
|-
 
|-
  +
|[[Rocket]]s||3||3||3
|[[Computer area map|Computer maps]]|| colspan="3" align="center"|1
 
 
|-
 
|-
 
|[[Box of rockets|Rocket boxes]]||1||1||1
|[[Armor|Green armors]]|| align="center"|0|| colspan="2" align="center"|1
 
 
|-
 
|-
  +
|[[Energy cell]]s||4||4||4
|[[Health bonus|Health bonuses]]|| colspan="3" align="center"|11
 
 
|-
 
|-
 
|[[Energy cell pack|Bulk cells]]||3||3||3
|[[Medikit|Medikits]]|| align="center"|6|| align="center"|4|| align="center"|2
 
 
|-
 
|-
 
![[Item|Powerups]]||ITYTD and HNTR||HMP||UV and NM
|[[Supercharge|Soul spheres]]|| colspan="2" align="center"|1|| align="center"|0
 
 
|-
 
|-
  +
|[[Backpack]]s||1||1||1
|[[Stimpack|Stim packs]]|| align="center"|17|| align="center"|15|| align="center"|13
 
 
|-
 
|-
  +
|[[Medikit]]s||6||4||2
!Ammunition||ITYTD and HNTR||HMP||UV and NM
 
 
|-
 
|-
  +
|[[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
 
 
|-
 
|-
 
|[[Supercharge|Soul spheres]]||1||1||0
|[[Energy cell pack|Bulk cells]]|| colspan="3" align="center"|3
 
 
|-
 
|-
 
|[[Armor|Green armors]]||0||1||1
|[[Energy cell|Energy cells]]|| colspan="2" align="center"|4|| align="center"|7
 
 
|-
 
|-
 
|[[Megaarmor|Blue armors]]||1||0||0
|[[Box of rockets|Rocket boxes]]|| colspan="3" align="center"|1
 
 
|-
 
|-
  +
|[[Armor bonus]]es||11||11||11
|[[Rocket|Rockets]]|| align="center"|3|| colspan="2" align="center"|6
 
 
|-
 
|-
 
|[[Computer area map|Computer maps]]||1||1||1
|[[Box of shotgun shells|Shell boxes]]|| colspan="3" align="center"|7
 
 
|-
 
|-
 
![[Key]]s||ITYTD and HNTR||HMP||UV and NM
|[[4 shotgun shells|Shells]]|| colspan="3" align="center"|3
 
 
|-
 
|-
  +
|[[Blue skull]]s||1||1||1
!Keys||ITYTD and HNTR||HMP||UV and NM
 
 
|-
 
|-
|[[Keys|Blue skull key]]|| colspan="3" align="center"|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 ==
 
 
*
 
 
== Sources ==
 
 
*
 
   
 
== External links ==
 
== External links ==
 
* [http://www.doomworld.com/sda/icarus.htm Icarus: Alien Vanguard demos at the Doomed Speed Demos Archive]
   
 
{{Navbox Icarus}}
* [http://www.doomworld.com/sda/icarus.htm Icarus: Alien Vanguard demos at the Doomed Speed Demos Archive]
 
   
 
[[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

Icarus MAP19 map

Map of MAP19

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

  1. 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.
  2. 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

External links