After the Holocaust

After the Holocaust is a single-level PWAD created by Marcos Abenante (Sergeant Mark IV). It is a remake of from Doom II, and uses the music track "Retribution Dawns," originally composed by Aubrey Hodges for PlayStation Doom. The map was later dubbed "Dead Streets" in Extermination Day, where it is overhauled to fit more with its realistic and "militaristic" theme.

Secrets

 * 1) Get the red skull key (in the room with the teleporters accessed from the southwest building, enter the northwest teleporter and go behind the crates to find the key), then go to the central building from the north side. Open either door and head up to get a soul sphere and a box of ammo. (sector 27)
 * 2) In the southwest building, get to the high ground and jump across the crates to the southwest, where a megaarmor is. (sector 476)
 * 3) This sector is at the northwest part of the garage where Secret #1 is, but it is not accessible due to the rubble around it. (sector 1361)
 * 4) At the north end of the map, east of a store, is a dumpster and a wooden fence. Shoot the fence with a rocket launcher to destroy it (the rocket launcher is the only weapon that will break the fence) to find a backpack, a medikit, a plasma gun, a box of shotgun shells, and a box of rockets. (sector 1570)
 * 5) In the office at the southeast end of the map, go to the desk in the middle of the room and use the drawer with the button. This lowers a bookshelf to the south with a soul sphere inside. (sector 1870)

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

The (absence of) data was last verified in its entirety on December 6, 2021.

Player spawns
This level contains five spawn points:
 * 1) facing south. (thing 724)
 * 2) facing south. (thing 725)
 * 3) facing south. (thing 726)
 * 4) facing east. (thing 840)
 * 5) facing west. (thing 844)

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

Technical information
Beta testing seemed to show that, unusually, OpenGL gave a better frame rate than software rendering. Sloping floors were nonetheless avoided for the benefit of users playing in software mode.

Inspiration and development
Inspiration came from contemporary titles also featuring post-apocalyptic urban areas, such as ' and '. Some graphics are credited to Stephen Browning (Scuba Steve),, and.