MAP11: Refinery (Console Doom)

MAP11: Refinery is the eleventh level of console versions of Doom, based on the original E2M3: Refinery with modifications made to adapt to consoles' limitations. The conversion was done by American McGee, and the original authors of the map are Tom Hall and Sandy Petersen. The map first appeared on the Atari Jaguar, and was later ported to the 3DO, Sega 32X, Game Boy Advance, Sony PlayStation, and Sega Saturn consoles.

Essentials
You begin facing a structure which contains one or more cacodemons. Go behind this structure to see two passages leaving the room to the south, and enter the right-hand passage. You will arrive at a nukage room, beyond which is a shotgun on a round red pedestal. Run straight through (the nukage will inflict some damage) to the shotgun.

Turn right (west) into a green marble hall. Take the right and then the left to come to a silver door. Behind this door is the blue keycard.

Return to the structure with the cacodemons and take the left-hand passage (southeast) this time. As you turn into this passage, you will see a blue door. Go through this door and follow the passageways. Eventually, you will come to a dark room with many square green pillars. Zig-zag your way northwest until you come to a room overlooking another nukage area.

Run straight through the nukage, heading north. Turn left and follow the passageways to the exit door. Head through and press the switch behind it to finish the level.

Other points of interest
At the start of the level, there is a door on your right leading to an area with numerous monsters and pickups. These include a radiation shielding suit by the entrance, two boxes of shells in a dead end, and a chaingun at the far side of this area. A box of rockets and armor can be found in alcoves by the entrance. A berserk pack can also be found in a low-ceilinged area on Hurt Me Plenty and Ultra Violence skill levels.

East of the red pedestal with the shotgun is a small room containing megaarmor. Secrets #2 and #3 are connected to this room (see below).

Due west of the red pedestal with the shotgun is a hallway leading to a looping room. Past this room is a blood pool - head north from here to climb up a staircase with a plasma gun, which will lead to the room with the blue keycard. This staircase is flagged as a secret on PC, but not on console levels (see Bugs).

Secrets

 * 1) The southern room with the megaarmor is connected with the room to the north by a secret door (sector 19). The door can only be opened on its north side which is unmarked; the south side is indicated by two metal supports.
 * 2) The southern room with the megaarmor is also connected with the hallway to the east by another secret door (sector 20). This door can only be opened on its west side and is indicated by two metal supports.
 * 3) South-west of the blue door is a structure with windows, through which a BFG9000 is visible. You can get into this structure by pressing the gargoyle switch on its north-west corner, then following the short passage (sector 37) to find the BFG in nukage.
 * 4) After passing through the dark room with many pillars, you will reach a platform by a nukage pool. Stand against the east wall of this platform and walk into the nukage, then make a hairpin turn around a jutting section of wall. You will see a small recess (sector 44) containing a radiation shielding suit.
 * 5) From secret #4, go back into the nukage and turn right. Enter the tunnel in the eastern wall and pass into a round chamber. A soulsphere can be found on a platform in the north-eastern corner of the room (sector 60). In the SNES version of Doom, a switch can be found here that will take the player to the episode's secret map. This was added here due to the absence of E2M5 in this version of the game.

Jaguar and derived

 * Due to an oversight in adapting this level for consoles, visiting the south-western area (a lava room with a staircase leading to the blue keycard) is not counted as a secret. The reason of the omission was when the level designer simplified the stairs by dividing the number of steps by two without giving attention to the step having sector type 9 (secret).

PlayStation

 * The staircase passage with plasma rifle (mentioned in the above section), which connects the blue keycard room and metal room next to the marble hall, has its ceiling higher than the sky of the lava room. This causes the scenes in the staircase and the blue key room to render above and over the sky texture (this does not normally occur in the PC version and the console versions other than PlayStation and Saturn, which use polygon rendering technique).

Comparison of versions
Compared to the PC version the following changes have been made:

Jaguar and derived

 * All the simplification done on the level is mostly the unobserved rectangular forms of many rooms, which were originally octagonal, metal bars being removed and some staircase steps being divided by two (with rounding done if the number is odd).


 * The start of the level:
 * The "cacodemon cage" has one large window, instead of four small windows. In addition, this window lacks the middle cage textures and is no longer flagged as impassable and has block monster flag, letting the players freely walk inside and blocking cacodemon movement out.
 * Four red column decorations standing on each corner of the outside room and the partial invisibility artifact were deleted.
 * The room to the west (right) of the starting position.
 * The UAC door has been replaced with normal silver door.
 * Room itself now features some unobserved modifications regarding removing of corners of each dead end.
 * The walls are all blank tan textures over the star-theme.
 * There are far fewer blood and gore decorations.
 * The first nukage-filled pool hall:
 * There are no thin wall patches in the hall at all (though, the later released Sega 32X has an earlier representation of this room, see the next section).
 * Outer walls simplified.
 * Floors of the northern passageway and the southern shotgun-on-the-pedestal room have been raised by 8 px, in order to avoid adjacent floors falling together with the nukage in the hall.
 * Octagonal nukage pool room with blue armor:
 * There is a sky opening above the pool instead of a blue patch.
 * Rooms with blue door and backpack secret:
 * The blue door has blue keycard bars flanked on each side instead of skulls (the skull bars texture is not included in any Atari Jaguar based port except for PlayStation). This change on the other hand could be done to reflect the presence of the keycard, not skull key.
 * There is a BFG9000 added in the enclosed nukage-filled secret along with one clip and the backpack making the first (and the only in the Deimos levels) appearance of the weapon in the game (the Sega 32X release still lacks it, see the next section).

Sega 32X
The version on Sega 32X seems to be an earlier developed variant of the level, coming before the Atari Jaguar, which has some changes over this level:

The thin walls in the two nukage halls still exist:
 * The first hall (which connects the first outside room and the shotgun circular pedestal) remained mostly intact except the outer walls being simplified.
 * The second hall have eight above fourteen thin wall patches. The patches in that hall are built so to accompany the players with the path through to the exit room and there is only one opening for each entrance instead of two.

The BFG9000 weapon is not yet included in the backpack secret.

PlayStation

 * The walls of the red pedestal holding the shotgun and the inner walls of the south-east room do not scroll.
 * There are some additional wall linedefs in the first nukage pool hall which were intended for metal bars or whatsoever texture but the textures are still adjacent to the outer walls.
 * An arachnotron is added to the room south of the starting area on Ultra Violence skill level.
 * Seven demons and one spectre are replaced with nightmare spectres in the following locations, appearing on all skill levels:
 * One by the switch to secret #1.
 * Two in a room north-east of the blue keycard.
 * One behind the door to the blue keycard.
 * One in the lit hallway behind the blue door.
 * One in the room before the dark area with green pillars.
 * One in secret #5.
 * One in the room before the exit door.

Music
The map uses the following music tracks:

Player spawns
This level contains four spawn points:
 * 1) facing south. (thing 167)
 * 2) facing south. (thing 168)
 * 3) facing south. (thing 169)
 * 4) facing south. (thing 170)

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