Doom Wiki
Line 18: Line 18:
   
 
===Bugs===
 
===Bugs===
In the room you teleport to after fighting the Revenants, occasionally if you switches all the switches too fast it can result in some of them not working, leaving the player permanantly stuck in the first area of the map. This can result in extreme frustration, and the frustration can lead to broken consoles in my case.
+
In the room you teleport to after fighting the Revenants, occasionally if you switch all four switches too fast it can result in some of them not working, leaving the player permanantly stuck in the first area of the map. This can result in extreme frustration, and the frustration can lead to broken consoles in my case.
   
 
==Speedrunning==
 
==Speedrunning==

Revision as of 20:01, 4 July 2011

This level occupies the map slot MAP21. For other maps which occupy this slot, see Category:MAP21.

Template:Doom II 21-30 MAP21: Nirvana is the twenty-first map of Doom II, named after the Nirvana, the Buddhist version of Christianism's Heaven, that ends the whole reincarnation cycle in Earth. It was designed by Sandy Petersen and uses the music track "Countdown To Death". Coincidentally, Kurt Cobain, the leader of popular rock band Nirvana, died by committing suicide with a shotgun blast the same year Doom II was released, and since a double-barrel shotgun is found at the first sector, it may be somewhat of an homage of that event.

Strategy

MAP21 map

Map of MAP21


Walkthrough

Pick up the health bonuses and medikits in the starting area (A) and kill the imps in front of you. Take the teleporter on the right. On the other side, continue along the path either way, killing spectres and shotgun guys along the way. Once you approach the teleporter at the end, the wall will open, releasing two pairs of revenants. Flip the switch to lower the wall, then step through the second teleporter (B).

In the next area, flip all four switches on the triangular platform (C). This raises a staircase in front of you. The nearest step actually acts as a lift, so lower it and step on. Once it has risen again, you can jump onto the triangular platform (D) to retrieve the rocket launcher. Afterwards, climb the stairs and continue down towards a horde of imps and mancubi as well as two teleporters. Take the one on the right.

In the next area, press the use key on any of the four walls to lower them, unleashing an ambush of imps around you. Crossing into their territory causes the next four walls two lower, revealing a further two pain elementals. After all the enemies are dead, pick up the yellow skull key (E) and go through the teleporter. To get the megasphere in the room you just came from, flip the switch closest to the teleporter and go through again. Run into the megasphere's corner before it rises again. Once you have obtained the megasphere, flip the other switch to open a shortcut back to the starting area. This time take the teleporter on the left (F).

Open the yellow walls in the next area. From here, follow the ledge around to the end, then drop down onto the imps' platform and flip the switch. This lowers the chaingunners' platform across the way, where you can pick up the red key (G). Grab the nearby radiation suit and head back out into the main slime pit with the brown platforms. The blue key rests on the northwestern-most platform (H). Lower the platform just southeast of this as you would a lift, ride it up and drop onto the blue key platform. Once you've obtained all 3 keys, head back to the southeast corner of the pit and lower the platform there (I). Ride it back up to the ledge, make your way through the red and blue barriers, then exit.

Secrets

There are no official secrets in this level.

Bugs

In the room you teleport to after fighting the Revenants, occasionally if you switch all four switches too fast it can result in some of them not working, leaving the player permanantly stuck in the first area of the map. This can result in extreme frustration, and the frustration can lead to broken consoles in my case.

Speedrunning

Routes and tricks

You do not need the blue key to finish this level, as there is enough space to fit through the gap between the blue doors.

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:17 Vincent Catalaá 2001-11-21 Template:Competnftp
NM speed 00:27 Jakub "method_man" Razak 2003-06-27 Template:Competnftp
UV max 02:19 Anders Johnsen 2003-01-17 Template:Competnftp
NM100S
UV -fast 02:44 Vincent Catalaá 2000-01-30 Template:Competnftp
UV -respawn 02:15 Henning Skogsto 2000-04-05 Template:Competnftp
UV Tyson 09:50 Daniel "Demonlord" Lindgren 1997-06-18 Template:Competnftp
UV pacifist 00:28 Kim "N.C." Lundqvist 2003-11-16 Template:Competnftp

Statistics

Map data

Things 217
Vertices 396
Linedefs 327
Sidedefs 538
Sectors 61

Things

Monsters ITYTD and HNTR HMP UV and NM
Sergeants 7 14 19
Spectres 0 0 3
Imps 24 55 76
Pain Elementals 0 1 2
Chaingunners 3 8 11
Revenants 1 2 4
Mancubi 0 1 3
Hell Knights 0 3 6
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 1 1 1
Medikits 20 20 20
Health bonuses 16 16 16
Invulnerabilities 1 1 1
Radiation suits 4 4 4
Megasphere 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
Rockets 6 6 6
Rocket boxes 1 1 1
Shell boxes 4 4 4
Keys ITYTD and HNTR HMP UV and NM
Red skulls 1 1 1
Yellow skulls 1 1 1
Blue skulls 1 1 1
Barrels ITYTD and HNTR HMP UV and NM
Exploding barrels 6 6 6

External links