MAP14: Pistol Only (Eternal Doom)

MAP14: Pistol Only is the fourteenth level of Eternal Doom, and the first level of Eternal Doom II upgrade. It was designed by Dietmar Westerteicher and uses the music track "Fugue in A Minor".

NOTE: The regular, intended progression on this level may be bugged or very hard to trigger near the end in at least some ZDoom-based ports. An alternative way to finish is listed in the 'Progression solutions' section.

Essentials
To complete this level, it is almost mandatory to play it Tyson-style: although it contains a single shotgun and several sergeants, this helps a little because of minimal amount of shells available to the player. Also, combined with presence of cyberdemon and spiderdemon bosses, this makes 100% kills very difficult to obtain.

Progression solutions (in order):

-When you see enemies on a bunch of teleporters near the start, press the wall opposite of a light (the wall to press is on to your left if entering the section) to reveal a teleporter that will allow you to telefrag them.

-After you go through the (correct) first teleporter, in the room beyond that has a berserk and is initially full of barrels, find and press the one red torch (the other three torches are blue) to open a wall up.

-The wall opened by the red torch is unmarked when it closes back behind you, but you can re-open it as a standard door from the inside simply by pressing on the wall.

-You will eventually find a junction where a supercharge is on one side and a mega-armor on the other side, both surrounded by one white and two brown demonic textures behind grates. One of the grates is a walk through wall, in which the brown demon texture behind it is actually a door opened by the next switch you will find (it will be revealed at the top of a nearby staircase).

-When you get outside, find the radsuit, then drop in the slime to find a lift that lets you pass underneath. Ignore the raised-up teleporter pad for now; that pad will be lowered when you've completed the area beyond the lowered lift. Use the lift to get back to the top.

-When you find a door with a blue hole inside, shoot or punch in the hole to open the door out of the room (to your right). NOTE: IT MAY BE VERY DIFFICULT OR IMPOSSIBLE TO MAKE THIS SHOT TRIGGER THE DOOR IN AT LEAST SOME ZDOOM-BASED PORTS!!! If you are using such a port and the door will not open, you don't actually have to cheat, however. Lower the wall on the window you came in through, lower the next lift (the wall to your right) you used to get in, and go back out the yellow door. In the big arena, there will be a new switch that has come up to your right. This switch lowers the blue key and you can finish the level (the red key and the switch beyond the red bars is not actually required).

Secrets

 * 1) At the easternmost room, use the skull switch on the east side to open up the central part of the room as well as a skull switch in the southwest corner. The center of the room has health bonuses, imps, and zombiemen, and entering this area lowers the column containing a green armor, an arch-vile, and two lost souls, which is the secret. Lower the column, and then go to where the skull switch is, which will trigger a crusher allowing you to kill the enemies there. (sector 171)
 * 2) When you open up the two side rooms with the mancubus and baron of Hell inside them, go into the one where the baron of Hell came from. A door opens when you do. Leave the area and head east, watching the wall lower. To the north are three imps and a medikit. (sector 46)
 * 3) In the northwest hallway at the bend where the stairs are, press on the inner wall between the steps at the U-bend. This will open up a compartment with a cacodemon and a berserk pack. (sector 15)

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

The data was last verified in its entirety on December 21, 2021.

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

Inspiration and development
This was originally the starting level of an unfinished project called "Weapons.wad", where in each level you would have to survive using mostly one weapon. The idea can still be seen in this version.