One Humanity

One Humanity, S2MAP05 according to its text file, is a single-level for Doom II designed by John Romero and released on March 2nd, 2022. The level was sold for €5.00 with all proceeds going towards supporting the humanitarian efforts of the and the   in the wake of the.

The map is the first Doom II map Romero had made since the game's 1994 release. The level was created for and is intended to be included in Romero's upcoming megawad, SIGIL 2, and shares several design tropes from his previous release, SIGIL, such as shootable eye switches, navigating narrow catwalks, and red cracks in the ground. The par time defined in MAPINFO, as well as in the DEHACKED lump, is 2:24.

Essentials
This is a medium and tight map, with little room to maneuver and high verticality. If you have played SIGIL before, this map has a familiar aesthetic style and gameplay. A key tip to complete it is to always shoot the evil eyes you encounter and be mindful of your surroundings.

You start this map directly into combat, with several imps and chaingunners from side to side, and, behind you, a Hell knight. In front of you is the first switch (an evil eye) that activates the platform. Follow the new path and you will reach the red door. Just behind you (in front of the red door) is a secret room with the red key. Next to it, you will find the evil eye that opens it.

Now, after the red door, enter into the crates area. To your left is the super shotgun, and to your right is a path that leads to a room with an archvile guarding a plasma rifle. The path to the left, through the nukage, is the correct progress. Continue until you reach a wall with a different texture, click on it to open it. Go up the lighted stairs and you are out of the drainage. On the way out you will see the next evil eye easily. Follow the new path until you enter a small corridor, which has a switch that lowers the walls to the next area. This area is guarded by several barons of Hell. By this point, two cyberdemons will have teleported to the bottom of the area.

Follow the path, being careful of the cyberdemons, and you will be at the start of the map again. The next evil eye is to the south. The platform will lead you to the last area, where you will encounter a dead end. To your left, to the east, there is a small section with bars. At the bottom, you will find the hidden evil eye, which opens the next area just behind it.

The next room will be full of various enemies, but, above all, an invulnerability sphere, which you must pick up to open the exit. Once you pick it up, several barons of Hell will teleport right next to you to attack you immediately. Eliminate them, and now simply enter through the final door to finish this challenging map.

Secrets

 * 1) Head east along the narrow ledge outside of the red key door and press use on the lightning bolt symbol on the metal wall to the south to reveal a closet containing a backpack and a medikit. (sector 76)
 * 2) From the sewer/drainage area, head north up the stairs and shoot the evil eye to the west to raise up a thin catwalk out of the water. Head north along the catwalk, head up the stairs and head east. Press the lightning symbol in the middle of the southern wall to open a door to a new room containing two shotgun guys (one on "Hey Not Too Rough" and lower), a cell charge pack, and a medikit. On "Hurt Me Plenty" and lower, there will also be a box of ammo. On "Hey Not Too Rough" and lower, the room will also contain a box of rockets and an extra medikit. (sector 128)
 * 3) Press on the metal wall to the east immediately after entering the room with a pentagram on the floor and an invulnerability sphere to gain to open up a small corridor. Go into the corridor and head north until a room opens to the east containing a blue armor on "Hurt Me Plenty" and above. On "Hey Not Too Rough" and lower difficulties, the room will instead contain a megasphere.  (sector 237)
 * 4) Head south through the nukage puddle beyond the red key door and press the slightly discolored wall at the southeastern-most corner of the room to lower the wall and reveal a secret room containing three armor bonuses, a medikit, a box of shells and several monsters. (sector 240)

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 March 3, 2022.

Player spawns
This level contains four spawn points:
 * 1) facing west. (thing 270)
 * 2) facing north. (thing 271)
 * 3) facing east. (thing 272)
 * 4) facing south. (thing 273)

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

Contributors

 * John Romero, designer
 * Boris Klimeš (dew), diligence and testing
 * Xaser, technical diligence and testing
 * Flambeau, technical diligence and testing
 * Michael Schaap (UberGewei), technical diligence and testing
 * Keyboard_Doomer, technical diligence and testing