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{{Knee-Deep in the Dead|consolever=MAP03: Toxin Refinery (Console Doom)|snesver=E1M3: Toxin Refinery (Super NES Doom)}}
 
{{map|slot=E1M3}}
 
{{map|slot=E1M3}}
{{Knee-Deep in the Dead}}
 
 
'''E1M3: Toxin Refinery''' is the third map of [[Knee-Deep in the Dead]] in [[Doom]].  It was designed by [[John Romero]] and uses the [[Doom music|music]] track "Dark Halls".  The [[par time]] is 2:00.
 
'''E1M3: Toxin Refinery''' is the third map of [[Knee-Deep in the Dead]] in [[Doom]].  It was designed by [[John Romero]] and uses the [[Doom music|music]] track "Dark Halls".  The [[par time]] is 2:00.
  
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== Walkthrough ==
 
== Walkthrough ==
 
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{{Maptabs|E1M3 walkthrough.png|E1M3 map.png|Map of Toxin Refinery|300x300px}}
[[Image:E1M3_map.png|thumb|300px|Map of E1M3]]
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{{map spots}}
: 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===
 
===Essentials===
 
 
:''Normal exit:''
 
:''Normal exit:''
  
From the start point ''(A)'', go through the first door and turn left.  Follow the path along to the next door.  Go through this door and bear right.  Walk straight on, through another door, and turn right into a room with a [[Wikipedia:Doughnut|donut]]-shaped walkway above some [[slime]] ''(B)''.  Travel to the opposite side of this area and past some computers.  Turn left and follow the passageway along until you find a [[blue key]] ''(C)''.  When you pick this key up, the lights in the passageway will turn off.
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From the start point (''A''), go through the first door and turn left.  Follow the path along to the next door.  Go through this door and bear right.  Walk straight on, through another door, and turn right into a room with a {{wp|Doughnut|donut}}-shaped walkway above some [[slime]] (''B'').  Travel to the opposite side of this area and past some computers.  Turn left and follow the passageway along until you find a [[blue key]] (''C'').  When you pick this key up, the lights in the passageway will turn off.
  
Return to the large room just north of the start point.  There is a blue door here; go through it and enter one of the passageways on the opposite side of the room.  You should now find yourself in a large room with pillars ''(D)''.  Walk into the central section and some stairs will begin to [[Editing:Rising stairs|rise up]].  Go up the stairs and into the exit room ''(E)''.  Press the switch.
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Return to the large room just north of the start point.  There is a blue door here; go through it and enter one of the passageways on the opposite side of the room.  You should now find yourself in a large room with pillars (''D'').  Walk into the central section and some stairs will begin to [[Linedef_type#Stair_builders|rise up]].  Go up the stairs and into the exit room (''E'').  Press the switch.
  
 
:''Secret exit:''
 
:''Secret exit:''
  
From the start point, go through the first door and turn left.  Follow the route along to the next door.  Go through this door and bear right.  After ascending the short staircase, turn left and down another staircase.  Turn left and you will come to a switch ''(F)'' that opens a passageway ''(G)'' near where you entered this room.  Walk along that passageway into a computer room.  As you cross a line midway up the passageway ''(V)'', two hidden ledges will lower.  Run up and around the computers to the right, so that you reach the back ledge ''(H)'' before it rises again.  A large door now opens in front of you, revealing a room with pillars, a slime "river", and a [[rocket launcher]].  Follow the river into the tunnel on the east side of this room, and you will reach a small brown room ''(I)'' with a switch and a [[backpack]].  Press the switch.
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From the start point, go through the first door and turn left.  Follow the route along to the next door.  Go through this door and bear right.  After ascending the short staircase, turn left and down another staircase.  Turn left and you will come to a switch (''F'') that opens a passageway (''G'') near where you entered this room.  Walk along that passageway into a computer room.  As you cross a line midway up the passageway (''V''), two hidden ledges will lower.  Run up and around the computers to the right, so that you reach the back ledge (''H'') before it rises again.  A large door now opens in front of you, revealing a room with pillars, a slime "river", and a [[rocket launcher]].  Follow the river into the tunnel on the east side of this room, and you will reach a small brown room (''I'') with a switch and a [[backpack]].  Press the switch.
  
Return to the large room just north of the start point.  You should now see a bridge across the slime pit.  As you cross the bridge, the gray wall in front of you rises, revealing a long tan passage.  Keep walking straight ahead, and three traps will open: the brown technical wall in front of you, then the wall to your right, and finally two large doors at the back of the room.  Behind these large doors is a brightly lit gray passage ''(J)'' leading to an exit door.  Go through this door and press the exit switch.
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Return to the large room just north of the start point.  You should now see a bridge across the slime pit.  As you cross the bridge, the gray wall in front of you rises, revealing a long tan passage.  Keep walking straight ahead, and three traps will open: the brown technical wall in front of you, then the wall to your right, and finally two large doors at the back of the room.  Behind these large doors is a brightly lit gray passage (''J'') leading to an exit door.  Go through this door and press the exit switch.
  
 
===Other points of interest===
 
===Other points of interest===
On your way to the donut-shaped walkway, you will see a recessed panel to your right ''(K)'', indicated by blue lights and a short step with a [[health bonus]] on it. Activate this wall to open a secret window, which allows you to look into one of the traps in front of the secret exit (containing [[barrel]]s and [[zombie]]s).
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On your way to the donut-shaped walkway, you will see a recessed panel to your right (''K''), indicated by blue lights and a short step with a [[health bonus]] on it. Activate this wall to open a secret window, which allows you to look into one of the traps in front of the secret exit (containing [[barrel]]s and [[zombie]]s).
  
If you fall off the outer edge of the donut-shaped walkway, or into the slime pit in the first room, you cannot get out. Be careful.
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If you fall off the outer edge of the donut-shaped walkway, you cannot get out. Be careful.
  
If you fall into the center of the donut-shaped walkway, run to the small patch of concrete at the west end. Press the switch there, and the floor of the pit will rise to the level of the walkway, setting you free again.
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Should you fall into the slime pit in the starting area, the only way to get out is rather esoteric. In multiplayer, another player can raise the bridge to the secret exit and if you are at the bridge area in time, you will be rescued. This can only be done once.
  
When you take the blue key, a door will open in the north wall of the room ''(R)'', revealing an [[Imp]] ([[I'm too young to die]] and [[Hey, not too rough]]), or three Imps ([[Hurt me plenty]]), or four Imps ([[Ultra-Violence]] and [[Nightmare!]]).  Be ready with the [[chaingun]] or the rocket launcher, so you can kill them all before they step into the dark area.  It is also possible, if you move slowly enough, to pick up the key without triggering the trap.
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If you fall into the center of the donut-shaped walkway, run to the small patch of concrete at the west end. Press the switch there, and the floor of the pit will rise to the level of the walkway, setting you free again.
  
In the area with the switch that opens the computer room, the north wall is really a lift ''(S)''. There is a [[green armor]] on the lift and a [[shotgun]] at the top.
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When you take the blue [[key]], a door will open in the north wall of the room (''R''), revealing an [[imp]] ([[I'm too young to die]] and [[Hey, not too rough]]), or three imps ([[Hurt me plenty]]), or four imps ([[Ultra-Violence]] and [[Nightmare!]]). Be ready with the [[chaingun]] or the [[rocket launcher]], so you can kill them all before they step into the dark area.  It is also possible, if you move slowly enough, to pick up the key without triggering the trap. On the lower skill levels the way out of this area will have lit lamps that make it easier to navigate out of the area.
  
The [[yellow key]] is located in a short passage through the center of the computer room ''(T)''.
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In the area with the switch that opens the computer room, the north wall is really a lift (''S''). There is a [[green armor]] on the lift, and a [[shotgun]] at the top on HMP, UV, and NM. On ITYTD and HNTR, the shotgun is in the starting room instead.
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The yellow key is located in a short passage through the center of the computer room (''T'').
  
 
===Secrets===
 
===Secrets===
# The other hidden ledge in the computer room is on the left-hand wall, near the back. As you run up the passage to the computer room, turn around the computers to the left, so that you reach the ledge before it rises again. You will find yourself on a wide gray staircase ''(O)'', which leads to a darkened passage containing a [[soul sphere]] on a column.  The column can be lowered by pressing a switch on its south side. '''(sector 134)'''
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# There are two ledges in the computer room that hide secrets. One is on the left-hand wall, near the back. As you run up the passage to the computer room, turn around the computers to the left, so that you reach the ledge before it rises again. You will find yourself on a wide gray staircase (''O'') ('''sector 134'''), which leads to a darkened passage containing a [[soul sphere]] on a column.  The column can be lowered by pressing a switch on its south side.
# The hallway ''(H)'' from the computer room to the rocket launcher room counts as a secret. '''(sector 167)'''
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# In the same computer room there is another lowering ledge that leads to three different secret areas. The hallway (''H'') in here counts as the first secret ('''sector 167'''). The hallway leads to a room with a [[rocket launcher]].
# The small brown room with the backpack counts as a secret. '''(sector 159)'''
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# From the room with the rocket launcher, you can find a passage to a secret room with brown walls and backpack ('''sector 159''').
# The east wall of the small brown room is a secret door '''(sector 174)''', indicated by a speckled [[texture]].  This leads to a gray room containing a chaingun ''(P)''.  As you approach the chaingun, a hidden door and lift are revealed which provide a shortcut back to the beginning of the level.
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# The east wall of the small brown room is a secret door ('''sector 174'''), indicated by a speckled [[texture]].  This leads to a gray room containing a chaingun (''P'').  As you approach the chaingun, a hidden door and lift are revealed which provide a shortcut back to an earlier part of the level.
# There is a secret door ''(L)'' on the east wall of the room behind the blue door.  It is not marked, but it opens automatically ''(M)'' as you step into the pillared room to the northeast. Behind this secret door '''(sector 73)''' is a room with a staircase.  At the top of the staircase are a [[chainsaw]], a [[box of rockets]], two [[Box of shells|boxes of shells]], and another staircase leading to a yellow door ''(N)''.  Behind the yellow door is a room full of powerups including a soul sphere, a [[blue armor]], and a [[partial invisibility]].  On UV and NM, you should probably take the invisibility immediately, since there are [[sergeant]]s and Imps in the surrounding courtyard ''(U)'' who can be difficult to shoot (due to the brown fence texture which obscures your vision).
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# There is a secret door (''L'') on the east wall of the room behind the blue door.  It is not marked, but it opens automatically (''M'') as you step into the pillared room to the northeast. (The door can be opened manually too.) Behind this secret door ('''sector 73''') is a room with a staircase.  At the top of the staircase are a [[chainsaw]], a [[box of rockets]], two [[Box of shells|boxes of shells]], and another staircase leading to a yellow door (''N'').  Behind the yellow door is a room full of powerups including a soul sphere, a [[blue armor]], and a [[partial invisibility]].  On UV and NM, you should probably take the invisibility immediately, since there are [[sergeant]]s and imps in the surrounding courtyard (''U'') who can be difficult to shoot (due to the brown fence texture which obscures your vision).
# The long tan passage to the secret exit counts as a secret. '''(sector 51)'''
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# The long tan passage to the secret exit counts as a secret. ('''sector 51''')
# In the room with the secret exit, the north wall is an elevator ''(Q)''. This leads to a platform overlooking the donut-shaped walkway. There is an Imp and a box of rockets here. '''(sector 40)'''
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# In the room with the secret exit, the north wall is an elevator (''Q''). This leads to a platform overlooking the donut-shaped walkway. There is an imp and a box of rockets here. ('''sector 40''')
  
Re-entering the computer room from secret #1 or secret #2 causes both ledges to lower.
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Re-entering the computer room from secret #1 or secret #2 causes both ledges to lower. It is usually better to do secret #1 first, then #2 when you exit from the first area. The second area contains three separate secrets and you end up in an earlier part of the map, far away from secret #1.
  
 
===Bugs===
 
===Bugs===
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When looking through the window at secret #1, a slime trail may be visible to one side (see screen shot below).
 
When looking through the window at secret #1, a slime trail may be visible to one side (see screen shot below).
  
There are 4 known [[Blind spots in Doom reject tables|anomalies]] in this level's [[REJECT|REJECT table]].
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There are 4 known [[Blind spots in Doom reject tables#E1M3: Toxin Refinery|anomalies]] in this level's [[REJECT|REJECT table]].
  
 
===Demo files===
 
===Demo files===
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== Areas / screenshots ==
 
== Areas / screenshots ==
 
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<gallery mode=nolines widths=160px>
<gallery>
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E1M3_initial.png|Starting room
Image:E1M3_start.png|First room
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E1M3_start.png|Fork in the road
Image:E1M3_slime_oval.png|Donut-shaped walkway
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E1M3_cellar_switch.png|Passage to computer room, and the switch that opens it
Image:E1M3_blue_key.png|The blue key
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E1M3_slime_oval.png|Donut-shaped walkway
Image:E1M3_exit_stairs.png|Approaching the normal exit
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E1M3_blue_key.png|The blue key
Image:E1M3_cellar_switch.png|Passage to computer room, and the switch that opens it
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E1M3_path_to_exit.png|Past the blue door
Image:E1M3_rocket_launcher.png|Rocket launcher room (secret #2)
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E1M3_exit_stairs.png|Approaching the normal exit
Image:E1M3_chaingun.png|Re-entering second room from the north (secret #4)
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E1M3_rocket_launcher.png|Rocket launcher room (secret #2)
Image:E1M3_start_bridge.png|Rising bridge in first room
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E1M3_chaingun.png|Re-entering second room from the north (secret #4)
Image:E1M3_secret_exit_anteroom.png|Traps in front of the secret exit (secret #6)
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E1M3_start_bridge.png|Rising bridge in first room
Image:E1M3_supercharge.png|Soul Sphere on a column (secret #1)
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E1M3_secret_exit_anteroom.png|Traps in front of the secret exit (secret #6)
Image:E1M3_swag.png|Cache behind the yellow door (secret #5)
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E1M3_supercharge.png|Soul Sphere on a column (secret #1)
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E1M3_swag.png|Cache behind the yellow door (secret #5)
 
</gallery>
 
</gallery>
  
 
===[[Slime trails]]===
 
===[[Slime trails]]===
<gallery>
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<gallery mode=nolines widths=160px>
Image:E1M3_trail_tower_courtyard.png|The courtyard in secret #5
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E1M3_trail_tower_courtyard.png|The courtyard in secret #5
Image:E1M3_trail_tower_corner.png|Southeast corner of the invisibility room (note [[sky]] [[texture]] visible between fence panels)
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E1M3_trail_tower_corner.png|Southeast corner of the invisibility room (note [[sky]] [[texture]] visible between fence panels)
Image:E1M3 fat trail.png|Side wall of entrance to computer room
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E1M3 fat trail.png|Side wall of entrance to computer room
 
</gallery>
 
</gallery>
  
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===Routes and tricks===
 
===Routes and tricks===
Due to the large number of [[sergeant]]s on this level, even a straight speedrun requires the player to obtain a [[shotgun]] in the first room and use it frequently.  In [[NM speed]] mode, the [[green armor]] behind the blue door also helps in surviving the crowd of sergeants next to the rising stairs.  Many players believe that luck is the most important factor in a successful [[UV pacifist|pacifist]] recording (namely, taking small amounts of [[damage]] when the sergeants do hit you). {{competnftp|doom/max/P1M3-056.ZIP}} {{competnftp|doom/max/P1M3-058.ZIP}}
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Due to the large number of [[sergeant]]s on this level, even a straight speedrun requires the player to obtain a [[shotgun]] in the first room and use it frequently.{{cite web|author=Dwaze|title=e1m3-043|url={{dsda2ftp|doom/29313/e1m3-043.zip}}|publication=The DooMed Speed Demos Archive|publishdate=2018-05-11|accessdate=2020-06-29}}{{cite web|author=[[Adam Williamson]]|title=N1M3-120|url={{competnftp|doom/nmare/n1m3-120.zip}}|publication=COMPET-N|publishdate=2000-02-16|accessdate=2020-06-29}} In [[NM speed]] mode, the [[green armor]] behind the blue door also helps in surviving the crowds beside the rising stairs.{{cite web|author=[[Anders Johnsen]]|title=N1M3-124|url={{competnftp|doom/nmare/n1m3-124.zip}}|publication=COMPET-N|publishdate=1998-09-02|accessdate=2020-06-29}}{{cite web|author=[[Andy Kempling (aurikan)]]|title=N1M3-134.TXT|url={{competnftp|doom/nmare/n1m3-134.zip}}|publication=COMPET-N|publishdate=1998-08-31|accessdate=2020-06-29}} Many players believe that [[Pseudorandom number generator|luck]] plays a large role regardless of tactics (particularly in [[damage]] taken when zombies' pellets do hit you).{{cite web|author=[[Anders Johnsen]]|title=E1M3-046.TXT|url={{competnftp|doom/speed/e1m3-046.zip}}|publication=COMPET-N|publishdate=1998-08-21|accessdate=2020-06-29}}{{cite web|author=Dwaze|title=e1m3-039.txt|url={{dsda2ftp|doom/29306/e1m3-039.zip}}|publication=The DooMed Speed Demos Archive|publishdate=2019-02-13|accessdate=2020-06-29}}{{cite web|author=[[Drew DeVore (stx-Vile)]]|title=n1m3-103.txt|url={{competnftp|doom/nmare/n1m3-103.zip}}|publication=COMPET-N|publishdate=2001-11-09|accessdate=2020-06-29}}{{cite web|author=[[Doomdaniel95]]|title=e1m3f-418.txt|url={{dsda2ftp|doom/29386/e1m3f418.zip}}|publication=The DooMed Speed Demos Archive|publishdate=2011-02-12|accessdate=2020-06-29}}{{cite web|author=[[j4rio]]|title=t1m3-447.txt|url={{dsda2ftp|doom/47172/t1m3-447.zip}}|publication=Doom Speed Demo Archive|publishdate=2020-01-30|accessdate=2020-06-29}}<ref>"Stupid [[spectre]]s get stuck by the doors, I wonder how many tries it took... I often read ([[Jon Vail (40oz)|40oz]] and others) that this is a very unforgiving level on NM." {{cite web text archived|author=[[vdgg]]|title=Comments for n1m3-054.zip|url=http://compet-n.gamers.org/index.php?page=compet-n_comments&cndb=&record_id=403&filename=n1m3-054|publication=COMPET-N|publishdate=2013-04-30|accessdate=2020-06-10|archiveurl=https://doomwiki.org/w/index.php?title=User_talk:Xymph/Speedrunners&diff=223596&oldid=223562|archivedat=[[Zvonimir Bužanić (fx)]] and [[Frans P. de Vries (Xymph)]], personal communication}}</ref>  The high difficulty of [[UV pacifist|pacifist]] style was recognized even in the [[DHT]] era,{{cite web|author=[[Steffen Udluft]]|title=The DOOM Pacifist Collection|url=http://www.gamers.org/pub/idgames/lmps/pacifist/|publication=[[gamers.org]]|publishdate=1999-02-21|accessdate=2020-07-06}}{{cite web|author=[[Vincent Catalaá (Peroxyd)]]|title=p1m3-056.txt|url={{competnftp|doom/max/P1M3-056.ZIP}}|publication=COMPET-N|publishdate=2000-02-22|accessdate=2006-02-15}}{{cite web|author=[[Adam Williamson]]|title=P1M3-058.TXT|url={{competnftp|doom/max/P1M3-058.ZIP}}|publication=COMPET-N|publishdate=2000-02-25|accessdate=2006-02-15}} and as of mid-2020, no successful run aside from world records has been published by [[DSDA]] or [[Public DANG]].{{cite web|author=Doom Croatia|title=database|url=http://compet-n.gamers.org/index.php?page=compet-n_database&cndb=&wad_id=1&category_id=6&map_id=113&player_id=&sort=&order=|publication=COMPET-N|publishdate=2020-07-05|accessdate=2020-07-06}}{{cite web|author=Doom Croatia|title=database|url=http://compet-n.gamers.org/index.php?page=compet-n_database&cndb=&wad_id=1&category_id=6&map_id=114&player_id=&sort=&order=|publication=COMPET-N|publishdate=2020-07-05|accessdate=2020-07-06}}{{cite web|author=[[Kraflab]] and [[Zero Master]]|url={{dsda2|wad=doom|map=E1M3|title="The Ultimate Doom (id Software)"|linkonly=1}}|publication=Doom Speed Demo Archive|publishdate=2020-05-16|accessdate=2020-07-06}}{{cite web|author=[[Kraflab]] and [[Zero Master]]|url={{dsda2|wad=doom|map=E1M3s|title="The Ultimate Doom (id Software)"|linkonly=1}}|publication=Doom Speed Demo Archive|publishdate=2020-05-16|accessdate=2020-07-06}}
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In a run to the secret exit, two key maneuvers involve [[Barrel|barrel frags]]: clearing the area around the computer room switch, and destroying the barrel near the northeast wall of the computer room with one shot to avoid being surrounded.{{cite web|author=[[Kai-Uwe Humpert]]|title=E1M3S101.TXT|url={{competnftp|doom/speed/e1m3s101.zip}}|publication=COMPET-N|publishdate=1996-05-17|accessdate=2020-06-29}}{{cite web|author=[[Vincent Catalaá (Peroxyd)]]|title=n1m3s051|url={{competnftp|doom/nmare/n1m3s051.zip}}|publication=COMPET-N|publishdate=2001-11-15|accessdate=2020-06-29}}  When clearing the traps at the end, the [[rocket launcher]] does more damage than the [[chaingun]], but also costs time while stepping back to avoid the [[Blast damage|blast area]].{{cite web|author=[[Arno Slagboom]]|title=S1M3A111|url={{dsda2ftp|doom/29453/e1m3s-11166.zip}}|publication=The DooMed Speed Demos Archive|publishdate=1998-12-25|accessdate=2020-06-29}}{{cite web|author=[[Vincent Catalaá (Peroxyd)]]|title=S1s3v105|url={{dsda2ftp|doom/29449/e1m3s-105.zip}}|publication=The DooMed Speed Demos Archive|publishdate=1999-04-13|accessdate=2020-06-29}}{{cite web|author=[[Anders Johnsen]]|title=N1M3S139|url={{competnftp|doom/nmare/n1m3s139.zip}}|publication=COMPET-N|publishdate=1998-08-24|accessdate=2020-06-29}}{{cite web|author=[[Jim Leonard (Xit Vono)]]|title=n1s3-141.txt|url={{competnftp|doom/nm100s/n1s3-141.zip}}|publication=COMPET-N|publishdate=2018-11-28|accessdate=2020-06-29}}
  
In a run to the secret exit, two key maneuvers involve [[Barrel|barrel frags]]: killing as many [[monsters]] as possible near the computer room switch, and destroying the barrel near the northeast wall of the computer room with one shot to avoid being surrounded.
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A very fast, but very dangerous approach to the donut-shaped walkway is simply to race around the extreme outer edge without bothering to kill anyone from a distance.{{cite web|author=[[Andy Kempling (aurikan)]]|title=E1M3-B41|url={{competnftp|doom/speed/e1m3-b41.zip}}|publication=COMPET-N|publishdate=1998-08-31|accessdate=2020-06-29}}{{cite web|author=[[Jim Leonard (Xit Vono)]]|title=n1s3-141|url={{dsda2ftp|doom/29364/n1s3-141.zip}}|publication=The DooMed Speed Demos Archive|publishdate=2018-11-28|accessdate=2020-06-29}}  (With [[Skill level|fast monsters]], there will probably be a lot of [[Monster infighting|infighting]] in this area anyway.){{cite web|author=[[Anders Johnsen]]|title=N1M3-107|url={{competnftp|doom/nmare/n1m3-107.zip}}|publication=COMPET-N|publishdate=2000-04-03|accessdate=2020-06-29}}
  
A very fast, but very dangerous approach to the donut-shaped walkway is simply to race around the extreme outer edge without bothering to kill any of the monsters first. (With [[Skill level|fast monsters]], there will probably be a lot of [[Monster infighting|infighting]] in this area anyway.)
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It is possible to jump to the secret exit bridge from the northwest, by [[Glide|gliding]] through the fence.{{cite web|author=[[Marko van der Want]]|title=N1o3m033|url={{dsda2ftp|doom/29499/e1m3so3389.zip}}|publication=The DooMed Speed Demos Archive|publishdate=2000-05-21|accessdate=2020-06-29}} [[Looper]] has credited Janne Kalliomäki for the trick,{{cite web|author=[[Looper]]|title=Nomonster speedrunning|url={{Dwforumst|1258645}}|publication=[[Doomworld Forums]]|publishdate=2014-04-14|accessdate=2020-07-05}} but its execution may be too slow for runs with [[monster]]s.{{cite web|author=[[Aleksey Kamenev (4shockblast)]]|title=e1m3so026.txt|url={{dsda2ftp|doom/29482/e1m3so026.zip}}|publication=The DooMed Speed Demos Archive|publishdate=2014-06-27|accessdate=2020-06-29}}{{cite web|author=[[Graham Burgess (Grazza)]]|title=How do you perform a glide?|url={{Dwforumst|583018}}|publication=[[Doomworld Forums]]|publishdate=2005-12-10|accessdate=2020-07-05}}
  
For styles requiring [[Intermission screen|100% kills]], the most popular route seems to be:
+
For styles requiring [[Intermission screen|100% kills]], the most popular route seems to be:{{cite web|author=[[Radek Pecka]]|title=e1m3-240|url={{competnftp|doom/max/e1m3-240.zip}}|publication=COMPET-N|publishdate=2000-08-17|accessdate=2020-06-29}}{{cite web|author=[[Adam Williamson]]|title=E1M3-311|url={{dsda2ftp|doom/29283/e1m3-311.zip}}|publication=The DooMed Speed Demos Archive|publishdate=1999-05-18|accessdate=2020-06-29}}{{cite web|author=[[Radek Pecka]]|title=f1m3-309|url={{competnftp|doom/fast/f1m3-309.zip}}|publication=COMPET-N|publishdate=2000-11-19|accessdate=2020-06-29}}
 
* clear the computer room and its [[secrets]] (opening the secret exit in the process);
 
* clear the computer room and its [[secrets]] (opening the secret exit in the process);
 
* clear the rooms in front of the secret exit;
 
* clear the rooms in front of the secret exit;
 
* jump down to the donut-shaped walkway from secret #7, and go to the [[blue key]];
 
* jump down to the donut-shaped walkway from secret #7, and go to the [[blue key]];
 
* proceed to the last few rooms near the normal exit.
 
* proceed to the last few rooms near the normal exit.
[[Anders Johnsen]] credits [[Kai-Uwe Humpert]] with inventing this route. {{competnftp|doom/max/e1m3-241.zip}}  [[Xit Vono]] has modified it to speed up [[UV Tyson|Tyson]] runs {{competnftp|doom/tyson/t1m3-544.zip}}, going directly to the blue key in order to get the [[chainsaw]] as quickly as possible, then starting again with the first room, using the chainsaw almost exclusively (except perhaps on large groups of sergeants).
+
[[Anders Johnsen]] credits [[Kai-Uwe Humpert]] with inventing this route.{{cite web|author=[[Anders Johnsen]]|title=E1M3-241.TXT|url={{competnftp|doom/max/e1m3-241.zip}}|publication=COMPET-N|publishdate=1998-07-19|accessdate=2006-02-15}}  [[Xit Vono]] has modified it to speed up [[UV Tyson|Tyson]] runs, going directly to the blue key in order to get the [[chainsaw]] as quickly as possible, then starting again with the first room, using the chainsaw almost exclusively{{cite web|author=[[Jim Leonard (Xit Vono)]]|title=t1m3-544|url={{competnftp|doom/tyson/t1m3-544.zip}}|publication=COMPET-N|publishdate=2002-05-29|accessdate=2006-02-15}} (except perhaps on large groups of sergeants).{{cite web|author=[[j4rio]]|title=t1m3-447b|url={{dsda2ftp|doom/47172/t1m3-447.zip}}|publication=Doom Speed Demo Archive|publishdate=2020-01-28|accessdate=2020-06-29}}
  
The standard max route is still the most efficient for episode runs, despite the player's already having a backpack and a chaingun.  Most [[Compet-N]] players also get the [[soul sphere]] in secret #1; part of the time thus lost can be recouped by being more aggressive in the passage to the computer room, and less concerned about blast damage near the secret exit.  In a Tyson run, the chainsaw on the previous level makes the above modification unnecessary, but you may want to clear the donut-shaped walkway before you try jumping onto it. {{competnftp|doom/movie/e1t-4449.zip}}
+
The standard max route is still the most efficient for episode runs, despite the player's already having a backpack and a chaingun.{{cite web|author=[[Radek Pecka]]|title=ep1-1957|url={{competnftp|doom/movie/ep1-1957.zip}}|publication=COMPET-N|publishdate=2001-06-08|accessdate=2020-07-05}}{{cite web|author=[[Radek Pecka]]|title=e1fa2445|url={{competnftp|doom/movie/e1fa2445.zip}}|publication=COMPET-N|publishdate=2001-03-20|accessdate=2020-07-05}} Most [[Compet-N]] players also get the [[soul sphere]] in secret #1; part of the time thus lost can be recouped by being more aggressive in the passage to the computer room, and less concerned about blast damage near the exit.{{cite web|author=[[Radek Pecka]]|title=ep1-2010|url={{competnftp|doom/movie/ep1-2010.zip}}|publication=COMPET-N|publishdate=2000-12-25|accessdate=2020-07-05}} In a Tyson run, the chainsaw on the previous level makes the above retrenchment unnecessary, but you may want to clear the donut-shaped walkway before you try jumping onto it.{{cite web|author=[[Adam Williamson]]|title=E1T-4449|url={{competnftp|doom/movie/e1t-4449.zip}}|publication=COMPET-N|publishdate=1999-04-15|accessdate=2007-02-27}}
  
NM100S recordings generally use this route:
+
NM100S recordings generally use this route:{{cite web|author=[[DidierTranber]]|title=&#91;e1m3 nm100s&#93;|url={{dsda2ftp|doom/29374/e1m3s438.zip}}|publication=The DooMed Speed Demos Archive|publishdate=2010-10-07|accessdate=2020-06-29}}{{cite web|author=[[Vincent Catalaá (Peroxyd)]]|title=n1s3-159|url={{competnftp|doom/nm100s/n1s3-159.zip}}|publication=COMPET-N|publishdate=2000-02-19|accessdate=2020-06-29}}
 
* get secret #1;
 
* get secret #1;
 
* get the [[yellow key]];
 
* get the [[yellow key]];
* go from the [[rocket launcher]] room to the [[chaingun]] room (3 secret [[sectors]] total);
+
* go from the rocket launcher room to the chaingun room (3 secret [[sectors]] total);
 
* get the blue key;
 
* get the blue key;
 
* get secret #5;
 
* get secret #5;
 
* leave by the secret exit, stepping on the lift just before pressing the switch (2 secret sectors total).
 
* leave by the secret exit, stepping on the lift just before pressing the switch (2 secret sectors total).
This is faster than the [[UV max]] route because secret #7 is much closer to the exit switch than secret #5 is.  The soul sphere in secret #1 is important for surviving the trip to the blue key and backThe health and armor behind the yellow door also help in surviving the traps before the secret exit; as it turned out, the current record holder did not need them, but he would have fallen to 10% health.  In an episode run, some players stop for the [[medikit]] in the donut room {{competnftp|doom/movie/e1ns1506.zip}}, and the [[Box of rockets|rocket box]] in secret #7 later proves indispensable.
+
This is faster than the [[UV max]] route because secret #7 is much closer to an exit switch than secret #5 is.  The soul sphere in secret #1 is important for surviving the trip to the blue key.{{cite web|author=[[Adam Williamson]]|title=N1S3-205|url={{competnftp|doom/nm100s/n1s3-205.zip}}|publication=COMPET-N|publishdate=2000-02-17|accessdate=2020-06-29}} Most Compet-N runs also take the health and armor behind the yellow door, which helps in surviving the traps before the secret exit.{{cite web|author=[[Drew DeVore (stx-Vile)]]|title=n1s3-149|url={{competnftp|doom/nm100s/n1s3-149.zip}}|publication=COMPET-N|publishdate=2002-05-16|accessdate=2020-06-29}} In an episode run, some players stop for the [[medikit]] in the donut room,{{cite web|author=[[Vincent Catalaá (Peroxyd)]]|title=E1ns1506|url={{competnftp|doom/movie/e1ns1506.zip}}|publication=COMPET-N|publishdate=2000-08-31|accessdate=2007-02-27}} and the [[Box of rockets|rocket box]] in secret #7 later repays the slight detour.{{cite web|author=[[Drew DeVore (stx-Vile)]]|title=e1ns1103|url={{competnftp|doom/movie/e1ns1103.zip}}|publication=COMPET-N|publishdate=2002-05-02|accessdate=2020-07-05}}
 +
 
 +
When exiting the chaingun room, firing [[rocket]]s at the wall above the green armor helps clear a path through any [[Skill level|respawned monsters]], [[Blast damage has unlimited vertical range|even though they cannot be seen]].{{cite web|author=[[Chris Ratcliff (Ryback)]]|title=N1M3S213|url={{dsda2ftp|doom/29475/e1m3sn213.zip}}|publication=The DooMed Speed Demos Archive|publishdate=2000-06-11|accessdate=2020-06-29}}
  
When exiting the chaingun room, firing [[rocket]]s at the wall above the green armor helps clear a path through any [[Skill level|respawned monsters]], [[Blast damage has unlimited vertical range|even though they cannot be seen]].
+
In [[UV -respawn]] runs, monsters in the first few rooms can easily be killed twice because those rooms are centrally located.{{cite web|author=[[Adam Williamson]]|title=R1M3-348|url={{dsda2ftp|doom/29403/e1m3r348.zip}}|publication=The DooMed Speed Demos Archive|publishdate=1999-05-18|accessdate=2020-06-29}}  This allows saving time by ignoring the monsters in secret #1, the invisibility room,{{cite web|author=[[Anders Johnsen]]|title=R1M3-233|url={{competnftp|doom/respawn/r1m3-233.zip}}|publication=COMPET-N|publishdate=1998-11-19|accessdate=2020-06-29}} or even the sergeants near the normal exit.{{cite web|author=[[Chris Ratcliff (Ryback)]]|title=R1M3R319|url={{dsda2ftp|doom/29402/e1m3r319.zip}}|publication=The DooMed Speed Demos Archive|publishdate=2000-06-13|accessdate=2020-06-29}}
  
In [[UV -respawn]] runs, monsters in the first few rooms can easily be killed twice because those rooms are centrally locatedThis allows the player to save time by ignoring the monsters in secret #1, the invisibility room, or even the group of sergeants near the normal exit.
+
[[UV pacifist]] runs to the normal exit tend to mimic [[UV speed]] runs,{{cite web|author=[[Adam Williamson]]|title=P1M3-058|url={{competnftp|doom/pacifist/p1m3-058.zip}}|publication=COMPET-N|publishdate=2000-02-22|accessdate=2020-06-29}}{{cite web|author=[[Adam Williamson]]|title=p1m3-050|url={{competnftp|doom/pacifist/p1m3-050.zip}}|publication=COMPET-N|publishdate=2004-12-21|accessdate=2020-06-29}} but the secret exit cannot be reached in this manner due to the crowded passage leading to the computer room.{{cite web|author=[[Steffen Udluft]]|title=p1m32411.txt|url={{competnftp|doom/pacifist/p1m32411.zip}}|publication=COMPET-N|publishdate=1998-02-26|accessdate=2020-06-29}}  These sergeants must be cleared away very methodically using monster infighting (which requires emptying the first room and the switch area also).{{cite web|author=[[Andy Kempling (aurikan)]]|title=P1M3S553.TXT|url={{competnftp|doom/pacifist/p1m3s553.zip}}|publication=COMPET-N|publishdate=1999-06-13|accessdate=2020-06-29}} The soul sphere then aids the player in surviving the rest of the route.{{cite web|author=[[Jim Leonard (Xit Vono)]]|title=p1m3s533.txt|url={{competnftp|doom/pacifist/p1m3s533.zip}}|publication=COMPET-N|publishdate=2002-09-22|accessdate=2020-06-29}}
  
[[UV pacifist]] runs to the normal exit tend to mimic [[UV speed]] runs, but the secret exit cannot be reached in this manner due to the crowded passage leading to the computer roomThese sergeants must be cleared away very methodically using monster infighting (which requires emptying the first room and the switch area also). The soul sphere then aids the player in surviving the rest of the route.
+
When opening the secret exit in [[NoMo|no monsters mode]], backtracking is faster than traversing the chaingun room, as the player need not wait out two lifts to return to the first door.{{cite web|author=Arsene1412|title=00udNOMOe1m3 32|url={{dsda2ftp|doom/29493/e1m3so3214.zip}}|publication=The DooMed Speed Demos Archive|publishdate=2017-06-11|accessdate=2020-06-29}} [[Adam Williamson]] credits [[Arno Slagboom]] for this idea;{{cite web|author=[[Adam Williamson]]|title=N1O3SW29.TXT|url={{dsda2ftp|doom/29489/e1m3so2989adamw.zip}}|publication=The DooMed Speed Demos Archive|publishdate=2001-12-27|accessdate=2020-06-29}} it has not crossed over into the traditional styles.
 +
 
 +
===Current Compet-n records===
 +
The [[Compet-n]] records for the map are:
  
===Current records===
 
The Compet-N records for the map are:
 
 
{| {{prettytable}}
 
{| {{prettytable}}
!Run||Time||Player||Date||File||Notes
+
! Run !! Time !! Player !! Date !! File !! Notes
 
|-
 
|-
|[[UV speed]] (normal exit)||00:40||[[Jonathan Rimmer]]||2001-04-08||{{competnftp|doom/speed/e1m3-040.zip|e1m3-040.zip}}||  
+
|[[UV speed]] (normal exit)||00:40||[[Jonathan Rimmer]]||2001-04-08||{{competnftp|doom/speed/e1m3-040.zip|e1m3-040.zip}}||
 
|-
 
|-
|[[UV speed]] (secret exit)||00:45||[[Adam Williamson]]||2000-12-18||{{competnftp|doom/speed/e1m3s045.zip|e1m3s045.zip}}||  
+
|[[UV speed]] (secret exit)||00:45||[[Adam Williamson]]||2000-12-18||{{competnftp|doom/speed/e1m3s045.zip|e1m3s045.zip}}||
 
|-
 
|-
|[[NM speed]] (normal exit)||00:54||[[Drew "stx-Vile" DeVore]]||2002-10-18||{{competnftp|doom/nmare/n1m3-054.zip|n1m3-054.zip}}||
+
|[[NM speed]] (normal exit)||00:54||[[Drew DeVore (stx-Vile)]]||2002-10-18||{{competnftp|doom/nmare/n1m3-054.zip|n1m3-054.zip}}||
 
|-
 
|-
|[[NM speed]] (secret exit)||00:51||[[Vincent Catalaá]]||2001-11-15||{{competnftp|doom/nmare/n1m3s051.zip|n1m3s051.zip}}||  
+
|[[NM speed]] (secret exit)||00:51||[[Vincent Catalaá (Peroxyd)]]||2001-11-15||{{competnftp|doom/nmare/n1m3s051.zip|n1m3s051.zip}}||
 
|-
 
|-
|[[UV max]]||02:24||[[Drew "stx-Vile" DeVore]]||2002-04-08||{{competnftp|doom/max/e1m3-224.zip|e1m3-224.zip}}||  
+
|[[UV max]]||02:24||[[Drew DeVore (stx-Vile)]]||2002-04-04||{{competnftp|doom/max/e1m3-224.zip|e1m3-224.zip}}||
 
|-
 
|-
|[[NM100S]]||01:49||[[Drew "stx-Vile" DeVore]]||2002-05-16||{{competnftp|doom/nm100s/n1s3-149.zip|n1s3-149.zip}}||  
+
|[[NM100S]]||01:41||[[Jim Leonard (Xit Vono)]]||2018-11-28||{{competnftp|doom/nm100s/n1s3-141.zip|n1s3-141.zip}}||
 
|-
 
|-
|[[UV -fast]]||03:04||[[Radek Pecka]]||2001-09-14||{{competnftp|doom/fast/f1m3-304.zip|f1m3-304.zip}}||  
+
|[[UV -fast]]||02:35||[[M. Phoenix Dailey (Archy)]]||2015-12-31||{{competnftp|doom/fast/f1m3-235.zip|f1m3-235.zip}}||
 
|-
 
|-
|[[UV -respawn]]||02:27||[[Radek Pecka]]||2000-11-15||{{competnftp|doom/respawn/r1m3-227.zip|r1m3-227.zip}}||  
+
|[[UV -respawn]]||02:21||[[Eric Baker (The Green Herring)]]||2012-02-16||{{competnftp|doom/respawn/r1m3-221.zip|r1m3-221.zip}}||
 
|-
 
|-
|[[UV Tyson]]||05:18||[[Xit Vono]]||2003-04-04||{{competnftp|doom/tyson/t1m3-518.zip|t1m3-518.zip}}||  
+
|[[UV Tyson]]||05:18||[[Jim Leonard (Xit Vono)]]||2003-04-04||{{competnftp|doom/tyson/t1m3-518.zip|t1m3-518.zip}}||
 
|-
 
|-
 
|[[UV pacifist]] (normal exit)||00:50||[[Adam Williamson]]||2004-12-21||{{competnftp|doom/pacifist/p1m3-050.zip|p1m3-050.zip}}||
 
|[[UV pacifist]] (normal exit)||00:50||[[Adam Williamson]]||2004-12-21||{{competnftp|doom/pacifist/p1m3-050.zip|p1m3-050.zip}}||
 
|-
 
|-
|[[UV pacifist]] (secret exit)||04:15||[[Anders Johnsen]]||2002-11-26||{{competnftp|doom/pacifist/p1m3s415.zip|p1m3s415.zip}}||  
+
|[[UV pacifist]] (secret exit)||03:40||[[Jim Leonard (Xit Vono)]]||2018-11-30||{{competnftp|doom/pacifist/p1m3s340.zip|p1m3s340.zip}}||
 
|}
 
|}
  
== Deathmatch ==
+
''The data was last verified in its entirety on July 6, 2020.''
  
== Statistics ==
+
===Current DSDA records===
 +
The records for the map at the [[Doom Speed Demo Archive]] are:
  
===Map data===
 
 
{| {{prettytable}}
 
{| {{prettytable}}
|[[Thing]]s||380
+
! Run !! Time !! Player !! Date !! File !! Notes
 +
|-
 +
|[[UV speed]] (normal exit)||0:38.83||[[Jonathan Rimmer]]||2021-03-25||{{dsda2ftp|doom/52164/e1m3-038.zip|e1m3-038.zip}}||
 +
|-
 +
|UV speed (secret exit)||0:41.51||{{dsda2user|id=stan1234|title=stan1234|linkonly=1}}||2023-02-07||{{dsda2ftp|doom/72539/e1m3s-041.zip|e1m3s-041.zip}}||
 +
|-
 +
|[[NM speed]] (normal exit)||0:54.77||[[Drew DeVore (stx-Vile)]]||2002-10-18||{{dsda2ftp|doom/29347/n1m3-054.zip|n1m3-054.zip}}||
 +
|-
 +
|NM speed (secret exit)||0:51.69||[[Vincent Catalaá (Peroxyd)]]||2001-11-15||{{dsda2ftp|doom/29462/n1m3s051.zip|n1m3s051.zip}}||
 +
|-
 +
|[[UV max]]||2:15.37||{{dsda2user|id=kuckkuck|title=kuckkuck|linkonly=1}}||2023-12-18||{{dsda2ftp|doom/85031/E1M3m-215.zip|E1M3m-215.zip}}||
 +
|-
 +
|[[NM 100S]]||1:41.34||[[Jim Leonard (Xit Vono)]]||2018-11-27||{{dsda2ftp|doom/29364/n1s3-141.zip|n1s3-141.zip}}||
 +
|-
 +
|[[UV -fast]]||2:21.69||{{dsda2user|id=brookie|title=Brookie|linkonly=1}}||2022-04-16||{{dsda2ftp|doom/61690/e1f3-221.zip|e1f3-221.zip}}||
 +
|-
 +
|[[UV -respawn]]||2:14.26||[[Blake Collins (Rayziik)]]||2023-04-01||{{dsda2ftp|doom/74442/e1m3r214.zip|e1m3r214.zip}}||
 +
|-
 +
|[[UV Tyson]]||4:47.89||[[j4rio]]||2020-01-29||{{dsda2ftp|doom/47172/t1m3-447.zip|t1m3-447.zip}}||
 +
|-
 +
|[[UV pacifist]] (normal exit)||0:50.34||[[Adam Williamson]]||2004-12-21||{{dsda2ftp|doom/29407/p1m3-050.zip|p1m3-050.zip}}||
 
|-
 
|-
|[[Vertex]]es||946
+
|UV pacifist (secret exit)||3:40.83||[[Jim Leonard (Xit Vono)]]||2018-11-29||{{dsda2ftp|doom/29478/p1m3s340.zip|p1m3s340.zip}}||
 
|-
 
|-
|[[Linedef]]s||1026
+
|[[NoMo]] (normal exit)||0:31.97||[[depr4vity]]||2020-01-16||{{dsda2ftp|doom/46948/n1o33197.zip|n1o33197.zip}}||
 
|-
 
|-
|[[Sidedef]]s||1326
+
|NoMo (secret exit)||0:26.34||[[Aleksey Kamenev (4shockblast)]]||2014-06-04||{{dsda2ftp|doom/29482/e1m3so026.zip|e1m3so026.zip}}||
 
|-
 
|-
|[[Sector]]s||177
+
|NoMo 100S||0:52.69||[[depr4vity]]||2020-04-01||{{dsda2ftp|doom/48051/e1m3os052.zip|e1m3os052.zip}}||
 +
|-
 +
|[[Collector]]||1:03.66||{{dsda2user|id=cwp24|title=CWP24|linkonly=1}}||2020-06-06||{{dsda2ftp|doom/48187/e1m3-col_and_e1m3s-col.zip|e1m3-col_and_e1m3s-col.zip}}||
 
|}
 
|}
 +
 +
''The data was last verified in its entirety on December 31, 2023.''
 +
 +
== Deathmatch ==
 +
 +
===Player spawns===
 +
This level contains nine spawn points:
 +
# facing south-east. ('''thing 355''')
 +
# facing north. ('''thing 356''')
 +
# facing east. ('''thing 357''')
 +
# facing north. ('''thing 358''')
 +
# facing west. ('''thing 359''')
 +
# facing north. ('''thing 360''')
 +
# facing east. ('''thing 361''')
 +
# facing north. ('''thing 362''')
 +
# facing north. ('''thing 363''')
 +
 +
== Statistics ==
 +
===Map data===
 +
{{mapdata|
 +
  things=380|
 +
  vertexes=946|
 +
  linedefs=1026|
 +
  sidedefs=1326|
 +
  sectors=177|
 +
  vertexbefore=835}}
  
 
===Things===
 
===Things===
{| {{prettytable}}
+
This level contains the following numbers of [[thing]]s per [[Skill level#Doom and Doom II skill levels|skill level]]:
![[Monsters]]||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
+
 
 +
{{col-begin}}
 +
{{col-break|width=33%}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Single-player
 +
|-
 +
![[Monster|Monsters]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Zombieman]]||14||24||28
 +
|-
 +
|style="text-align: left;"|[[Shotgun guy]]||4||19||47
 +
|-
 +
|style="text-align: left;"|[[Imp]]||15||29||47
 +
|-
 +
|style="text-align: left;"|[[Demon]]||1||2||7
 +
|-
 +
|style="text-align: left;"|[[Spectre]]||0||0||2
 +
|-
 +
![[Weapon|Weapons]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Chainsaw]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Shotgun]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Chaingun]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Rocket launcher]]||colspan="3"|1
 +
|-
 +
![[Ammo|Ammunition]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Clip]]||colspan="3"|10
 +
|-
 +
|style="text-align: left;"|[[Box of bullets]]||colspan="3"|5
 +
|-
 +
|style="text-align: left;"|[[4 shotgun shells]]||15||17||17
 +
|-
 +
|style="text-align: left;"|[[Box of shotgun shells]]||colspan="3"|5
 +
|-
 +
|style="text-align: left;"|[[Box of rockets]]||colspan="3"|3
 +
|-
 +
![[Item#Doom games|Health & Armor]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Stimpack]]||colspan="3"|14
 +
|-
 +
|style="text-align: left;"|[[Medikit]]||14||15||15
 +
|-
 +
|style="text-align: left;"|[[Armor]]||colspan="3"|3
 +
|-
 +
|style="text-align: left;"|[[Megaarmor]]||colspan="3"|1
 +
|-
 +
!Items!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Armor bonus]]||40||44||44
 +
|-
 +
|style="text-align: left;"|[[Health bonus]]||44||48||48
 +
|-
 +
|style="text-align: left;"|[[Supercharge]]||colspan="3"|2
 +
|-
 +
|style="text-align: left;"|[[Backpack]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Partial invisibility]]||colspan="3"|1
 +
|-
 +
![[Key|Keys]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|Blue keycard||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|Yellow keycard||colspan="3"|1
 +
|-
 +
!Miscellaneous!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Barrel|Exploding barrel]]||26||28||28
 +
|}
 +
{{col-break}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Multiplayer
 +
|-
 +
!Monsters!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|Zombieman||14||24||28
 +
|-
 +
|style="text-align: left;"|Shotgun guy||4||19||47
 +
|-
 +
|style="text-align: left;"|Imp||15||29||47
 +
|-
 +
|style="text-align: left;"|Demon||1||2||7
 
|-
 
|-
|[[Demon]]s||1||2||7
+
|style="text-align: left;"|Spectre||0||0||2
 
|-
 
|-
|[[Imp]]s||15||29||47
+
!Weapons!!1-2!!3!!4-5
 
|-
 
|-
|[[Sergeant]]s||4||19||47
+
|style="text-align: left;"|Chainsaw||colspan="3"|1
 
|-
 
|-
|[[Spectre]]s||0||0||2
+
|style="text-align: left;"|Shotgun||colspan="3"|1
 
|-
 
|-
|[[Trooper]]s||14||24||28
+
|style="text-align: left;"|Chaingun||colspan="3"|1
 
|-
 
|-
![[Powerup]]s||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Rocket launcher||colspan="3"|1
 
|-
 
|-
|[[Armor bonus]]es||40||44||44
+
!Ammunition!!1-2!!3!!4-5
 
|-
 
|-
|[[Backpack]]s||1||1||1
+
|style="text-align: left;"|Clip||colspan="3"|10
 
|-
 
|-
|[[Blue armor]]s||1||1||1
+
|style="text-align: left;"|Box of bullets||colspan="3"|5
 
|-
 
|-
|[[Green armor]]s||3||3||3
+
|style="text-align: left;"|4 shotgun shells||15||17||17
 
|-
 
|-
|[[Health bonus]]es||44||48||48
+
|style="text-align: left;"|Box of shotgun shells||colspan="3"|5
 
|-
 
|-
|[[Blur artifact|Invisibilities]]||1||1||1
+
|style="text-align: left;"|Box of rockets||colspan="3"|3
 
|-
 
|-
|[[Medikit]]s||14||15||15
+
!Health & Armor!!1-2!!3!!4-5
 
|-
 
|-
|[[Soul Sphere]]s||2||2||2
+
|style="text-align: left;"|Stimpack||colspan="3"|14
 
|-
 
|-
|[[Stimpack]]s||14||14||14
+
|style="text-align: left;"|Medikit||14||15||15
 
|-
 
|-
![[Weapons]]||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Armor||colspan="3"|3
 
|-
 
|-
|[[Chainsaw]]s||1||1||1
+
|style="text-align: left;"|Megaarmor||colspan="3"|1
 
|-
 
|-
|[[Shotgun]]s||1||1||1
+
!Items!!1-2!!3!!4-5
 
|-
 
|-
|[[Chaingun]]s||1||1||1
+
|style="text-align: left;"|Armor bonus||40||44||44
 
|-
 
|-
|[[Rocket launcher]]s||1||1||1
+
|style="text-align: left;"|Health bonus||44||48||48
 
|-
 
|-
![[Ammunition]]||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Supercharge||colspan="3"|2
 
|-
 
|-
|[[Ammo clip]]s||10||10||10
+
|style="text-align: left;"|Backpack||colspan="3"|1
 
|-
 
|-
|[[Box of ammo|Bullet boxes]]||5||5||5
+
|style="text-align: left;"|Partial invisibility||colspan="3"|1
 
|-
 
|-
|[[Shells]]||15||17||17
+
!Keys!!1-2!!3!!4-5
 
|-
 
|-
|[[Box of shells|Shell boxes]]||5||5||5
+
|style="text-align: left;"|Blue keycard||colspan="3"|1
 
|-
 
|-
|[[Box of rockets|Rocket boxes]]||3||3||3
+
|style="text-align: left;"|Yellow keycard||colspan="3"|1
 
|-
 
|-
![[Keys]]||ITYTD and HNTR||HMP||UV and NM
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
|Blue cards||1||1||1
+
|style="text-align: left;"|[[Multiplayer#Cooperative|Cooperative start]]||colspan="3"|4
 
|-
 
|-
|Yellow cards||1||1||1
+
|style="text-align: left;"|[[Deathmatch start]]||colspan="3"|9
 
|-
 
|-
 +
|style="text-align: left;"|Exploding barrel||26||28||28
 
|}
 
|}
 +
{{col-end}}
  
 
== Inspiration and development ==
 
== Inspiration and development ==
 +
An early version of this map appeared as E1M10 of [[Doom 0.5]].
  
An early version of this map appeared as E1M10 of [[Doom 0.5]].
+
In the blue key ambush room, there are two light columns which only appear in easy and medium [[skill level]]s. In the [[a Visit to id Software|visit to id]] video, Romero comments that the columns are there to guide the player back out of the darkened room, and someone remarks that they are not there in hard skill. This was apparently intended, one of the very few examples of difficulty-filtering decorative items as a navigation aid withheld from the harder skills.
 +
 
 +
=== Gallery ===
 +
<gallery mode=nolines widths=160px>
 +
Doom 0.5 e1m10.png|E1M10 in Doom 0.5
 +
E1M3 map.png|E1M3 in the released version
 +
</gallery>
  
 
== Trivia ==
 
== Trivia ==
In the blue key ambush room, there are two light column which only appear in easy and medium [[skill level]]s. In the [[a Visit to id Software|visit to id]] video, Romero comments that the columns are there to guide the player back out of the darkened room, and someone remarks that they aren't there in hard skill. This was apparently intended, one of the very few examples of difficulty-filtering decorative items as a navigation aid withheld from the harder skills.
+
{{French level name|Raffinerie de toxines}}
 +
 
 +
== See also ==
 +
* [[Toxin Refinery (Doom 2016)]] for this level's re-created version in [[Doom (2016)]].
  
 
== External links ==
 
== External links ==
 +
* {{competnmap|1|113|E1M3|secret}}
 +
* {{dsda2|wad=doom|map=E1M3|title=E1M3 demos|secret=1}}
 +
* [http://ian-albert.com/games/doom_maps/ Top-down perspective view of all Doom levels] by Ian Albert
 +
 +
== References ==
 +
<references />
  
* [http://www.doom2.net/~compet-n/database/cn.cgi?map:udoom:13 E1M3 demos from the Compet-n database]
 
* [http://ian-albert.com/misc/doommaps.php Top-down perspective view of all Doom levels] by Ian Albert
 
 
[[Category:John Romero levels]]
 
[[Category:John Romero levels]]
[[Category:Levels by name|Toxin Refinery (Doom)]]
+
[[Category:Levels with optional keys]]

Latest revision as of 08:59, 15 January 2024

Ultimate Doom maps
The Shores of Hell

M1 M2 M3 M4 M5 M6 M7 M8 M9

Inferno

M1 M2 M3 M4 M5 M6 M7 M8 M9

Thy Flesh Consumed

M1 M2 M3 M4 M5 M6 M7 M8 M9

Sega-Genesis-Model2-32X.png

This level has a
console version.

SNES-Mod1-Console-Set.png

This level has a
Super NES version.

This level occupies the map slot E1M3. For other maps which occupy this slot, see Category:E1M3.

E1M3: Toxin Refinery is the third map of Knee-Deep in the Dead in Doom. It was designed by John Romero and uses the music track "Dark Halls". The par time is 2:00.

This level contains a secret exit leading to E1M9: Military Base.

Walkthrough[edit]

WalkthroughUnmarked
Map of Toxin Refinery
Letters in italics refer to marked spots on the map. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally.

Essentials[edit]

Normal exit:

From the start point (A), go through the first door and turn left. Follow the path along to the next door. Go through this door and bear right. Walk straight on, through another door, and turn right into a room with a donut-shaped walkway above some slime (B). Travel to the opposite side of this area and past some computers. Turn left and follow the passageway along until you find a blue key (C). When you pick this key up, the lights in the passageway will turn off.

Return to the large room just north of the start point. There is a blue door here; go through it and enter one of the passageways on the opposite side of the room. You should now find yourself in a large room with pillars (D). Walk into the central section and some stairs will begin to rise up. Go up the stairs and into the exit room (E). Press the switch.

Secret exit:

From the start point, go through the first door and turn left. Follow the route along to the next door. Go through this door and bear right. After ascending the short staircase, turn left and down another staircase. Turn left and you will come to a switch (F) that opens a passageway (G) near where you entered this room. Walk along that passageway into a computer room. As you cross a line midway up the passageway (V), two hidden ledges will lower. Run up and around the computers to the right, so that you reach the back ledge (H) before it rises again. A large door now opens in front of you, revealing a room with pillars, a slime "river", and a rocket launcher. Follow the river into the tunnel on the east side of this room, and you will reach a small brown room (I) with a switch and a backpack. Press the switch.

Return to the large room just north of the start point. You should now see a bridge across the slime pit. As you cross the bridge, the gray wall in front of you rises, revealing a long tan passage. Keep walking straight ahead, and three traps will open: the brown technical wall in front of you, then the wall to your right, and finally two large doors at the back of the room. Behind these large doors is a brightly lit gray passage (J) leading to an exit door. Go through this door and press the exit switch.

Other points of interest[edit]

On your way to the donut-shaped walkway, you will see a recessed panel to your right (K), indicated by blue lights and a short step with a health bonus on it. Activate this wall to open a secret window, which allows you to look into one of the traps in front of the secret exit (containing barrels and zombies).

If you fall off the outer edge of the donut-shaped walkway, you cannot get out. Be careful.

Should you fall into the slime pit in the starting area, the only way to get out is rather esoteric. In multiplayer, another player can raise the bridge to the secret exit and if you are at the bridge area in time, you will be rescued. This can only be done once.

If you fall into the center of the donut-shaped walkway, run to the small patch of concrete at the west end. Press the switch there, and the floor of the pit will rise to the level of the walkway, setting you free again.

When you take the blue key, a door will open in the north wall of the room (R), revealing an imp (I'm too young to die and Hey, not too rough), or three imps (Hurt me plenty), or four imps (Ultra-Violence and Nightmare!). Be ready with the chaingun or the rocket launcher, so you can kill them all before they step into the dark area. It is also possible, if you move slowly enough, to pick up the key without triggering the trap. On the lower skill levels the way out of this area will have lit lamps that make it easier to navigate out of the area.

In the area with the switch that opens the computer room, the north wall is really a lift (S). There is a green armor on the lift, and a shotgun at the top on HMP, UV, and NM. On ITYTD and HNTR, the shotgun is in the starting room instead.

The yellow key is located in a short passage through the center of the computer room (T).

Secrets[edit]

  1. There are two ledges in the computer room that hide secrets. One is on the left-hand wall, near the back. As you run up the passage to the computer room, turn around the computers to the left, so that you reach the ledge before it rises again. You will find yourself on a wide gray staircase (O) (sector 134), which leads to a darkened passage containing a soul sphere on a column. The column can be lowered by pressing a switch on its south side.
  2. In the same computer room there is another lowering ledge that leads to three different secret areas. The hallway (H) in here counts as the first secret (sector 167). The hallway leads to a room with a rocket launcher.
  3. From the room with the rocket launcher, you can find a passage to a secret room with brown walls and backpack (sector 159).
  4. The east wall of the small brown room is a secret door (sector 174), indicated by a speckled texture. This leads to a gray room containing a chaingun (P). As you approach the chaingun, a hidden door and lift are revealed which provide a shortcut back to an earlier part of the level.
  5. There is a secret door (L) on the east wall of the room behind the blue door. It is not marked, but it opens automatically (M) as you step into the pillared room to the northeast. (The door can be opened manually too.) Behind this secret door (sector 73) is a room with a staircase. At the top of the staircase are a chainsaw, a box of rockets, two boxes of shells, and another staircase leading to a yellow door (N). Behind the yellow door is a room full of powerups including a soul sphere, a blue armor, and a partial invisibility. On UV and NM, you should probably take the invisibility immediately, since there are sergeants and imps in the surrounding courtyard (U) who can be difficult to shoot (due to the brown fence texture which obscures your vision).
  6. The long tan passage to the secret exit counts as a secret. (sector 51)
  7. In the room with the secret exit, the north wall is an elevator (Q). This leads to a platform overlooking the donut-shaped walkway. There is an imp and a box of rockets here. (sector 40)

Re-entering the computer room from secret #1 or secret #2 causes both ledges to lower. It is usually better to do secret #1 first, then #2 when you exit from the first area. The second area contains three separate secrets and you end up in an earlier part of the map, far away from secret #1.

Bugs[edit]

Sector 7 (the large room just below the normal exit) is not "closed", because linedef 927 originates along the body of linedef 933 rather than at its endpoint. As the sector is not tagged, however, this error has no observable effect during normal play.

Looking out into the courtyard from the invisibility area may reveal two slime trails (see screen shots below).

When looking through the window at secret #1, a slime trail may be visible to one side (see screen shot below).

There are 4 known anomalies in this level's REJECT table.

Demo files[edit]

Areas / screenshots[edit]

Slime trails[edit]

Speedrunning[edit]

Routes and tricks[edit]

Due to the large number of sergeants on this level, even a straight speedrun requires the player to obtain a shotgun in the first room and use it frequently.[1][2] In NM speed mode, the green armor behind the blue door also helps in surviving the crowds beside the rising stairs.[3][4] Many players believe that luck plays a large role regardless of tactics (particularly in damage taken when zombies' pellets do hit you).[5][6][7][8][9][10] The high difficulty of pacifist style was recognized even in the DHT era,[11][12][13] and as of mid-2020, no successful run aside from world records has been published by DSDA or Public DANG.[14][15][16][17]

In a run to the secret exit, two key maneuvers involve barrel frags: clearing the area around the computer room switch, and destroying the barrel near the northeast wall of the computer room with one shot to avoid being surrounded.[18][19] When clearing the traps at the end, the rocket launcher does more damage than the chaingun, but also costs time while stepping back to avoid the blast area.[20][21][22][23]

A very fast, but very dangerous approach to the donut-shaped walkway is simply to race around the extreme outer edge without bothering to kill anyone from a distance.[24][25] (With fast monsters, there will probably be a lot of infighting in this area anyway.)[26]

It is possible to jump to the secret exit bridge from the northwest, by gliding through the fence.[27] Looper has credited Janne Kalliomäki for the trick,[28] but its execution may be too slow for runs with monsters.[29][30]

For styles requiring 100% kills, the most popular route seems to be:[31][32][33]

  • clear the computer room and its secrets (opening the secret exit in the process);
  • clear the rooms in front of the secret exit;
  • jump down to the donut-shaped walkway from secret #7, and go to the blue key;
  • proceed to the last few rooms near the normal exit.

Anders Johnsen credits Kai-Uwe Humpert with inventing this route.[34] Xit Vono has modified it to speed up Tyson runs, going directly to the blue key in order to get the chainsaw as quickly as possible, then starting again with the first room, using the chainsaw almost exclusively[35] (except perhaps on large groups of sergeants).[36]

The standard max route is still the most efficient for episode runs, despite the player's already having a backpack and a chaingun.[37][38] Most Compet-N players also get the soul sphere in secret #1; part of the time thus lost can be recouped by being more aggressive in the passage to the computer room, and less concerned about blast damage near the exit.[39] In a Tyson run, the chainsaw on the previous level makes the above retrenchment unnecessary, but you may want to clear the donut-shaped walkway before you try jumping onto it.[40]

NM100S recordings generally use this route:[41][42]

  • get secret #1;
  • get the yellow key;
  • go from the rocket launcher room to the chaingun room (3 secret sectors total);
  • get the blue key;
  • get secret #5;
  • leave by the secret exit, stepping on the lift just before pressing the switch (2 secret sectors total).

This is faster than the UV max route because secret #7 is much closer to an exit switch than secret #5 is. The soul sphere in secret #1 is important for surviving the trip to the blue key.[43] Most Compet-N runs also take the health and armor behind the yellow door, which helps in surviving the traps before the secret exit.[44] In an episode run, some players stop for the medikit in the donut room,[45] and the rocket box in secret #7 later repays the slight detour.[46]

When exiting the chaingun room, firing rockets at the wall above the green armor helps clear a path through any respawned monsters, even though they cannot be seen.[47]

In UV -respawn runs, monsters in the first few rooms can easily be killed twice because those rooms are centrally located.[48] This allows saving time by ignoring the monsters in secret #1, the invisibility room,[49] or even the sergeants near the normal exit.[50]

UV pacifist runs to the normal exit tend to mimic UV speed runs,[51][52] but the secret exit cannot be reached in this manner due to the crowded passage leading to the computer room.[53] These sergeants must be cleared away very methodically using monster infighting (which requires emptying the first room and the switch area also).[54] The soul sphere then aids the player in surviving the rest of the route.[55]

When opening the secret exit in no monsters mode, backtracking is faster than traversing the chaingun room, as the player need not wait out two lifts to return to the first door.[56] Adam Williamson credits Arno Slagboom for this idea;[57] it has not crossed over into the traditional styles.

Current Compet-n records[edit]

The Compet-n records for the map are:

Run Time Player Date File Notes
UV speed (normal exit) 00:40 Jonathan Rimmer 2001-04-08 e1m3-040.zip
UV speed (secret exit) 00:45 Adam Williamson 2000-12-18 e1m3s045.zip
NM speed (normal exit) 00:54 Drew DeVore (stx-Vile) 2002-10-18 n1m3-054.zip
NM speed (secret exit) 00:51 Vincent Catalaá (Peroxyd) 2001-11-15 n1m3s051.zip
UV max 02:24 Drew DeVore (stx-Vile) 2002-04-04 e1m3-224.zip
NM100S 01:41 Jim Leonard (Xit Vono) 2018-11-28 n1s3-141.zip
UV -fast 02:35 M. Phoenix Dailey (Archy) 2015-12-31 f1m3-235.zip
UV -respawn 02:21 Eric Baker (The Green Herring) 2012-02-16 r1m3-221.zip
UV Tyson 05:18 Jim Leonard (Xit Vono) 2003-04-04 t1m3-518.zip
UV pacifist (normal exit) 00:50 Adam Williamson 2004-12-21 p1m3-050.zip
UV pacifist (secret exit) 03:40 Jim Leonard (Xit Vono) 2018-11-30 p1m3s340.zip

The data was last verified in its entirety on July 6, 2020.

Current DSDA records[edit]

The records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
UV speed (normal exit) 0:38.83 Jonathan Rimmer 2021-03-25 e1m3-038.zip
UV speed (secret exit) 0:41.51 stan1234 2023-02-07 e1m3s-041.zip
NM speed (normal exit) 0:54.77 Drew DeVore (stx-Vile) 2002-10-18 n1m3-054.zip
NM speed (secret exit) 0:51.69 Vincent Catalaá (Peroxyd) 2001-11-15 n1m3s051.zip
UV max 2:15.37 kuckkuck 2023-12-18 E1M3m-215.zip
NM 100S 1:41.34 Jim Leonard (Xit Vono) 2018-11-27 n1s3-141.zip
UV -fast 2:21.69 Brookie 2022-04-16 e1f3-221.zip
UV -respawn 2:14.26 Blake Collins (Rayziik) 2023-04-01 e1m3r214.zip
UV Tyson 4:47.89 j4rio 2020-01-29 t1m3-447.zip
UV pacifist (normal exit) 0:50.34 Adam Williamson 2004-12-21 p1m3-050.zip
UV pacifist (secret exit) 3:40.83 Jim Leonard (Xit Vono) 2018-11-29 p1m3s340.zip
NoMo (normal exit) 0:31.97 depr4vity 2020-01-16 n1o33197.zip
NoMo (secret exit) 0:26.34 Aleksey Kamenev (4shockblast) 2014-06-04 e1m3so026.zip
NoMo 100S 0:52.69 depr4vity 2020-04-01 e1m3os052.zip
Collector 1:03.66 CWP24 2020-06-06 e1m3-col_and_e1m3s-col.zip

The data was last verified in its entirety on December 31, 2023.

Deathmatch[edit]

Player spawns[edit]

This level contains nine spawn points:

  1. facing south-east. (thing 355)
  2. facing north. (thing 356)
  3. facing east. (thing 357)
  4. facing north. (thing 358)
  5. facing west. (thing 359)
  6. facing north. (thing 360)
  7. facing east. (thing 361)
  8. facing north. (thing 362)
  9. facing north. (thing 363)

Statistics[edit]

Map data[edit]

Things 380
Vertices 946*
Linedefs 1026
Sidedefs 1326
Sectors 177
* The vertex count without the effect of node building is 835.

Things[edit]

This level contains the following numbers of things per skill level:

Inspiration and development[edit]

An early version of this map appeared as E1M10 of Doom 0.5.

In the blue key ambush room, there are two light columns which only appear in easy and medium skill levels. In the visit to id video, Romero comments that the columns are there to guide the player back out of the darkened room, and someone remarks that they are not there in hard skill. This was apparently intended, one of the very few examples of difficulty-filtering decorative items as a navigation aid withheld from the harder skills.

Gallery[edit]

Trivia[edit]

The official French name of this level is Raffinerie de toxines.

See also[edit]

External links[edit]

References[edit]

  1. Dwaze (11 May 2018). "e1m3-043." The DooMed Speed Demos Archive. Retrieved 29 June 2020.
  2. Adam Williamson (16 February 2000). "N1M3-120." COMPET-N. Retrieved 29 June 2020.
  3. Anders Johnsen (2 September 1998). "N1M3-124." COMPET-N. Retrieved 29 June 2020.
  4. Andy Kempling (aurikan) (31 August 1998). "N1M3-134.TXT." COMPET-N. Retrieved 29 June 2020.
  5. Anders Johnsen (21 August 1998). "E1M3-046.TXT." COMPET-N. Retrieved 29 June 2020.
  6. Dwaze (13 February 2019). "e1m3-039.txt." The DooMed Speed Demos Archive. Retrieved 29 June 2020.
  7. Drew DeVore (stx-Vile) (9 November 2001). "n1m3-103.txt." COMPET-N. Retrieved 29 June 2020.
  8. Doomdaniel95 (12 February 2011). "e1m3f-418.txt." The DooMed Speed Demos Archive. Retrieved 29 June 2020.
  9. j4rio (30 January 2020). "t1m3-447.txt." Doom Speed Demo Archive. Retrieved 29 June 2020.
  10. "Stupid spectres get stuck by the doors, I wonder how many tries it took... I often read (40oz and others) that this is a very unforgiving level on NM." vdgg (30 April 2013). "Comments for n1m3-054.zip." COMPET-N (archived 🗺). Retrieved 10 June 2020.
  11. Steffen Udluft (21 February 1999). "The DOOM Pacifist Collection." gamers.org. Retrieved 6 July 2020.
  12. Vincent Catalaá (Peroxyd) (22 February 2000). "p1m3-056.txt." COMPET-N. Retrieved 15 February 2006.
  13. Adam Williamson (25 February 2000). "P1M3-058.TXT." COMPET-N. Retrieved 15 February 2006.
  14. Doom Croatia (5 July 2020). "database." COMPET-N. Retrieved 6 July 2020.
  15. Doom Croatia (5 July 2020). "database." COMPET-N. Retrieved 6 July 2020.
  16. Kraflab and Zero Master (16 May 2020). "The Ultimate Doom (id Software)". Doom Speed Demo Archive. Retrieved 6 July 2020.
  17. Kraflab and Zero Master (16 May 2020). "The Ultimate Doom (id Software)". Doom Speed Demo Archive. Retrieved 6 July 2020.
  18. Kai-Uwe Humpert (17 May 1996). "E1M3S101.TXT." COMPET-N. Retrieved 29 June 2020.
  19. Vincent Catalaá (Peroxyd) (15 November 2001). "n1m3s051." COMPET-N. Retrieved 29 June 2020.
  20. Arno Slagboom (25 December 1998). "S1M3A111." The DooMed Speed Demos Archive. Retrieved 29 June 2020.
  21. Vincent Catalaá (Peroxyd) (13 April 1999). "S1s3v105." The DooMed Speed Demos Archive. Retrieved 29 June 2020.
  22. Anders Johnsen (24 August 1998). "N1M3S139." COMPET-N. Retrieved 29 June 2020.
  23. Jim Leonard (Xit Vono) (28 November 2018). "n1s3-141.txt." COMPET-N. Retrieved 29 June 2020.
  24. Andy Kempling (aurikan) (31 August 1998). "E1M3-B41." COMPET-N. Retrieved 29 June 2020.
  25. Jim Leonard (Xit Vono) (28 November 2018). "n1s3-141." The DooMed Speed Demos Archive. Retrieved 29 June 2020.
  26. Anders Johnsen (3 April 2000). "N1M3-107." COMPET-N. Retrieved 29 June 2020.
  27. Marko van der Want (21 May 2000). "N1o3m033." The DooMed Speed Demos Archive. Retrieved 29 June 2020.
  28. Looper (14 April 2014). "Nomonster speedrunning." Doomworld Forums. Retrieved 5 July 2020.
  29. Aleksey Kamenev (4shockblast) (27 June 2014). "e1m3so026.txt." The DooMed Speed Demos Archive. Retrieved 29 June 2020.
  30. Graham Burgess (Grazza) (10 December 2005). "How do you perform a glide?" Doomworld Forums. Retrieved 5 July 2020.
  31. Radek Pecka (17 August 2000). "e1m3-240." COMPET-N. Retrieved 29 June 2020.
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