MAP19: House of Pain (Console Doom)

MAP19: House of Pain is the nineteenth level of most console versions of Doom, based on E3M4: House of Pain with modifications made to adapt to the consoles' memory and ROM size limitations. It was converted by American McGee and originally designed by Sandy Petersen. The map first appeared in the Atari Jaguar version, and is additionally used in the 3DO, Game Boy Advance, Sony PlayStation, and Sega Saturn versions.

Essentials
Main route

Alternative route

Exit

Secrets

 * 1) (sector 31)
 * 2) (sector 48)
 * 3) (sector 94)

Bugs
After the first teleporter, the threshold of the trap room leading to the trident hall associate the linedef's action special with the door opening. Pressing use on that threshold will play a door open sound consequently making the entire room act as a door. After the ceiling shuts (presuming there are no players or monsters in that room) it causes different issues:
 * The room cannot be reopen therefore terminating serving as an intermediate transportaion between the north portions and trident hall (and the rest of the map itself).
 * If a player used the teleporter in the starting of the level while the ceiling of that room is closed they cannot return back since the line cannot be crossed due to the wall blocking the pad.
 * The upper wall of the ceiling from the side directly opposite to the teleporter pad is untextured. Console ports will demonstrate the engine modification where any invalid or unknown texture is always replaced with the very first one in the texture array. Therefore, Jaguar and derived versions will show rocky wall before the player, the Sega 32X displays a silver door for some reason (which is exactly the next one after ASH01) and the PlayStation will try to show 64DOOR01 and since this is not precached in the VRAM on the level the game will display flickering mess.
 * The walls from the trident hall are also untextured in the PSX version repeating the previously mentioned error.

The red door, despite having red bars flanked, does not require red key to proceed, making the area to the north of it and the key stay optional to visit and take respectively.

One "hanging leg" decoration (thing 189) has no flags set for any of the difficulty classes, so it does not actually appear in the level.

Comparison of versions
Numerous changes exist in the level as compared to its PC version:

Geometry simplification

 * The starting room:
 * The entrance door used for aesthetical (or plot) cause was deleted giving an impression like if the door had been sealed (like the other Inferno levels).
 * Overall room is no longer an octagon but a rectangle.
 * Optional room to the west (to the right) of the start:
 * Three round columns were deleted without any square variation substitution. In turn, it eases the task for demons to get the player quickly instead of giving a little twisting for theme between those.
 * A dead snakes river was removed completely along with "inflow" pits of those.
 * Optional areas to the east (to the left) of the start:
 * Gargoyle decorations from which the blood flows out to the pool is not featured in many console releases, for that reason these were removed. This is not merely a resource modification, as it is usually required for the map designer to manually remove the unnecessary lines used to display the needed texture in question.
 * The first room behind the only door in that area lacks the right-angled corners and gargoyle artwork depicted on both sides.
 * Crusher pillar area is completely deleted together with its objects (monsters, bonuses etc.) and arriving stairway leading upwards (likely, due to the absense of any crushing ceiling being technically implemented in the engine). Instead of them there are two teleporter pads used as transportation for the players between the starting areas and arrival room leading to the "trident" hall.
 * An aestical view area overlooked by trident hall:
 * Again, because the gargoyle blood decorations are not found in any console version described, the columns having them (four in total) on each side were removed. The first such simplification is at the east side of the start.
 * There are three, instead of five, tomb-like structures with human corpses.
 * The trident hall:
 * Trident hall features different set of glowing hellish artwork. The graphics depicted include gargoyle, wizard, lion and baron. While the PC version originally had twelve of those, the adapted console counterparts feature seven in total (six of which have light and one, a wizard on a north corner, does not). The removal of the glowing is one of the concepts to simpify the geometry of the level and therefore to decrease the map geometry (linedefs, subsectors etc.) being held.
 * Southeast room with three doors and a water pool (after the two-door intersection):
 * There is no red damaging floor next to the nearest door. Although it comprises the same floor (one sector), the point which firstly had that unsafe floor still purposely has invisible walkover lines to open/close doors (note, that this does not fully rely on geometry simplification but only for one sector).
 * Snake-like corridor after the southeast room:
 * There is a wizard depiction instead of a lion.
 * There is only one depiction, instead of two, and it does not glow (fully trusting geometry simplification done on the level).
 * The area after the snake corridor, the north east of the map:
 * The following room underwent a heavy reduction of objects and has now completely different design not being comparable to the original. This room has become the final one.
 * All consequent areas followed by this exit area were deleted altogether without having analogies of sorts.

New design
Some rooms in the level were redesigned:
 * Lorem ipsum

Minor changes

 * Lorem ipsum

Other

 * Lorem ipsum

PlayStation
Some additional changes were made in the PlayStation port:
 * The blue door's has been returned its blue skull bars instead of keycard bars (despite this, however, the red and yellow doors in the level are still flanked with keycard bars).
 * Both ports fix a bug of the red door which now requires the players to use the red key.
 * Spectres returned in places where they were placed originally with some of them being substituted with new nightmare spectres.
 * Doors in the level are a different texture  instead of.
 * There is a depiction of Baron of Hell as a texture instead of in the trident hall and lava room with the red key and soulsphere.
 * Level lacks texture of grim depiction of wizard (possibly to reduce number of used resource as a benefit for hardware) which were replaced with green marble. In the trident hall, where most of them where used as the source of glowing, the light still remains in places.

Music
The map uses the following music tracks:

Player spawns
This level contains seven spawn points:
 * 1) facing south. (thing 212)
 * 2) facing north. (thing 213)
 * 3) facing south. (thing 214)
 * 4) facing south. (thing 288)
 * 5) facing north. (thing 289)
 * 6) facing south. (thing 290)
 * 7) facing east. (thing 291)

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