MAP01: Entryway (Doom II)

MAP01: Entryway is the first map of Doom II. It was designed by Sandy Petersen and uses the music track "Running From Evil". The par time is 30 seconds.

In the PlayStation and Sega Saturn joint port of Doom and Doom II, Entryway is MAP31, and is the port's first Doom II level.

Essentials
Jump down from the ledge. Enter the corridor in front of you, head east at the first bend and go south at the next. Enter the door in the northeast corner of the next room and flip the switch.

Other points of interest
At the very start of the map, before dropping down to the floor, turn around and head through the passage behind you to access a partially open-air area and get a chainsaw.

In the northeast of the winding corridor, there is a room containing eight health bonuses.

Secrets

 * 1) In the northern blue room, flip the eastern switch. A compartment will open in the northeast corner of the room, containing a suit of armor and two stimpacks. (sector 41) Toggling the opposite switch will cause both switches to sink into the ground, allowing the zombiemen's clips to be acquired.  If you do this first, you can still open the secret by pressing the use key where the eastern switch was formerly located.
 * 2) In the large room at the end, toggle the switch on the western wall to activate an elevator.  At the top, open the back wall of the elevator to reveal another switch. (sector 8) Flip it to open a door in the southeast leading outside.
 * 3) From secret #2, jump east across the square platform below.  A compartment containing a rocket launcher will open behind the health bonuses out in the hallway. (sector 57) You do not have to jump onto the platform; all that is required is that you jump over the platform's western side. (linedef 242)
 * 4) After activating the switch in secret #2, head outside through the door that opened in the southeast. To the west is a shotgun and 4 shotgun shells, along with a small group of imps. (sector 17)
 * 5) In the big room, one side of the eastern wall is perfectly straight.  At the northern end of the wall is a cage containing an imp.  Open the other end of the wall to find a stimpack. (sector 28) On Hurt Me Plenty or higher, two imps will exit the secret if you fire your weapon inside the room or at the end of the corridor that leads into it.

Item bumps
In multiplayer it is possible to bump the plasma gun on top of the pedestal that opens up the rocket launcher secret. It is an important technique in deathmatch.

Design oddities
The door of secret #5 (sector 29) has as its floor flat instead of the adjacent.

Current Compet-n records
The Compet-n records for the map are:

The data was last verified in its entirety on July 5, 2020.

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

The data was last verified in its entirety on April 14, 2022.

Deathmatch

 * The behind-the-start bonus also contains a super shotgun, a rocket launcher and a BFG9000.
 * Another BFG is located to the left of the west pillar at the starting area.
 * A chaingun is added in the main corridor.
 * A super shotgun is found in the blue-floored room.
 * The rocket launcher in secret #3 has a nearby ammo pack.
 * The plasma gun is found in the large room at the end of the level, on the platform you must jump across to open secret #3. Outside of some source ports, it is possible to acquire it without using the elevator by straferunning into it from the side.

Player spawns
This level contains four spawn points:
 * 1) facing east. (thing 59)
 * 2) facing north. (thing 60)
 * 3) facing north. (thing 61)
 * 4) facing north. (thing 62)

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

Inspiration and development
An early version of MAP01 released in 2015 shows several notable differences from the final version. The most immediately apparent is the existence of an entirely different starting area, with the player beginning in an anteroom filled with computer kiosks, and only after passing through the room and a short hallway, coming upon the more familiar overlook of the triangular staircase. The early version of the level also has some different texture work, with the northernmost room being textured more in the style of Knee-Deep in the Dead.