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.

Walkthrough


Before you step off the alcove, make sure you look behind you and get the Chainsaw. Now you can step off the alcove. Kill the 2 Zombiemen and collect the Armor Bonus on the right of the doorway, Ammo Clip on the left of the doorway, and the Stimpack by the right pillar. Go up the stairs into the hallway. Follow the hallway until you see a Door on the left. Go through the Door and you'll enter a big computer room. Kill the 4 Zombiemen on the 4 platforms (one on each platform). There are 2 Buttons, one on the right and one on the left. From the doorway you came into the room, push the Button on the right first to open a little room with Armor and 2 Stimpacks (#1). Now push the Button on the left to lower the Zombiemen platforms so you can get there ammo. You are now done with this room, so exit the room and head back into the hallway. Go left until you reach an alcove with 8 Health Bonuses and go right and kill a Zombieman. When you reach the end you will come into a big brown room. From the doorway look to your left and kill the Imp that is firing at you from a cage. Standing in front of the cage, go right to the end of the wall and open it to reveal a Stimpack (#2). Turn around and kill the Zombieman that is on top of a platform with a Button. Press the Button to lower the platform like a lift, collect the Stimpack then ride it to the top. Open the wall to reveal a Button (#3). When you jump down, make sure you land on the light in front of the lift. Doing this will open an alcove next to the 8 Health Bonuses revealing a Rocket Launcher (#4). Go back to the big room and look for the doorway that appeared by pressing the Button in (#3). Going through the doorway allows you to go to an outside area with a Shotgun and 4 Shotgun Shells (#5). There is also a little river that is completely pointless. Go back to the big room and finally open the exit door next to the Imp cage. Go in, collect the 3 Medikits, Ammo Clip and push the Button to exit the level.

Differences between 1-2 to 3 difficulty
-2nd, 3rd, 4th, 5th Zombiemen in hallway -2 Imps in (#2) occasionally immerges -Imp in (#3) -3 Imps in (#5)

Differences between 3 to 4-5
-2 Imps in hallway, one by the 8 Health Bonuses and one replaces 4th Zombieman -2 Imps in computer room -Imp replaces Zombieman -2nd and 3rd Imps in (#3) -4th and 5th (#5) -Imp in exit room

Bugs
The door of secret #5 (sector 29) has FLOOR5_3 as its floor flat instead of the adjacent RROCK09.

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

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

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.