MAP24: Military Base (Console Doom)

MAP24: Military Base is the first secret level of most console versions of Doom, based on the original E1M9: Military Base with modifications made to accommodate consoles' limitations. The author of the conversion is American McGee and the original author of the map is John Romero. The map first appeared in the Atari Jaguar version, and is additionally used in the 3DO, Sega 32X, Game Boy Advance, Sony PlayStation, and Sega Saturn versions.

Despite being from the Knee-Deep in the Dead, the level incorrectly uses the hellish sky from Inferno on many of the above ports. Whether or not this is an aesthetical feature or an oversight, some other console releases (namely Sony PlayStation, Sega Saturn and 3DO) use the correct sky from Knee-Deep in the Dead.

In the PlayStation and Saturn ports, this map occupies the MAP56 slot, but it is otherwise identical to the version which occurs as MAP24 in other ports. In all versions of the game, it is reached by finding the secret exit in. Finishing this level will take the player to.

Secrets

 * 1) (sector 16)
 * 2) (sector 65)

Bugs
In some console ports, this level is incorrectly given the Hell sky from Inferno. This is due to a function in Doom's source code which decides which sky to use on a level by checking the map number. If the number is more than or equal to 18 than the Hell sky is applied to that level. This error was corrected in the Sony PlayStation, Sega Saturn and 3DO releases which use the Knee-Deep in the Dead sky.

In the Game Boy Advance version of the game, the player will not be offered a chance to save the game when entering this level and so it must be finished in the same play session as MAP03. This is most likely a programming oversight related to the fact that it is the only level in that version of the game reached through a secret exit.

PlayStation / Saturn
In the PlayStation release, the sound data for lost souls spat from a pain elemental is never loaded into memory on this map resulting in the lost souls having silent attacks (the death and the pain sounds are still preserved, with the former being identical to any projectile hit and the latter being the pain state sound of any hellspawn except imps).

In the same version of the game, the eastmost room (three columns and large elevator going up and down) is too tall (height equaling 304 px). Approaching closer to any one-sided wall of the room will cause its texture quietly distort.

Comparison of versions
A number of changes were made to this level compared to the PC version.

Room design

 * Textures were changed throughout the level to reduce the number of different textures used.
 * All switches use the knife switch on brown background texture.
 * Floor lamps, candles and tall techno pillars were removed from the level.
 * The grates used to make the imp "cage" in the center of the level were replaced with narrow windows.
 * The grate in front of the yellow keycard was removed.
 * In the PC version of the level, stepping on the red star in the north-western room causes a number of monsters to teleport into the room. In the console levels, the monsters are instead hidden behind a wall that opens when the star is stepped on. There is also a berserk pickup hidden at the back of this alcove.
 * The four tall red torches around the blue keycard are replaced with two short red torches on the north-west and south-east corners.

Monster placement

 * The PlayStation and Saturn releases added pain elementals to the level on Ultra-Violence skill level in the following locations:
 * One by the armor pickup in the eastern-most room.
 * One by the elevator in secret #2.

PlayStation

 * The pillars in secret #2 are closer together.
 * An extra sector was added around the blue keycard which uses a blue light.

Music
The map uses the following music tracks:

Player spawns
This level contains ten spawn points:
 * 1) facing west. (thing 99)
 * 2) facing north. (thing 190)
 * 3) facing east. (thing 191)
 * 4) facing north-west. (thing 192)
 * 5) facing north-east. (thing 193)
 * 6) facing south. (thing 194)
 * 7) facing south. (thing 195)
 * 8) facing west. (thing 196)
 * 9) facing east. (thing 197)
 * 10) facing east. (thing 198)

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