E1M2: Nuclear Plant (Doom)

E1M2: Nuclear Plant is the second map of Knee-Deep in the Dead in Doom. It was designed by John Romero and uses the music track "The Imp's Song". The par time is 1:15. This level was also used for Bill Gates' promo for Windows 95. dumm fucvkadilasjdklashdaskfjjkjdf;j;adfjklsdfjsa'dhaslfhasfkhjsdjfk gdhifkl

Walkthrough

 * Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Essentials
sadasdddddddddddddddddd[[Media:Example.ogg]][backpack]]. (sector 116)
 * 1) The switch in secret #1 opens a door in the northern steps which lead up to the tower with the red key.  In the outdoor area beyond this door (F) there is a soul sphere and a chaingun (and, on UV and NM, a crowd of sergeants). (sector 21)
 * 2) On the far west side of the maze there is a secret door behind a green armor (I).  Shooting the door causes it to open; the passageway behind it leads to an outdoor area (J) with a chainsaw on a pillar. (sector 188)
 * 3) In the passage leading to the chainsaw there are some steps.  Where the second armor bonus is located, there is a secret door on the east wall.  This reveals a room (K) with four more armor bonuses. (sector 194)
 * 4) On the east side of the maze is another secret door; this appears as a computer texture surrounded by two vertical metal beams. This door reveals a secret room (L) with a backpack. (sector 106)
 * 5) In the short piece of corridor between the room with the slime walkway and the elevator to the dark room below, there is a secret door on the left side.  Opening this reveals a passage (N) to a ledge overlooking the dark room. (sector 140)

Bugs
Linedefs 134 and 574 have their upper textures on the wrong side, resulting in a Hall of Mirrors effect. These are not normally observed, however, because the corresponding sectors (28 and 187) cannot be entered by the player without cheating.

There are 7 known anomalies in this level's REJECT table.

Demo files

 * [[Media:e1m2secr.lmp|No monsters, 100% secrets walkthrough]] (file info)
 * [[Media:e1m2wik1.lmp|100% kills, items, and secrets on ITYTD]] (file info)
 * [[Media:e1m2wik2.lmp|100% kills, items, and secrets on HNTR]] (file info)
 * [[Media:e1m2wik3.lmp|100% kills, items, and secrets on HMP]] (file info)
 * [[Media:e1m2wik4.lmp|100% kills, items, and secrets on UV]] (file info)

Routes and tricks
In a straight speedrun, cross the first room along its south edge, which is much less crowded than the north edge. In an episode run, use the shotgun to clear a path through the next-to-last room with a barrel frag at the bottom of the lift. Opening the exit door from the left side seems to prevent the first Imp from immediately walking southward and blocking the small lift. It is not necessary to kill the Imp guarding the exit switch; one bullet or punch sometimes pushes it back far enough for the switch to be pressed. (A pacifist player can still do this, but he has to use his shoulder.)

NM100S players frequently take two detours to help them survive the maze: getting the green armor in secret #1, and killing one sergeant in the outdoor area to obtain the shotgun. In NM episode runs, get the chaingun also; the health and time saved in high-traffic areas will be worth the delay (this seems to be true even for NM100S, where the chaingun is obtained by default on the next level).

For styles requiring 100% kills, a clockwise route around the maze, including the chainsaw area, usually causes leftover monsters to collect near the northwest corner (where they can be gunned down on the way out). Even Tyson runs seem to benefit from this, despite the resulting delay in getting the chainsaw. On the other hand, NM100S recordings often use a counterclockwise route around the maze, causing leftover monsters to collect near the center (where they can be ignored). In a max episode run, most players pick up the backpack in secret #5; this is a minimal detour because there are deaf troopers to kill in the facing passage.

UV -respawn recordings can be sped up by killing everyone in the first room a second time, on your way out of the maze. This allows you to leave a few monsters alive in the maze (especially in dead ends) and ignore the sniper Imps in the next-to-last room.

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

Inspiration and development
An early version of E1M2 was the first level of the Doom press release beta. It also appeared as E1M8 of Doom 0.4 and E1M8 of Doom 0.5.

In the Atari Jaguar port of Doom, and all of the ports derived from it, this level is just called "Plant" instead of "Nuclear Plant."