MAP13: Command Center (Console Doom)

MAP13: Command Center is the thirteenth level of console versions of Doom, based on the original E2M5: Command Center with modifications made to accommodate consoles' framerate and storage capacity limitations. The author of the conversion is American McGee and the original author of the map is Sandy Petersen. The map first appeared in Atari Jaguar version, and was later used in the 3DO, Sega 32X, Game Boy Advance, Sony PlayStation, and Sega Saturn versions.

The Sony PlayStation version introduces additional modifications to add colored lighting, translucent textures, reverberation effects and enemies from Doom II. The PlayStation version also features the first usage of animated fire sky on this level, as though the action takes place in Hell rather than on Deimos.

Unlike the PC version counterpart, console versions of Doom completely lack the secret exit to the level Fortress of Mystery, as the level was re-purposed in these versions in the form of MAP23: Dis.

Secrets

 * 1) (sector 35)
 * 2) (sector 41)
 * 3) (sector 59)
 * 4) (sector 106)

Bugs

 * (PlayStation and Saturn) In the room up the entrance cave, one baron stays trapped in the roof while the pillar on which it hides stays up with the noise of it lowering endlessly, along with the pig like noise of the invisible baron. Though uneasily the baron can get killed by firing the pillar, which will get low then. Otherwise, the players will not get 100% kills toward the end of the level.


 * A radiation shielding suit still occurs on the map, even though all of the nukage areas in which it was intended for use were removed, leaving it without purpose. However, some players may find it a little worthwhile to wear it near the only remaining nukage pit to the north with the lift that leads to the green armor and other items and imps in order to keep their health as much as possible. But it is very unlikely that even fewer would follow such a bizarre idea for the sake of that since the room can be accessed and the cacodemon can be slayed without falling down into the pit.

Comparison of versions
In the northern part of the map, which was initially roughly symmetrical, most of the features on the western side have been deleted. These include the western staircase in the starting area, a passage and room leading to the H-shaped marble room, and one of the nukage pits in the central outdoor area.

The secret exit and its associated teleporter and rooms have been removed.

The "vine room" in the southeast of the map, along with all the hidden areas connected to it in the northwest of the map (oval cage secret, C-shaped walkway), has been removed.

The southernmost area of the original map, a staircase that forks east to the normal exit and west to the nukage-filled perimeter of the "vine room", has been removed.

The room with short red columns near the exit has been removed. The hallway previously entered at the top of the deleted staircase is now entered from the south and leads to the exit.

PlayStation and Saturn
The Sony PlayStation and Sega Saturn versions include additional changes to this map:
 * The pair of green torches in the starting room were replaced with the blue ones to then give the room itself the blue light color (Saturn port removes all of the colored lights). Another pair of green torches that are put slightly south of the starting room were replaced with skull poles instead.
 * In the south-west room there is a platform, high enough to prevent the players to be hurt on the damaging floor.
 * The skull walls in the south-west marble room now scroll up.

Texture theme

 * The two columns in the starting room are metallic rather than brick.
 * Demonic face, as well as green marble, were merged into gray marble variation.
 * Outdoor rock flat is replaced with tan brick.
 * The doors on this level use a hellish door texture different from others seen in previous levels.

Things

 * Two pain elementals were placed on the map: the first being in the room overlooking the nukage pit and the second in the final area.
 * A shotgun is added on the slightly risen platform in the south-west of the map.

Music
The map uses the following music tracks:

Player spawns
This level contains six spawn points:
 * 1) facing south-east. (thing 211)
 * 2) facing east. (thing 212)
 * 3) facing north. (thing 213)
 * 4) facing south. (thing 215)
 * 5) facing south. (thing 216)
 * 6) facing south. (thing 217)

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