Difference between revisions of "E1M1: Hangar (Doom)"

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== Walkthrough ==
 
== Walkthrough ==
{{Maptabs|E1M1 walkthrough.png|E1M1 map.png|Map of E1M1|300px}}
+
{{Maptabs|E1M1 walkthrough.png|E1M1 map.png|Map of Hangar|330x300px}}
 
{{map spots}}
 
{{map spots}}
  
 
=== Essentials ===
 
=== Essentials ===
There are no [[keys]] in this map, so you can go directly to the exit.  From the start point ''(A)'', walk forward across the blue floor, turn right, and go through the door into the central computer room ''(B)''.  Proceed through this room and through a short passage, and you will enter a large room with a [[Damaging floor|nukage]] pool across which goes a zig-zag bridge ''(C)''.  Go through the door on the far side, then through the exit door into the final room ''(D)''.
+
There are no [[keys]] in this map, so you can go directly to the exit.  From the start point (''A''), walk forward across the blue floor, turn right, and go through the door into the central computer room (''B'').  Proceed through this room and through a short passage, and you will enter a large room with a [[Damaging floor|nukage]] pool across which goes a zig-zag bridge (''C'').  Go through the door on the far side, then through the exit door into the final room (''D'').
  
 
=== Other points of interest ===
 
=== Other points of interest ===
To the left of the start room is a platform with [[green armor]] on a pedestal ''(K)''. If you play on [[Ultra-Violence]] or [[Nightmare!]], watch out for the [[sergeant]]s that guard it; there are two by the armor and one behind each of the pillars by the staircase. They can cause quite a bit of [[damage]] due to their awkward positions, but on the positive side killing them gives you an early [[shotgun]].
+
To the left of the start room is a platform with [[green armor]] on a pedestal (''K''). If you play on [[Ultra-Violence]] or [[Nightmare!]], watch out for the [[sergeant]]s that guard it; there are two by the armor and one behind each of the pillars by the staircase. They can cause quite a bit of [[damage]] due to their awkward positions, but on the positive side killing them gives you an early [[shotgun]].
  
''[Added in Ultimate Doom]''  In the alcove leading to the green armor, there are two pillars. The north pillar has a switch ''(E)'' which opens up a door to the courtyard ''(F)'' with the [[blue armor]] and, in [[multiplayer]] mode, a [[rocket launcher]].  As a player walks through this door, another large door will open up, making it possible to get to the courtyard from the computer room. These new doors were likely added to improve gameplay in [[deathmatch]] mode since they provide two extra ways to reach the rocket launcher. To register secret #1, however, it is still necessary to activate and walk through (from either side) the differently-colored wall described below.
+
''[Added in Ultimate Doom]''  In the alcove leading to the green armor, there are two pillars. The north pillar has a switch (''E'') which opens up a door to the courtyard (''F'') with the [[blue armor]] and, in [[multiplayer]] mode, a [[rocket launcher]].  As a player walks through this door, another large door will open up, making it possible to get to the courtyard from the computer room. These new doors were likely added to improve gameplay in [[deathmatch]] mode since they provide two extra ways to reach the rocket launcher. To register secret #1, however, it is still necessary to activate and walk through (from either side) the differently-colored wall described below.
  
 
=== Secrets ===
 
=== Secrets ===
# In the corridor at the end of the zig-zag room, a portion of the west wall is colored differently and has a corpse lying next to it ''(G)''. Activate the wall to gain access to the courtyard with the blue armor. '''(sector 83)'''
+
# In the corridor at the end of the zig-zag room, a portion of the west wall is colored differently and has a corpse lying next to it (''G''). Activate the wall to gain access to the courtyard with the blue armor. ('''sector 83''')
# After having entered the dark room with the exit door, return to the zig-zag room. The platform with the [[imp]](s) has now been lowered, yielding access to a secret room ''(H)'' containing a shotgun. '''(sector 86)'''
+
# After having entered the dark room with the exit door, return to the zig-zag room. The platform with the [[imp]](s) has now been lowered, yielding access to a secret room (''H'') containing a shotgun. ('''sector 86''')
# ''[Added in version 1.2]''  After opening secret #2, walk toward the north end of the zig-zag room. As you cross the shadow line ''(I)'', a lift will lower in the shotgun alcove ''(J)'', visible from where you are standing. Run and you can catch it before it goes up. '''(sector 87)''' At the end of the hallway is a [[False walls|fake see-through wall]], the first such wall in the game.  
+
# ''[Added in version 1.2]''  After opening secret #2, walk toward the north end of the zig-zag room. As you cross the shadow line (''I''), a lift will lower in the shotgun alcove (''J''), visible from where you are standing. Run and you can catch it before it goes up. ('''sector 87''') At the end of the hallway is a [[False walls|fake see-through wall]], the first such wall in the game.  
  
''Secret exit <nowiki>[</nowiki>[[Xbox]] only<nowiki>]</nowiki>:''&nbsp; In secret #1, head to the very east of the courtyard, and then follow the northern wall until it begins to bend northwest. Press on this section of the wall to be taken to the Xbox-exclusive secret level, [[E1M10: Sewers (Doom)|E1M10: Sewers]].
+
''Secret exit <nowiki>[</nowiki>[[Xbox]] only<nowiki>]</nowiki>:''&nbsp; In secret #1, head to the very east of the courtyard, and then follow the northern wall until it begins to bend northwest. Press on this section of the wall (''X'') to be taken to the Xbox-exclusive secret level, [[E1M10: Sewers (Doom)|E1M10: Sewers]].
  
 
=== Bugs ===
 
=== Bugs ===
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== Areas / screenshots ==
 
== Areas / screenshots ==
 
+
<gallery mode=nolines widths=160px>
<gallery>
+
E1M1 start.png|Start room
Image:E1M1 start.png|Start room
+
E1M1 armor.png|Staircase leading to the [[green armor]]
Image:E1M1 armor.png|Staircase leading to the [[green armor]]
+
security armor in Hanger.png|The green armor
Image:security armor in Hanger.png|The green armor
+
E1M1_Security_Post.png|Looking back down from the armor platform
Image:E1M1_Security_Post.png|Looking back down from the armor platform
+
E1M1 window.png|Viewing the courtyard through a window
Image:E1M1 window.png|Viewing the courtyard through a window
+
E1M1 computer.png|Computer room
Image:E1M1 computer.png|Computer room
+
E1M1_behind_computer.png|Blasting a [[sergeant]] behind the computer room
Image:E1M1_behind_computer.png|Blasting a [[sergeant]] behind the computer room
+
E1M1 zigzag.png|Zig-zag room
Image:E1M1 zigzag.png|Zig-zag room
+
E1M1_imps.png|Watch for [[imp]]s on balcony
Image:E1M1_imps.png|Watch for [[imp]]s on balcony
+
E1M1 exit.png|Near the exit
Image:E1M1 exit.png|Near the exit
+
E1M1_exit_room.png|The exit room
Image:E1M1_exit_room.png|The exit room
+
E1M1_tunnel.png|Tunnel to courtyard ([[secret]] #1)
Image:E1M1_tunnel.png|Tunnel to courtyard ([[secret]] #1)
+
E1M1_courtyard.png|The [[blue armor]] in the courtyard
Image:E1M1_courtyard.png|The [[blue armor]] in the courtyard
+
E1M1 shotgun.png|[[Shotgun]] alcove (secret #2)
Image:E1M1 shotgun.png|[[Shotgun]] alcove (secret #2)
+
E1M1 zigzag 2.png|Zig-zag room from above (secret #3)
Image:E1M1 zigzag 2.png|Zig-zag room from above (secret #3)
 
 
</gallery>
 
</gallery>
  
 
===[[Slime trails]]===
 
===[[Slime trails]]===
<gallery>
+
<gallery mode=nolines widths=160px>
Image:E1M1 slimetrail.png|Approaching the zig-zag room
+
E1M1 slimetrail.png|Approaching the zig-zag room
Image:E1M1 crack.png|Smaller trail within the zig-zag room
+
E1M1 crack.png|Smaller trail within the zig-zag room
Image:E1M1 secret trail.png|Looking through a wall on the way to secret #2
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E1M1 secret trail.png|Looking through a wall on the way to secret #2
Image:E1M1 exitslimetrail.png|Slime trail created by the exit sign
+
E1M1 exitslimetrail.png|Slime trail created by the exit sign
 
</gallery>
 
</gallery>
  
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===Routes and tricks===
 
===Routes and tricks===
For a straight speedrun, the simplest path through the map is also the fastest one, and there are no tricks. However, the route through the outdoor area is often used in [[Doom#Episodes|episode]] runs since this gives a [[blue armor]] (which helps surviving [[E1M3: Toxin Refinery]]) and an easy [[shotgun]] (needed for [[E1M2: Nuclear Plant]]). This takes three extra seconds, and is typically avoided in [[TAS]] episode runs, wherein a shotgun is instead obtained by taking down a [[sergeant]] in the zig-zag room on the fly.
+
For a straight speedrun, the simplest path through the map is also the fastest one, and there are no known tricks. However, the route through the outdoor area is often used in [[Doom#Episodes|episode]] runs since this gives a [[blue armor]] (which helps surviving [[E1M3: Toxin Refinery]]) and an easy [[shotgun]] (needed for [[E1M2: Nuclear Plant]]). This takes 2-3 extra seconds, and is typically avoided in [[TAS]] episode runs, wherein a shotgun is instead obtained by taking down a [[sergeant]] in the zig-zag room on the fly.
  
Whereas [[Doom Done Quick]] uses the route through the courtyard, [[Doom Done Quicker]] uses the TAS route, which [[Adam Hegyi]] managed to play in 0:09. According to the text file, it "is an incredibly hard run due to the timeloss inevitable in getting a shotgun and the fact that 0:09 is a borderline time here in any case".
+
Whereas [[Doom Done Quick]] uses the route through the courtyard, [[Doom Done Quicker]] uses the TAS route, which [[Adam Hegyi]] managed to play in 0:09. According to the text file, it "is an incredibly hard run due to the timeloss inevitable in getting a shotgun and the fact that 0:09 is a borderline time here in any case". Modern TAS runs go through this map in 0:07.
  
Although 0:09 is human-optimal for [[UV speed]], a [[built demo]] in 0:08 has been created by [[Jonathan Rimmer]]. The same time has been reached by [[Juho Ruohonen (ocelot)]] in [[no monsters mode]]. In both cases, [[strafe50]] is essential.
+
0:08 has been achieved in a [[PrBoom+]] demo by [[Aleksey Kamenev (4shockblast)]] without any use of TAS. Previously, it was first achieved in a [[built demo]] by [[Jonathan Rimmer]]. Later, the same time was first reached by [[Juho Ruohonen (ocelot)]] in [[no monsters mode]]. In order to achieve this time, [[strafe50]] and very clean movement are essential. Additionally, luck is needed with the monster movement and shooting so the player's path is not blocked.
  
 
Because E1M1 is small and sparsely populated, speed records can often be set in [[UV pacifist|pacifist]] style.  (This is more difficult with [[Skill level|fast monsters]], of course.)
 
Because E1M1 is small and sparsely populated, speed records can often be set in [[UV pacifist|pacifist]] style.  (This is more difficult with [[Skill level|fast monsters]], of course.)
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|}
 
|}
  
''The data was last verified in its entirety on December 1, 2014.''
+
''The data was last verified in its entirety on February 23rd, 2019.''
  
 
===Miscellaneous demos===
 
===Miscellaneous demos===
 
{| {{prettytable}}
 
{| {{prettytable}}
 
!Run||Time||Player||Date||File||Notes
 
!Run||Time||Player||Date||File||Notes
 +
|-
 +
|[[UV pacifist]]||00:08.97||[[Aleksey Kamenev (4shockblast)]]||2019-02-23||[http://doomedsda.us/lmps/947/7/e1m1p897.zip e1m1p897.zip]||An 8 seconds non-TAS demo recorded in PrBoom+
 
|-
 
|-
 
|[[UV built]]||00:08.97||[[Jonathan Rimmer]]||1999-10-20||{{competnftp|doom/built/bt11-008.zip|bt11-008.zip}}||A [[Speedrun#Tool-assisted demos|built demo]], using full [[strafe50]] and optimized turns to get under 9 seconds
 
|[[UV built]]||00:08.97||[[Jonathan Rimmer]]||1999-10-20||{{competnftp|doom/built/bt11-008.zip|bt11-008.zip}}||A [[Speedrun#Tool-assisted demos|built demo]], using full [[strafe50]] and optimized turns to get under 9 seconds
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|[[UV -nomonsters]]||00:08.97||[[Juho Ruohonen (ocelot)]]||2001-07-26||[http://doomedsda.us/pdang/nomo/n1o10897.zip n1o10897.zip]||Also using strafe50, but without any cheats
 
|[[UV -nomonsters]]||00:08.97||[[Juho Ruohonen (ocelot)]]||2001-07-26||[http://doomedsda.us/pdang/nomo/n1o10897.zip n1o10897.zip]||Also using strafe50, but without any cheats
 
|-
 
|-
|[[UV -nomonsters]]||00:09.37||[[Adam Hegyi]]||2000-06-06||[http://doomedsda.us/pdang/nomo/n1o10937.zip n1o10937.zip]||Best [[strafe40]]-only [[Parameter#-nomonsters|<tt>-nomonsters</tt>]] run
+
|[[UV -nomonsters]]||00:08.89||[[Looper]]||2018-09-09||[http://doomedsda.us/lmps/947/10/e1m1o889.zip e1m1o889.zip]||Current best [[Parameter#-nomonsters|{{c|-nomonsters}}]] run
 
|}
 
|}
  
 
== Deathmatch ==
 
== Deathmatch ==
 
The Hangar level is recommended for [[deathmatch]] mode for a few key reasons. Given that it is the first level of the [[Knee-Deep in the Dead|shareware game]], almost everyone is familiar with it. It also has a good array of [[Thing#Flags|multiplayer-only]] [[weapon]]s and is small enough to work well with 4 or fewer players.
 
The Hangar level is recommended for [[deathmatch]] mode for a few key reasons. Given that it is the first level of the [[Knee-Deep in the Dead|shareware game]], almost everyone is familiar with it. It also has a good array of [[Thing#Flags|multiplayer-only]] [[weapon]]s and is small enough to work well with 4 or fewer players.
 +
 +
===Player spawns===
 +
This level contains five spawn points:
 +
# facing east. ('''thing 69''')
 +
# facing north. ('''thing 70''')
 +
# facing south. ('''thing 71''')
 +
# facing north-west. ('''thing 72''')
 +
# facing south. ('''thing 73''')
  
 
== Statistics ==
 
== Statistics ==
 +
===Map data===
 +
{{mapdata|
 +
  things=143|
 +
  vertexes=470|
 +
  linedefs=486|
 +
  sidedefs=666|
 +
  sectors=88|
 +
  vertexbefore=391}}
  
===Map data===
+
===Things===
{| {{prettytable}}
+
This level contains the following numbers of [[thing]]s per [[Skill level#Doom and Doom II skill levels|skill level]]:
|[[Things]]||143
+
 
 +
{{col-begin}}
 +
{{col-break|width=33%}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Single-player
 +
|-
 +
![[Monster|Monsters]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Zombieman]]||2||4||9
 +
|-
 +
|style="text-align: left;"|[[Shotgun guy]]||0||0||16
 +
|-
 +
|style="text-align: left;"|[[Imp]]||2||2||4
 +
|-
 +
![[Weapon|Weapons]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Shotgun]]||colspan="3"|1
 +
|-
 +
![[Ammo|Ammunition]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Clip]]||colspan="3"|2
 +
|-
 +
|style="text-align: left;"|[[Box of bullets]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[4 shotgun shells]]||colspan="3"|2
 +
|-
 +
|style="text-align: left;"|[[Box of shotgun shells]]||colspan="3"|3
 +
|-
 +
![[Item#Doom games|Health & Armor]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Stimpack]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Medikit]]||colspan="3"|3
 +
|-
 +
|style="text-align: left;"|[[Armor]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Megaarmor]]||colspan="3"|1
 +
|-
 +
!Items!!1-2!!3!!4-5
 
|-
 
|-
|[[Vertex]]es||470*
+
|style="text-align: left;"|[[Armor bonus]]||colspan="3"|25
 
|-
 
|-
|[[Linedefs]]||486
+
|style="text-align: left;"|[[Health bonus]]||12||12||13
 
|-
 
|-
|[[Sidedefs]]||666
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
|[[Sectors]]||88
+
|style="text-align: left;"|[[Barrel|Exploding barrel]]||colspan="3"|6
 
|}
 
|}
''* The vertex count [[Vertex#Lump size|without the effect of node building]] is 391.''
+
{{col-break}}
 
+
{| {{prettytable|style=text-align: center;}}
===Things===
+
!colspan="4"|Multiplayer
 
+
|-
This level contains the following numbers of things per [[skill level]]:
+
!Monsters!!1-2!!3!!4-5
 
+
|-
{| {{prettytable}}
+
|style="text-align: left;"|Zombieman||2||4||9
![[Monsters]]||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
+
|-
 +
|style="text-align: left;"|Shotgun guy||0||0||16
 +
|-
 +
|style="text-align: left;"|Imp||2||2||4
 +
|-
 +
!Weapons!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|Shotgun||colspan="3"|2
 +
|-
 +
|style="text-align: left;"|[[Chaingun]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Rocket launcher]]||colspan="3"|1
 
|-
 
|-
|[[Imp]]s||2||2||4
+
!Ammunition!!1-2!!3!!4-5
 
|-
 
|-
|[[Sergeant]]s||0||0||16
+
|style="text-align: left;"|Clip||colspan="3"|2
 
|-
 
|-
|[[Trooper]]s||2||4||9
+
|style="text-align: left;"|Box of bullets||colspan="3"|6
 
|-
 
|-
![[Powerup]]s||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|4 shotgun shells||colspan="3"|3
 
|-
 
|-
|[[Armor bonus]]es||25||25||25
+
|style="text-align: left;"|Box of shotgun shells||colspan="3"|6
 
|-
 
|-
|[[Blue armor]]s||1||1||1
+
|style="text-align: left;"|[[Box of rockets]]||colspan="3"|3
 
|-
 
|-
|[[Green armor]]s||1||1||1
+
!Health & Armor!!1-2!!3!!4-5
 
|-
 
|-
|[[Health bonus]]es||12||12||13
+
|style="text-align: left;"|Stimpack||colspan="3"|1
 
|-
 
|-
|[[Medikit]]s||3||3||3
+
|style="text-align: left;"|Medikit||colspan="3"|3
 
|-
 
|-
|[[Stimpack]]s||1||1||1
+
|style="text-align: left;"|Armor||colspan="3"|1
 
|-
 
|-
![[Weapons]]||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Megaarmor||colspan="3"|1
 
|-
 
|-
|[[Shotgun]]s||1||1||1
+
!Items!!1-2!!3!!4-5
 
|-
 
|-
![[Ammunition]]||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Armor bonus||colspan="3"|25
 
|-
 
|-
|[[Ammo clip]]s||2||2||2
+
|style="text-align: left;"|Health bonus||12||12||13
 
|-
 
|-
|[[Box of ammo|Bullet boxes]]||1||1||1
+
|style="text-align: left;"|[[Berserk]]||1||1||0
 
|-
 
|-
|[[Shells]]||2||2||2
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
|[[Box of shells|Shell boxes]]||3||3||3
+
|style="text-align: left;"|[[Multiplayer#Cooperative|Cooperative start]]||colspan="3"|4
 
|-
 
|-
![[Barrel]]s||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|[[Deathmatch start]]||colspan="3"|5
 
|-
 
|-
|[[Exploding barrel]]s||6||6||6
+
|style="text-align: left;"|Exploding barrel||colspan="3"|9
 
|}
 
|}
 +
{{col-end}}
  
 
== Inspiration and development ==
 
== Inspiration and development ==
 
In the [[Doom Bible]], the original design document for Doom written by [[Tom Hall]] in 1992, the first level of the game was supposed to be a spaceship hangar called "Hangar 2". It is described as fallen into disuse, and now serving as storage for used-up equipment and junk. In one of the rooms the soldiers play cards in their free time. This hangar was supposed to be carved into the wall of a canyon. Despite the name, E1M1 bears no similarity to that early level concept. The [[Doom v0.4]] alpha version did feature an initial level based on this "Hangar 2" sketch, but it was later redesigned to become [[E2M7: Spawning Vats (Doom)|E2M7:Spawning Vats]] in the released game.
 
In the [[Doom Bible]], the original design document for Doom written by [[Tom Hall]] in 1992, the first level of the game was supposed to be a spaceship hangar called "Hangar 2". It is described as fallen into disuse, and now serving as storage for used-up equipment and junk. In one of the rooms the soldiers play cards in their free time. This hangar was supposed to be carved into the wall of a canyon. Despite the name, E1M1 bears no similarity to that early level concept. The [[Doom v0.4]] alpha version did feature an initial level based on this "Hangar 2" sketch, but it was later redesigned to become [[E2M7: Spawning Vats (Doom)|E2M7:Spawning Vats]] in the released game.
 +
 +
Although E1M1 is the first level of the game, Romero has stated that it was the last level to be created. This reflects part of his personal philosophy of level development: since it takes time to become proficient making levels for a new game engine, making the first level last ensures that new players will be greeted with a good quality level. Romero has also described E1M1 as a "classic horseshoe" design {{cite web|author=Double Fine|title="Devs Play" S01E05 - Doom (Part 2 - Map 1 Hangar) 60fps|url=https://www.youtube.com/watch?v=rV6HlBa88js|publication=Youtube|publishdate=Jan 20, 2015|accessdate=Jan 5, 2018}}.
  
 
Even with its small size, E1M1 showcases the [[Development of Doom|new capabilities]] of the [[Doom engine]]: floors of varying heights that can be reached by stairs or lifts, windows through which outdoor areas and the [[sky]] are visible, non-orthogonal walls, varying grades of lighting and [[Damaging floor|environment hazards]] like the nukage pools.
 
Even with its small size, E1M1 showcases the [[Development of Doom|new capabilities]] of the [[Doom engine]]: floors of varying heights that can be reached by stairs or lifts, windows through which outdoor areas and the [[sky]] are visible, non-orthogonal walls, varying grades of lighting and [[Damaging floor|environment hazards]] like the nukage pools.
  
 
== Trivia ==
 
== Trivia ==
 +
*Whenever a [[Editors|map editor]] for a major {{wp|first-person shooter}} is released, someone usually recreates E1M1 as both a tribute to ''Doom'' and a demo of the editor's capabilities. Games for which E1M1 has been recreated include ''[[Quake]]'', ''[[Duke Nukem 3D]]'', ''{{wp|Half-Life (video game)|Half-Life}}'', ''{{wp|Unreal Tournament 2004}}'', ''{{wp|Unreal Tournament 3}}'', and ''[[Doom 3]]''.
  
Whenever a [[Editors|map editor]] for a major [[Wikipedia:First-person shooter|first-person shooter]] is released, someone usually recreates E1M1 as both a tribute to Doom and a demo of the editor's capabilities. Games for which E1M1 has been recreated include [[Quake]], [[Duke Nukem 3D]], [[Wikipedia:Half-Life|Half-Life]], [[Wikipedia:Unreal Tournament 2004|Unreal Tournament 2004]], [[Wikipedia:Unreal Tournament 3|Unreal Tournament 3]], and [[Doom 3]].
+
*The revised version of this map in ''[[Ultimate Doom]]'' contains {{wp|Number of the Beast|666}} [[sidedefs]].
  
The revised version of this map in [[Ultimate Doom]] contains [[Wikipedia:Number of the Beast|666]] [[sidedefs]].
+
*In the [[Doom95]] launcher for ''Ultimate Doom'', the title of this level is misspelled "Hanger". "Hanger", however, is used as a level name in ''[[TNT: Evilution]]''.
  
In the [[Doom95]] launcher for Ultimate Doom, the title of this level is misspelled "Hanger". "Hanger", however, is used as a level name in [[TNT: Evilution]].
+
*The [[linedef]] by the southeast corner of the zig-zag walkway (194) does not block monsters' movement like the rest of the linedefs between the walkway and the adjacent nukage pools. As a result, monsters may walk into or out of the nukage via that specific section of the walkway. This is probably intentional; when you walk into the room directly before the exit, a tower with an imp (two imps on UV) will be lowered. If this part of the walkway was marked as monster-blocking, these imps would be stuck in the nukage, but it was left unflagged so the imps could follow behind the player and ambush them.
  
The [[linedef]] by the southeast corner of the zig-zag walkway (194) does not block monsters' movement like the rest of the linedefs between the walkway and the adjacent nukage pools. As a result, monsters may walk into or out of the nukage via that specific section of the walkway. This is probably intentional; when you walk into the room directly before the exit, a tower with an imp (two imps on UV) will be lowered. If this part of the walkway was marked as monster-blocking, these imps would be stuck in the nukage, but it was left unflagged so the imps could follow behind the player and ambush them.
+
*In the [[Sony PlayStation]] and [[Sega Saturn]] ports of ''Doom'', a [[heavy weapon dude]] replaces a [[sergeant]] that was located in the central computer room, behind the structure in the middle of the room, when playing on the Ultra-Violence [[skill]].  This is the first time a ''[[Doom II]]'' monster is found in an ''Ultimate Doom'' level. A [[pain elemental]] also populates the curving passage of secret #3 on that skill level.
 
 
In the [[Sony PlayStation]] and [[Sega Saturn]] ports of Doom, a [[heavy weapon dude]] replaces a [[sergeant]] that was located in the central computer room, behind the structure in the middle of the room, when playing on Ultra-Violence [[skill]].  This is the first time a [[Doom II]] monster is found in an Ultimate Doom level. A [[pain elemental]] also populates the curving passage of secret #3 on that skill level.
 
  
 
== Sources ==
 
== Sources ==
 
 
* [http://classicdoom.com/maxsec.htm#19 MAXSEC.HTM: Count of Official Secrets in Doom/Doom II/Final Doom games] at [[classicdoom.com]]
 
* [http://classicdoom.com/maxsec.htm#19 MAXSEC.HTM: Count of Official Secrets in Doom/Doom II/Final Doom games] at [[classicdoom.com]]
  
 
== External links ==
 
== External links ==
 
 
* {{competnmap|1|111|E1M1}}
 
* {{competnmap|1|111|E1M1}}
 
* {{dsda|id=947|mapid=111|title=E1M1 demos}}
 
* {{dsda|id=947|mapid=111|title=E1M1 demos}}
* [http://ian-albert.com/misc/doommaps.php Top-down perspective view of all Doom levels] by Ian Albert
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* [http://ian-albert.com/games/doom_maps/ Top-down perspective view of all Doom levels] by Ian Albert
 
* {{dwforums|58509|Design analysis of E1M1}} by [[Simon Howard (Fraggle)]]
 
* {{dwforums|58509|Design analysis of E1M1}} by [[Simon Howard (Fraggle)]]
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 +
==References==
 +
<references />
  
 
[[Category:John Romero levels]]
 
[[Category:John Romero levels]]
[[Category:Levels by name|Hangar (Doom)]]
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[[Category:Levels with extra equipment in co-op]]

Revision as of 03:19, 29 May 2019

Ultimate Doom maps
The Shores of Hell

M1 M2 M3 M4 M5 M6 M7 M8 M9

Inferno

M1 M2 M3 M4 M5 M6 M7 M8 M9

Thy Flesh Consumed

M1 M2 M3 M4 M5 M6 M7 M8 M9

Sega-Genesis-Model2-32X.png

This level has a
console version.

This level occupies the map slot E1M1. For other maps which occupy this slot, see Category:E1M1.

E1M1: Hangar is the first map of Knee-Deep in the Dead in Doom. It was designed by John Romero and uses the music track "At Doom's Gate". Being the first map in the game, it is small and straightforward, with a par time of 30 seconds.

Walkthrough

WalkthroughUnmarked
Map of Hangar
Letters in italics refer to marked spots on the map. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally.

Essentials

There are no keys in this map, so you can go directly to the exit. From the start point (A), walk forward across the blue floor, turn right, and go through the door into the central computer room (B). Proceed through this room and through a short passage, and you will enter a large room with a nukage pool across which goes a zig-zag bridge (C). Go through the door on the far side, then through the exit door into the final room (D).

Other points of interest

To the left of the start room is a platform with green armor on a pedestal (K). If you play on Ultra-Violence or Nightmare!, watch out for the sergeants that guard it; there are two by the armor and one behind each of the pillars by the staircase. They can cause quite a bit of damage due to their awkward positions, but on the positive side killing them gives you an early shotgun.

[Added in Ultimate Doom]  In the alcove leading to the green armor, there are two pillars. The north pillar has a switch (E) which opens up a door to the courtyard (F) with the blue armor and, in multiplayer mode, a rocket launcher. As a player walks through this door, another large door will open up, making it possible to get to the courtyard from the computer room. These new doors were likely added to improve gameplay in deathmatch mode since they provide two extra ways to reach the rocket launcher. To register secret #1, however, it is still necessary to activate and walk through (from either side) the differently-colored wall described below.

Secrets

  1. In the corridor at the end of the zig-zag room, a portion of the west wall is colored differently and has a corpse lying next to it (G). Activate the wall to gain access to the courtyard with the blue armor. (sector 83)
  2. After having entered the dark room with the exit door, return to the zig-zag room. The platform with the imp(s) has now been lowered, yielding access to a secret room (H) containing a shotgun. (sector 86)
  3. [Added in version 1.2]  After opening secret #2, walk toward the north end of the zig-zag room. As you cross the shadow line (I), a lift will lower in the shotgun alcove (J), visible from where you are standing. Run and you can catch it before it goes up. (sector 87) At the end of the hallway is a fake see-through wall, the first such wall in the game.

Secret exit [Xbox only]:  In secret #1, head to the very east of the courtyard, and then follow the northern wall until it begins to bend northwest. Press on this section of the wall (X) to be taken to the Xbox-exclusive secret level, E1M10: Sewers.

Bugs

Slime trails may be visible in the following locations (see screen shots below):

  • Viewing the zig-zag room from the north entrance.
  • Looking toward the imp platform from the south end of the zig-zag walkway.
  • Entering the hidden area behind the imp platform, then immediately turning to face the right-hand wall.
  • Standing slightly northwest of the exit door, looking east.

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

The level contains at least 89 unnecessary texture assignments on sidedefs.

Demo files

Areas / screenshots

Slime trails

Speedrunning

Routes and tricks

For a straight speedrun, the simplest path through the map is also the fastest one, and there are no known tricks. However, the route through the outdoor area is often used in episode runs since this gives a blue armor (which helps surviving E1M3: Toxin Refinery) and an easy shotgun (needed for E1M2: Nuclear Plant). This takes 2-3 extra seconds, and is typically avoided in TAS episode runs, wherein a shotgun is instead obtained by taking down a sergeant in the zig-zag room on the fly.

Whereas Doom Done Quick uses the route through the courtyard, Doom Done Quicker uses the TAS route, which Adam Hegyi managed to play in 0:09. According to the text file, it "is an incredibly hard run due to the timeloss inevitable in getting a shotgun and the fact that 0:09 is a borderline time here in any case". Modern TAS runs go through this map in 0:07.

0:08 has been achieved in a PrBoom+ demo by Aleksey Kamenev (4shockblast) without any use of TAS. Previously, it was first achieved in a built demo by Jonathan Rimmer. Later, the same time was first reached by Juho Ruohonen (ocelot) in no monsters mode. In order to achieve this time, strafe50 and very clean movement are essential. Additionally, luck is needed with the monster movement and shooting so the player's path is not blocked.

Because E1M1 is small and sparsely populated, speed records can often be set in pacifist style. (This is more difficult with fast monsters, of course.)

When recording in a style which requires 100% kills, some players use the route through the courtyard because it arouses many of the surrounding monsters sooner, encouraging infighting.

When recording in a style which requires 100% secrets, it is useful to leave one or two enemies alive in the computer room. With luck, you can open secret #2, return to the zig-zag room, then step into the shotgun alcove just as a monster walks out of the computer room and triggers the elevator leading to secret #3, saving you several seconds.

Current records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:09 Thomas Pilger (Panter) 1998-09-28 e1m1-009.zip
NM speed 00:09 Adam Hegyi 1999-04-30 n1m1-009.zip
UV max 00:29 Jonathan Rimmer 2001-04-13 e1m1-029.zip
NM100S 00:18 Drew DeVore (stx-Vile) 2005-04-08 n1s1-018.zip
UV -fast 00:31 Adam Hegyi 2000-12-11 f1m1-031.zip
UV -respawn 00:32 Radek Pecka 2002-05-13 r1m1-032.zip
UV Tyson 00:47 Jim Leonard (Xit Vono) 2003-01-02 t1m1-047.zip
UV pacifist 00:09 Thomas Pilger (Panter) 1998-09-28 p1m1-009.zip

The data was last verified in its entirety on February 23rd, 2019.

Miscellaneous demos

Run Time Player Date File Notes
UV pacifist 00:08.97 Aleksey Kamenev (4shockblast) 2019-02-23 e1m1p897.zip An 8 seconds non-TAS demo recorded in PrBoom+
UV built 00:08.97 Jonathan Rimmer 1999-10-20 bt11-008.zip A built demo, using full strafe50 and optimized turns to get under 9 seconds
UV -nomonsters 00:08.97 Juho Ruohonen (ocelot) 2001-07-26 n1o10897.zip Also using strafe50, but without any cheats
UV -nomonsters 00:08.89 Looper 2018-09-09 e1m1o889.zip Current best -nomonsters run

Deathmatch

The Hangar level is recommended for deathmatch mode for a few key reasons. Given that it is the first level of the shareware game, almost everyone is familiar with it. It also has a good array of multiplayer-only weapons and is small enough to work well with 4 or fewer players.

Player spawns

This level contains five spawn points:

  1. facing east. (thing 69)
  2. facing north. (thing 70)
  3. facing south. (thing 71)
  4. facing north-west. (thing 72)
  5. facing south. (thing 73)

Statistics

Map data

Things 143
Vertices 470*
Linedefs 486
Sidedefs 666
Sectors 88
* The vertex count without the effect of node building is 391.

Things

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

Inspiration and development

In the Doom Bible, the original design document for Doom written by Tom Hall in 1992, the first level of the game was supposed to be a spaceship hangar called "Hangar 2". It is described as fallen into disuse, and now serving as storage for used-up equipment and junk. In one of the rooms the soldiers play cards in their free time. This hangar was supposed to be carved into the wall of a canyon. Despite the name, E1M1 bears no similarity to that early level concept. The Doom v0.4 alpha version did feature an initial level based on this "Hangar 2" sketch, but it was later redesigned to become E2M7:Spawning Vats in the released game.

Although E1M1 is the first level of the game, Romero has stated that it was the last level to be created. This reflects part of his personal philosophy of level development: since it takes time to become proficient making levels for a new game engine, making the first level last ensures that new players will be greeted with a good quality level. Romero has also described E1M1 as a "classic horseshoe" design [1].

Even with its small size, E1M1 showcases the new capabilities of the Doom engine: floors of varying heights that can be reached by stairs or lifts, windows through which outdoor areas and the sky are visible, non-orthogonal walls, varying grades of lighting and environment hazards like the nukage pools.

Trivia

  • In the Doom95 launcher for Ultimate Doom, the title of this level is misspelled "Hanger". "Hanger", however, is used as a level name in TNT: Evilution.
  • The linedef by the southeast corner of the zig-zag walkway (194) does not block monsters' movement like the rest of the linedefs between the walkway and the adjacent nukage pools. As a result, monsters may walk into or out of the nukage via that specific section of the walkway. This is probably intentional; when you walk into the room directly before the exit, a tower with an imp (two imps on UV) will be lowered. If this part of the walkway was marked as monster-blocking, these imps would be stuck in the nukage, but it was left unflagged so the imps could follow behind the player and ambush them.
  • In the Sony PlayStation and Sega Saturn ports of Doom, a heavy weapon dude replaces a sergeant that was located in the central computer room, behind the structure in the middle of the room, when playing on the Ultra-Violence skill. This is the first time a Doom II monster is found in an Ultimate Doom level. A pain elemental also populates the curving passage of secret #3 on that skill level.

Sources

External links

References

  1. Double Fine (20 January 2015). ""Devs Play" S01E05 - Doom (Part 2 - Map 1 Hangar) 60fps." Youtube. Retrieved 5 January 2018.