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{{Knee-Deep in the Dead|consolever=MAP24: Military Base (Console Doom)}}
 
{{map|slot=E1M9}}
 
{{map|slot=E1M9}}
{{Knee-Deep in the Dead}}
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'''E1M9: Military Base''' is the [[secret map]] of [[Knee-Deep in the Dead]] in [[Doom]], which can be accessed from [[E1M3: Toxin Refinery]]. It was designed by [[John Romero]] and uses the [[Doom music|music]] track "Hiding the Secrets". The [[par time]] is 2:45.
'''E1M9: Military Base''' is the secret map of [[Knee-Deep in the Dead]] in [[Doom]], which can be accessed from [[E1M3: Toxin Refinery]]. It was designed by [[John Romero]] and uses the [[Doom music|music]] track "Hiding the Secrets". The [[par time]] is 2:45.
 
  
 
Completing this level takes the player to [[E1M4: Command Control]].
 
Completing this level takes the player to [[E1M4: Command Control]].
  
 
== Walkthrough ==
 
== Walkthrough ==
 
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{{Maptabs|E1M9 walkthrough.png|E1M9 map.png|Map of Military Base|300x300px}}
[[Image:E1M9dots.png|thumb|300px|Map of E1M9]]
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{{map spots}}
: Letters in ''italics'' refer to marked spots on the map.  [[Sector]] numbers in '''boldface''' are [[secrets]] which count toward the [[Intermission screen|end-of-level tally]].
 
  
 
===Essentials===
 
===Essentials===
You begin in a short corridor; at the end of this corridor is a large courtyard ''(A)'' containing [[Imp]]s in a cage.  Go down the stairs to the west and get the [[yellow key]] behind the fence ''(B)''.  Return to the courtyard and go down the stairs to the east.  Turn right, open the yellow door, and pick up the [[red key]] ''(C)''.  Leave the room through the other yellow door, continue west through a room with a large "box" pillar surrounded by four [[Thing types#Obstacles|torches]], and go down the stairs and through the red door.  Cross to the far wall of that room and turn left; you should see a switch behind a row of [[barrel]]s ''(D)''.  Shoot the barrels from a safe distance and press the switch.  This raises the "box" pillar in the previous room to reveal the [[blue key]] ''(E)''.  Get the blue key, then return to the central courtyard and go down the stairs to the north.  Behind the blue door is the exit room; the exit switch is visible across a [[nukage]] canal, but inaccessible ''(F)''.  Jump into the canal and follow it around (in either direction) to a platform ''(G)'' with a green switch and an Imp.  When you step onto the platform, a passage will open behind you ''(H)''.  Click the switch, then enter the passage.  Follow it to a lift ''(I)'', and go through the hidden door at the top of the lift.  You will now see a wide bridge across the canal.  Cross the bridge and activate the exit switch.
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You begin in a short corridor; at the end of this corridor is a large courtyard (''A'') containing [[imp]]s in a cage.  Go down the stairs to the west and get the [[yellow key]] behind the fence (''B'').  Return to the courtyard and go down the stairs to the east.  Turn right, open the yellow door, and pick up the [[red key]] (''C'').  Leave the room through the other yellow door, continue west through a room with a large "box" pillar surrounded by four [[Thing types#Obstacles|torches]], and go down the stairs and through the red door.  Cross to the far wall of that room and turn left; you should see a switch behind a row of [[barrel]]s (''D'').  Shoot the barrels from a safe distance and press the switch.  This raises the "box" pillar in the previous room to reveal the [[blue key]] (''E'').  Get the blue key, then return to the central courtyard and go down the stairs to the north.  Behind the blue door is the exit room; the exit switch is visible across a [[Damaging floor|nukage]] canal, but inaccessible (''F'').  Jump into the canal and follow it around (in either direction) to a platform (''G'') with a green switch and an imp.  When you step onto the platform, a passage will open behind you (''H'').  Click the switch, then enter the passage.  Follow it to a lift (''I''), and go through the hidden door at the top of the lift.  You will now see a wide bridge across the canal.  Cross the bridge and activate the exit switch.
  
 
===Other points of interest===
 
===Other points of interest===
 
If you are starting this level from scratch, the [[sergeant]]s in the central courtyard (four on [[Hurt me plenty]], eight on [[Ultra-Violence]] and [[Nightmare!]]) may cause you a lot of trouble.  Stay as far away from the courtyard as possible until you kill a sergeant very close to the short corridor, then grab his [[shotgun]].  Alternatively, as soon as you have killed the [[zombie]]s emerging from the south staircase, run down that staircase and get the [[chaingun]] (see secret #1 below).
 
If you are starting this level from scratch, the [[sergeant]]s in the central courtyard (four on [[Hurt me plenty]], eight on [[Ultra-Violence]] and [[Nightmare!]]) may cause you a lot of trouble.  Stay as far away from the courtyard as possible until you kill a sergeant very close to the short corridor, then grab his [[shotgun]].  Alternatively, as soon as you have killed the [[zombie]]s emerging from the south staircase, run down that staircase and get the [[chaingun]] (see secret #1 below).
  
To the north of the yellow key room is a room containing a [[rocket launcher]] ''(J)''.  When you step onto the red star, however, a pack of [[monsters]] will begin [[teleport]]ing into the room.
+
To the north of the yellow key room is a room containing a [[rocket launcher]] (''J'').  When you step onto the red star, however, a pack of [[monster]]s will begin [[teleport]]ing into the room. On HMP and higher the player must fight a large number of demons with no reward (ammo or health) afterward, so the weapon acquisition must be weighed against the drain on the player's other resources.
  
In the room east of the central courtyard, the brightly lit area along the east wall is really a lift ''(K)''.  This brings you to an outdoor area containing three tall pillars with Imps on top, as well as a [[medikit]] and a [[green armor]].  Crossing to the [[powerup]]s will cause the pillars to lower.
+
In the room east of the central courtyard, the brightly lit area along the east wall is really a lift (''K'').  This brings you to an outdoor area containing three tall pillars with Imps on top, as well as a [[medikit]] and a [[green armor]].  Crossing to the [[Item|powerup]]s will cause the pillars to lower.
  
Taking the red key opens a trap in the southeast wall of the room ''(L)'', revealing additional monsters and [[Powerup#Health|health pickups]].  With great care, it is possible to pick up the key without triggering the trap.
+
Taking the red key opens a trap in the southeast wall of the room (''L''), revealing additional monsters and [[Item#Health|health pickups]].  With great care, it is possible to pick up the key without triggering the trap.
  
The switch that reveals the blue key also opens a second passage ''(M)'' back to the previous room (on the south wall, behind some other barrels).  It contains a medikit, a [[Box of ammo|bullet box]], and a [[Box of shells|shell box]].  The blue key is guarded by two [[Demon]]s ([[I'm too young to die]] and [[Hey, not too rough]]), or six Demons (HMP), or eight Demons (UV and NM).
+
The switch that reveals the blue key also opens a second passage (''M'') back to the previous room (on the south wall, behind some other barrels).  It contains a medikit, a [[Box of bullets|bullet box]], and a [[Box of shells|shell box]].  The blue key is guarded by two demons ([[I'm too young to die]] and [[Hey, not too rough]]), or six demons (HMP), or eight demons (UV and NM).
  
When you step onto the platform in the nukage canal, an Imp (ITYTD and HNTR), or three Imps (HMP), or four Imps (UV and NM), will be released as the new passage opens.  At the same time, a trap opens next to the exit switch ''(N)'', releasing a [[Spectre]] (ITYTD and HNTR) or three Spectres (HMP, UV, and NM); watch out for these as you re-enter the exit room, since they may cross the bridge immediately.
+
When you step onto the platform in the nukage canal, an imp (ITYTD and HNTR), or three imps (HMP), or four imps (UV and NM), will be released as the new passage opens.  At the same time, a trap opens next to the exit switch (''N''), releasing a [[spectre]] (ITYTD and HNTR) or three spectres (HMP, UV, and NM); watch out for these as you re-enter the exit room, since they may cross the bridge immediately.
  
 
===Secrets===
 
===Secrets===
# In the room east of the central courtyard, a hidden lift in the southwest corner ''(O)'' drops down into a nukage pool. In the room south of the central courtyard, a hidden lift in the northeast corner ''(P)'' drops down into the same nukage pool. You can get a chaingun and a large number of [[Box of ammo|bullets]] there. '''(sector 65)'''
+
# In the room east of the central courtyard, a hidden lift in the southwest corner (''O'') drops down into a nukage pool. In the room south of the central courtyard, a hidden lift in the northeast corner (''P'') drops down into the same nukage pool. You can get a chaingun and a large number of [[Box of bullets|bullets]] there. ('''sector 65''')
# In the exit room, there is a secret door in the center of the east wall, indicated by a different [[texture]]. Behind this door '''(sector 20)''' is a room with items atop pillars ''(Q)'', including a [[backpack]], a [[chainsaw]], and several large [[ammo]] pickups. As you reach the bottom of the staircase, a lift will drop near the far wall, allowing you to ride to the top of the tallest pillar. To collect the items, jump carefully from pillar to pillar: back up as far as you can without falling off, run toward the next pillar, then stop quickly as you land. If you make a mistake, just return to the steps to lower the lift again. It is easiest to go around the pillars counterclockwise, from highest to lowest.
+
# In the exit room, there is a secret door in the center of the east wall, indicated by a different [[texture]]. Behind this door ('''sector 20''') is a room with items atop pillars (''Q''), including a [[backpack]], a [[chainsaw]], and several large [[ammo]] pickups. As you reach the bottom of the staircase, a lift will drop near the far wall, allowing you to ride to the top of the tallest pillar. To collect the items, jump carefully from pillar to pillar: back up as far as you can without falling off, run toward the next pillar, then stop quickly as you land. If you make a mistake, just return to the steps to lower the lift again. It is easiest to go around the pillars counterclockwise, from highest to lowest.
  
 
===Bugs===
 
===Bugs===
 
The [[Flawed collision detection|blockmap bug]] sometimes occurs in the short corridor where the player starts.
 
The [[Flawed collision detection|blockmap bug]] sometimes occurs in the short corridor where the player starts.
 +
 +
There are 7 known [[Blind spots in Doom reject tables#E1M9: Military Base|anomalies]] in this level's [[REJECT|REJECT table]].
 +
 +
Entering the southern area of the yellow key room may awaken an imp (Thing 52) in the room to the south, even though there is a locked door between you. This is an instance of the [[Sleeping Sergeant of Doom II MAP02|"sleepwalking sergeant" bug]]: the imp is at (-576,-960) and one of the linedefs on the staircase is at y = -576.
 +
 +
The ceiling of the platform in the nukage canal is high enough that the switch texture tiles twice vertically. It is possible to see the bottom part of the second switch when approaching the platform from the north.
  
 
===Demo files===
 
===Demo files===
 
* [[Media:e1m9secr.lmp|No monsters, 100% secrets walkthrough]] ([[:Image:e1m9secr.lmp|file info]])
 
* [[Media:e1m9secr.lmp|No monsters, 100% secrets walkthrough]] ([[:Image:e1m9secr.lmp|file info]])
* [[Media:e1m9wk1a.lmp|100% kills, items, and secrets on ITYTD]] ([[:Image:e1m9wk1a.lmp|file info]])
+
* [[Media:e1m9wik1.lmp|100% kills, items, and secrets on ITYTD]] ([[:Image:e1m9wik1.lmp|file info]])
* [[Media:e1m9wk2a.lmp|100% kills, items, and secrets on HNTR]] ([[:Image:e1m9wk2a.lmp|file info]])
+
* [[Media:e1m9wik2.lmp|100% kills, items, and secrets on HNTR]] ([[:Image:e1m9wik2.lmp|file info]])
* [[Media:e1m9wk3a.lmp|100% kills, items, and secrets on HMP]] ([[:Image:e1m9wk3a.lmp|file info]])
+
* [[Media:e1m9wik3.lmp|100% kills, items, and secrets on HMP]] ([[:Image:e1m9wik3.lmp|file info]])
* [[Media:e1m9wk4a.lmp|100% kills, items, and secrets on UV]] ([[:Image:e1m9wk4a.lmp|file info]])
+
* [[Media:e1m9wik4.lmp|100% kills, items, and secrets on UV]] ([[:Image:e1m9wik4.lmp|file info]])
  
 
== Areas / screenshots ==
 
== Areas / screenshots ==
 
+
<gallery mode=nolines widths=160px>
<gallery>
+
E1M9_start.png|The central courtyard
Image:E1M9_start.png|The central courtyard
+
E1M9_yellow_key.png|Approaching the yellow key
Image:E1M9_yellow_key.png|Approaching the yellow key
+
E1M9_crowd.png|The red key trap
Image:E1M9_crowd.png|The red key trap
+
E1M9_blue_key_box.png|Box-shaped pillar
Image:E1M9_blue_key_box.png|Box-shaped pillar
+
E1M9_blue_key.png|Box-shaped pillar after opening
Image:E1M9_blue_key.png|Box-shaped pillar after opening
+
E1M9_exit_1.png|The exit switch
Image:E1M9_exit_1.png|The exit switch
+
E1M9_canal_platform.png|Platform in the nukage canal
Image:E1M9_canal_platform.png|Platform in the nukage canal
+
E1M9_exit_2.png|The exit switch, now accessible
Image:E1M9_exit_2.png|The exit switch, now accessible
+
E1M9_rocket_launcher.png|Rocket launcher room
Image:E1M9_rocket_launcher.png|Rocket launcher room
+
E1M9_green_armor.png|Hidden room with imps on pillars
Image:E1M9_green_armor.png|Hidden room with Imps on pillars
+
E1M9_south_passage.png|The second passage to the blue key
Image:E1M9_south_passage.png|The second passage to the blue key
+
E1M9_island.png|The chaingun pool (secret #1)
Image:E1M9_island.png|The chaingun pool (secret #1)
+
E1M9_pillars.png|Can you jump from pillar to pillar? (secret #2)
Image:E1M9_pillars.png|Can you jump from pillar to pillar? (secret #2)
 
 
</gallery>
 
</gallery>
  
Line 61: Line 65:
  
 
===Routes and tricks===
 
===Routes and tricks===
The shortest route through this map is to enter and leave the [[red key]] room through the west door.  Some luck is required to survive a straight speedrun: the group of [[sergeant]]s in the red key room often inflicts a large amount of [[damage]], and the [[Demon]]s guarding the [[blue key]] can easily surround you (especially if you kill only one or two with [[Barrel|barrel frags]]).
+
The shortest route through this map is to enter and leave the [[red key]] room through the west door.  Some luck is required to survive a straight speedrun: the group of [[sergeant]]s in the red key room often inflicts a large amount of [[damage]], and the [[demon]]s guarding the [[blue key]] can easily surround you (especially if you kill only one or two with [[Barrel|barrel frags]]).
  
The switch that reveals the blue key can sometimes be pressed without destroying the barrels.
+
The switch that reveals the blue key can be pressed without destroying the barrels.
  
It is possible to jump over the [[nukage]] canal in the exit room by [[straferun]]ning.
+
It is possible to jump over the [[Damaging floor|nukage]] canal in the exit room by [[straferun]]ning. This trick was invented by [[Uwe Girlich]]. {{competnftp|doom/max/e1m9-042.zip}}
  
When playing on NM, most players make a detour either to the [[chaingun]] or the [[rocket launcher]], in order to clear paths through crowds more quickly.  The second method is more dangerous, since it releases fifteen extra [[monsters]], but faster, since the rocket launcher is so powerful. {{competnftp|doom/nmare/n1m9-050.zip}}
+
When playing on NM, most players make a detour either to the [[chaingun]] or the [[rocket launcher]], in order to clear paths through crowds more quickly.  The second method is more dangerous, since it releases fifteen extra [[monster]]s, but faster, since the rocket launcher is so powerful. {{competnftp|doom/nmare/n1m9-050.zip}}
  
 
For styles requiring [[Intermission screen|100% kills]], the most efficient approach is to ignore the monsters in the central courtyard, then run in and out of the rocket launcher room after getting the [[yellow key]].  By the time you clear the red key room, most of these monsters will have collected at the foot of the staircase to your west.  (Because of the open layout of the level, however, this may backfire as monsters wander up to the central courtyard and enter other rooms.)  [[Anders Johnsen]] credits [[Yonatan Donner]] with inventing this route. {{competnftp|doom/max/e1m9-248.zip}} {{competnftp|doom/tyson/t1m9-531.zip}}
 
For styles requiring [[Intermission screen|100% kills]], the most efficient approach is to ignore the monsters in the central courtyard, then run in and out of the rocket launcher room after getting the [[yellow key]].  By the time you clear the red key room, most of these monsters will have collected at the foot of the staircase to your west.  (Because of the open layout of the level, however, this may backfire as monsters wander up to the central courtyard and enter other rooms.)  [[Anders Johnsen]] credits [[Yonatan Donner]] with inventing this route. {{competnftp|doom/max/e1m9-248.zip}} {{competnftp|doom/tyson/t1m9-531.zip}}
  
A small amount of time can sometimes be saved in the exit room by not killing anyone until the bridge is raised.  With luck, the Spectres will gather near you as you emerge from the lift, and some will be damaged by the [[Imp]]s and sergeants (and therefore not attack you right away).
+
A small amount of time can sometimes be saved in the exit room by not killing anyone until the bridge is raised.  With luck, the spectres will gather near you as you emerge from the lift, and some will be damaged by the [[imp]]s and sergeants (and therefore not attack you right away).
  
In [[NM100S]], the fastest way to reach [[secret]] #2 is to jump across the nukage canal, shoot the deaf [[Spectre]]s with [[rocket]]s, then jump back across the canal to the secret door.  If you are out of rockets, you can instead run through the secret door immediately, so that only one Spectre approaches you at a time.  For an episode run, the extra rockets in secret #2 and the extra bullets in secret #1 are both good investments. {{competnftp|doom/movie/e1ns1506.zip}}
+
In [[NM100S]], the fastest way to reach [[secret]] #2 is to jump across the nukage canal, shoot the deaf [[spectre]]s with [[rocket]]s, then jump back across the canal to the secret door.  If you are out of rockets, you can instead run through the secret door immediately, so that only one spectre approaches you at a time.  For an episode run, the extra rockets in secret #2 and the extra bullets in secret #1 are both good investments. {{competnftp|doom/movie/e1ns1506.zip}}
  
A small amount of time can be saved in [[UV -fast]] mode by approaching the blue key through the south passage, then firing into the room ''between'' the barrels.  [[Zombie]]s will often enter from the central courtyard and start [[Monster infighting|infighting]] with the Demons.  (This is dangerous, since a stray pellet may cause the barrels to explode.)  In episode runs, secret #2 is sometimes entered fully in order to restock on rockets.
+
A small amount of time can be saved in [[UV -fast]] mode by approaching the blue key through the south passage, then firing into the room ''between'' the barrels.  [[Zombie]]s will often enter from the central courtyard and start [[Monster infighting|infighting]] with the demons.  (This is dangerous, since a stray pellet may cause the barrels to explode.)  In episode runs, secret #2 is sometimes entered fully in order to restock on rockets.
  
Due to the number of Demons and Spectres on this level, [[UV Tyson]] runs are fastest when the [[chainsaw]] is obtained quickly (clearing only the red key room and the room with the blue key switch).  The [[green armor]] is important for surviving all the way to secret #2.
+
Due to the number of demons and spectres on this level, [[UV Tyson]] runs are fastest when the [[chainsaw]] is obtained quickly (clearing only the red key room and the room with the blue key switch).  The [[green armor]] is important for surviving all the way to secret #2.
  
 
===Current records===
 
===Current records===
Line 86: Line 90:
 
|[[UV speed]]||00:29||[[Vincent Catalaá]]||1999-10-30||{{competnftp|doom/speed/e1m9-029.zip|e1m9-029.zip}}||  
 
|[[UV speed]]||00:29||[[Vincent Catalaá]]||1999-10-30||{{competnftp|doom/speed/e1m9-029.zip|e1m9-029.zip}}||  
 
|-
 
|-
|[[NM speed]]||00:46||[[Drew "stx-Vile" DeVore]]||2001-11-16||{{competnftp|doom/nmare/n1m9-046.zip|n1m9-046.zip}}||  
+
|[[NM speed]]||00:46||[[Drew DeVore (stx-Vile)]]||2001-11-16||{{competnftp|doom/nmare/n1m9-046.zip|n1m9-046.zip}}||  
 
|-
 
|-
|[[UV max]]||02:16||[[Drew "stx-Vile" DeVore]]||2002-07-30||{{competnftp|doom/max/e1m9-216.zip|e1m9-216.zip}}||  
+
|[[UV max]]||02:15||[[Drew DeVore (stx-Vile)]]||2012-01-24||{{competnftp|doom/max/e1m9-215.zip|e1m9-215.zip}}||  
 
|-
 
|-
|[[NM100S]]||01:02||[[Drew "stx-Vile" DeVore]]||2002-05-12||{{competnftp|doom/nm100s/n1s9-102.zip|n1s9-102.zip}}||  
+
|[[NM100S]]||01:02||[[Drew DeVore (stx-Vile)]]||2002-05-12||{{competnftp|doom/nm100s/n1s9-102.zip|n1s9-102.zip}}||  
 
|-
 
|-
|[[UV -fast]]||02:54||[[Anders Johnsen]]||2000-03-07||{{competnftp|doom/fast/f1m9-254.zip|f1m9-254.zip}}||  
+
|[[UV -fast]]||02:54||[[Anders Johnsen]]||2000-03-07||{{competnftp|doom/fast/f1m9-254.zip|f1m9-254.zip}}||
 
|-
 
|-
|[[UV -respawn]]||02:15||[[Radek Pecka]]||2000-08-27||{{competnftp|doom/respawn/r1m9-215.zip|r1m9-215.zip}}||  
+
|[[UV -respawn]]||02:07||[[Mate Crnčević (Relic)]]||2013-08-17||{{competnftp|doom/respawn/r1m9-207.zip|r1m9-207.zip}}||  
 
|-
 
|-
 
|[[UV Tyson]]||04:36||[[Radek Pecka]]||2002-11-20||{{competnftp|doom/tyson/t1m9-436.zip|t1m9-436.zip}}||  
 
|[[UV Tyson]]||04:36||[[Radek Pecka]]||2002-11-20||{{competnftp|doom/tyson/t1m9-436.zip|t1m9-436.zip}}||  
 
|-
 
|-
|[[UV pacifist]]||00:33||[[Selim "Bastard" Benabdelkhalek]]||2004-02-04||{{competnftp|doom/pacifist/p1m9-033.zip|p1m9-033.zip}}||  
+
|[[UV pacifist]]||00:33||[[Selim Benabdelkhalek (Bastard)]]||2004-02-04||{{competnftp|doom/pacifist/p1m9-033.zip|p1m9-033.zip}}||  
 
|}
 
|}
 +
 +
''The data was last verified in its entirety on December 2, 2014.''
  
 
== Deathmatch ==
 
== Deathmatch ==
 +
 +
===Player spawns===
 +
This level contains ten spawn points:
 +
# facing west. ('''thing 117''')
 +
# facing north. ('''thing 228''')
 +
# facing east. ('''thing 229''')
 +
# facing north-west. ('''thing 230''')
 +
# facing north-east. ('''thing 231''')
 +
# facing south. ('''thing 232''')
 +
# facing south. ('''thing 233''')
 +
# facing west. ('''thing 234''')
 +
# facing east. ('''thing 235''')
 +
# facing east. ('''thing 236''')
  
 
== Statistics ==
 
== Statistics ==
 +
===Map data===
 +
{{mapdata|
 +
  things=237|
 +
  vertexes=581|
 +
  linedefs=653|
 +
  sidedefs=902|
 +
  sectors=147|
 +
  vertexbefore=509}}
 +
 +
===Things===
 +
This level contains the following numbers of [[thing]]s per [[Skill level#Doom and Doom II skill levels|skill level]]:
  
===Map data===
+
{{col-begin}}
{| {{prettytable}}
+
{{col-break|width=33%}}
|[[Thing]]s||237
+
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Single-player
 +
|-
 +
![[Monster|Monsters]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Zombieman]]||colspan="3"|5
 +
|-
 +
|style="text-align: left;"|[[Shotgun guy]]||3||21||29
 +
|-
 +
|style="text-align: left;"|[[Imp]]||21||30||40
 +
|-
 +
|style="text-align: left;"|[[Demon]]||2||11||15
 +
|-
 +
|style="text-align: left;"|[[Spectre]]||2||5||14
 +
|-
 +
![[Weapon|Weapons]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Chainsaw]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Shotgun]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Chaingun]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Rocket launcher]]||colspan="3"|1
 +
|-
 +
![[Ammo|Ammunition]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Clip]]||colspan="3"|4
 +
|-
 +
|style="text-align: left;"|[[Box of bullets]]||colspan="3"|6
 +
|-
 +
|style="text-align: left;"|[[4 shotgun shells]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Box of shotgun shells]]||colspan="3"|2
 +
|-
 +
|style="text-align: left;"|[[Box of rockets]]||colspan="3"|2
 +
|-
 +
![[Item#Doom games|Health & Armor]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Stimpack]]||colspan="3"|6
 +
|-
 +
|style="text-align: left;"|[[Medikit]]||colspan="3"|6
 +
|-
 +
|style="text-align: left;"|[[Armor]]||colspan="3"|1
 +
|-
 +
!Items!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Armor bonus]]||colspan="3"|27
 +
|-
 +
|style="text-align: left;"|[[Health bonus]]||colspan="3"|16
 +
|-
 +
|style="text-align: left;"|[[Backpack]]||colspan="3"|1
 +
|-
 +
![[Key|Keys]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|Blue keycard||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|Red keycard||colspan="3"|1
 
|-
 
|-
|[[Vertex]]es||581
+
|style="text-align: left;"|Yellow keycard||colspan="3"|1
 
|-
 
|-
|[[Linedef]]s||653
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
|[[Sidedef]]s||902
+
|style="text-align: left;"|[[Barrel|Exploding barrel]]||colspan="3"|20
 
|-
 
|-
|[[Sector]]s||147
+
|style="text-align: left;"|[[Teleporter|Teleport landing]]||colspan="3"|1
 
|}
 
|}
 
+
{{col-break}}
===Things===
+
{| {{prettytable|style=text-align: center;}}
{| {{prettytable}}
+
!colspan="4"|Multiplayer
![[Monsters]]||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
+
|-
 +
!Monsters!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|Zombieman||colspan="3"|5
 +
|-
 +
|style="text-align: left;"|Shotgun guy||3||21||29
 +
|-
 +
|style="text-align: left;"|Imp||21||30||40
 +
|-
 +
|style="text-align: left;"|Demon||2||11||15
 +
|-
 +
|style="text-align: left;"|Spectre||2||5||14
 +
|-
 +
!Weapons!!1-2!!3!!4-5
 
|-
 
|-
|[[Demon]]s||2||11||15
+
|style="text-align: left;"|Chainsaw||colspan="3"|1
 
|-
 
|-
|[[Imp]]s||21||30||40
+
|style="text-align: left;"|Shotgun||colspan="3"|1
 
|-
 
|-
|[[Sergeant]]s||3||21||29
+
|style="text-align: left;"|Chaingun||colspan="3"|1
 
|-
 
|-
|[[Spectre]]s||2||5||14
+
|style="text-align: left;"|Rocket launcher||colspan="3"|1
 
|-
 
|-
|[[Trooper]]s||5||5||5
+
!Ammunition!!1-2!!3!!4-5
 
|-
 
|-
![[Powerup]]s||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Clip||colspan="3"|4
 
|-
 
|-
|[[Armor bonus]]es||27||27||27
+
|style="text-align: left;"|Box of bullets||colspan="3"|6
 
|-
 
|-
|[[Backpack]]s||1||1||1
+
|style="text-align: left;"|4 shotgun shells||colspan="3"|1
 
|-
 
|-
|[[Green armor]]s||1||1||1
+
|style="text-align: left;"|Box of shotgun shells||colspan="3"|2
 
|-
 
|-
|[[Health bonus]]es||16||16||16
+
|style="text-align: left;"|Box of rockets||colspan="3"|2
 
|-
 
|-
|[[Medikit]]s||6||6||6
+
!Health & Armor!!1-2!!3!!4-5
 
|-
 
|-
|[[Stimpack]]s||6||6||6
+
|style="text-align: left;"|Stimpack||colspan="3"|6
 
|-
 
|-
![[Weapons]]||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Medikit||colspan="3"|6
 
|-
 
|-
|[[Chainsaw]]s||1||1||1
+
|style="text-align: left;"|Armor||colspan="3"|1
 
|-
 
|-
|[[Shotgun]]s||1||1||1
+
!Items!!1-2!!3!!4-5
 
|-
 
|-
|[[Chaingun]]s||1||1||1
+
|style="text-align: left;"|Armor bonus||colspan="3"|27
 
|-
 
|-
|[[Rocket launcher]]s||1||1||1
+
|style="text-align: left;"|Health bonus||colspan="3"|16
 
|-
 
|-
![[Ammunition]]||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Backpack||colspan="3"|1
 
|-
 
|-
|[[Ammo clip]]s||4||4||4
+
|style="text-align: left;"|[[Partial invisibility]]||colspan="3"|1
 
|-
 
|-
|[[Box of ammo|Bullet boxes]]||6||6||6
+
!Keys!!1-2!!3!!4-5
 
|-
 
|-
|[[Shells]]||1||1||1
+
|style="text-align: left;"|Blue keycard||colspan="3"|1
 
|-
 
|-
|[[Box of shells|Shell boxes]]||2||2||2
+
|style="text-align: left;"|Red keycard||colspan="3"|1
 
|-
 
|-
|[[Box of rockets|Rocket boxes]]||2||2||2
+
|style="text-align: left;"|Yellow keycard||colspan="3"|1
 
|-
 
|-
![[Keys]]||ITYTD and HNTR||HMP||UV and NM
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
|Blue cards||1||1||1
+
|style="text-align: left;"|[[Multiplayer#Cooperative|Cooperative start]]||colspan="3"|4
 
|-
 
|-
|Red cards||1||1||1
+
|style="text-align: left;"|[[Deathmatch start]]||colspan="3"|10
 
|-
 
|-
|Yellow cards||1||1||1
+
|style="text-align: left;"|Exploding barrel||colspan="3"|20
 
|-
 
|-
 +
|style="text-align: left;"|Teleport landing||colspan="3"|1
 
|}
 
|}
 +
{{col-end}}
  
== Inspiration and development ==
+
==Trivia==
 +
{{French level name|Base militaire}}
  
 
== External links ==
 
== External links ==
 +
* {{competnmap|1|120|E1M9}}
 +
* {{dsda|id=947|mapid=119|title=E1M9 demos}}
 +
* [http://ian-albert.com/games/doom_maps/ Top-down perspective view of all Doom levels] by Ian Albert
  
* [http://www.doom2.net/~compet-n/database/cn.cgi?map:udoom:19 E1M9 demos from the Compet-N database]
+
[[Category:John Romero levels]]
 
+
[[Category:Levels with extra equipment in co-op]]
 
[[Category:Secret levels]]
 
[[Category:Secret levels]]
[[Category:John Romero levels]]
 
[[Category:Levels by name|Military Base (Doom)]]
 

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 E1M9. For other maps which occupy this slot, see Category:E1M9.

E1M9: Military Base is the secret map of Knee-Deep in the Dead in Doom, which can be accessed from E1M3: Toxin Refinery. It was designed by John Romero and uses the music track "Hiding the Secrets". The par time is 2:45.

Completing this level takes the player to E1M4: Command Control.

Walkthrough

WalkthroughUnmarked
Map of Military Base
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

You begin in a short corridor; at the end of this corridor is a large courtyard (A) containing imps in a cage. Go down the stairs to the west and get the yellow key behind the fence (B). Return to the courtyard and go down the stairs to the east. Turn right, open the yellow door, and pick up the red key (C). Leave the room through the other yellow door, continue west through a room with a large "box" pillar surrounded by four torches, and go down the stairs and through the red door. Cross to the far wall of that room and turn left; you should see a switch behind a row of barrels (D). Shoot the barrels from a safe distance and press the switch. This raises the "box" pillar in the previous room to reveal the blue key (E). Get the blue key, then return to the central courtyard and go down the stairs to the north. Behind the blue door is the exit room; the exit switch is visible across a nukage canal, but inaccessible (F). Jump into the canal and follow it around (in either direction) to a platform (G) with a green switch and an imp. When you step onto the platform, a passage will open behind you (H). Click the switch, then enter the passage. Follow it to a lift (I), and go through the hidden door at the top of the lift. You will now see a wide bridge across the canal. Cross the bridge and activate the exit switch.

Other points of interest

If you are starting this level from scratch, the sergeants in the central courtyard (four on Hurt me plenty, eight on Ultra-Violence and Nightmare!) may cause you a lot of trouble. Stay as far away from the courtyard as possible until you kill a sergeant very close to the short corridor, then grab his shotgun. Alternatively, as soon as you have killed the zombies emerging from the south staircase, run down that staircase and get the chaingun (see secret #1 below).

To the north of the yellow key room is a room containing a rocket launcher (J). When you step onto the red star, however, a pack of monsters will begin teleporting into the room. On HMP and higher the player must fight a large number of demons with no reward (ammo or health) afterward, so the weapon acquisition must be weighed against the drain on the player's other resources.

In the room east of the central courtyard, the brightly lit area along the east wall is really a lift (K). This brings you to an outdoor area containing three tall pillars with Imps on top, as well as a medikit and a green armor. Crossing to the powerups will cause the pillars to lower.

Taking the red key opens a trap in the southeast wall of the room (L), revealing additional monsters and health pickups. With great care, it is possible to pick up the key without triggering the trap.

The switch that reveals the blue key also opens a second passage (M) back to the previous room (on the south wall, behind some other barrels). It contains a medikit, a bullet box, and a shell box. The blue key is guarded by two demons (I'm too young to die and Hey, not too rough), or six demons (HMP), or eight demons (UV and NM).

When you step onto the platform in the nukage canal, an imp (ITYTD and HNTR), or three imps (HMP), or four imps (UV and NM), will be released as the new passage opens. At the same time, a trap opens next to the exit switch (N), releasing a spectre (ITYTD and HNTR) or three spectres (HMP, UV, and NM); watch out for these as you re-enter the exit room, since they may cross the bridge immediately.

Secrets

  1. In the room east of the central courtyard, a hidden lift in the southwest corner (O) drops down into a nukage pool. In the room south of the central courtyard, a hidden lift in the northeast corner (P) drops down into the same nukage pool. You can get a chaingun and a large number of bullets there. (sector 65)
  2. In the exit room, there is a secret door in the center of the east wall, indicated by a different texture. Behind this door (sector 20) is a room with items atop pillars (Q), including a backpack, a chainsaw, and several large ammo pickups. As you reach the bottom of the staircase, a lift will drop near the far wall, allowing you to ride to the top of the tallest pillar. To collect the items, jump carefully from pillar to pillar: back up as far as you can without falling off, run toward the next pillar, then stop quickly as you land. If you make a mistake, just return to the steps to lower the lift again. It is easiest to go around the pillars counterclockwise, from highest to lowest.

Bugs

The blockmap bug sometimes occurs in the short corridor where the player starts.

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

Entering the southern area of the yellow key room may awaken an imp (Thing 52) in the room to the south, even though there is a locked door between you. This is an instance of the "sleepwalking sergeant" bug: the imp is at (-576,-960) and one of the linedefs on the staircase is at y = -576.

The ceiling of the platform in the nukage canal is high enough that the switch texture tiles twice vertically. It is possible to see the bottom part of the second switch when approaching the platform from the north.

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

The shortest route through this map is to enter and leave the red key room through the west door. Some luck is required to survive a straight speedrun: the group of sergeants in the red key room often inflicts a large amount of damage, and the demons guarding the blue key can easily surround you (especially if you kill only one or two with barrel frags).

The switch that reveals the blue key can be pressed without destroying the barrels.

It is possible to jump over the nukage canal in the exit room by straferunning. This trick was invented by Uwe Girlich. [1]

When playing on NM, most players make a detour either to the chaingun or the rocket launcher, in order to clear paths through crowds more quickly. The second method is more dangerous, since it releases fifteen extra monsters, but faster, since the rocket launcher is so powerful. [2]

For styles requiring 100% kills, the most efficient approach is to ignore the monsters in the central courtyard, then run in and out of the rocket launcher room after getting the yellow key. By the time you clear the red key room, most of these monsters will have collected at the foot of the staircase to your west. (Because of the open layout of the level, however, this may backfire as monsters wander up to the central courtyard and enter other rooms.) Anders Johnsen credits Yonatan Donner with inventing this route. [3] [4]

A small amount of time can sometimes be saved in the exit room by not killing anyone until the bridge is raised. With luck, the spectres will gather near you as you emerge from the lift, and some will be damaged by the imps and sergeants (and therefore not attack you right away).

In NM100S, the fastest way to reach secret #2 is to jump across the nukage canal, shoot the deaf spectres with rockets, then jump back across the canal to the secret door. If you are out of rockets, you can instead run through the secret door immediately, so that only one spectre approaches you at a time. For an episode run, the extra rockets in secret #2 and the extra bullets in secret #1 are both good investments. [5]

A small amount of time can be saved in UV -fast mode by approaching the blue key through the south passage, then firing into the room between the barrels. Zombies will often enter from the central courtyard and start infighting with the demons. (This is dangerous, since a stray pellet may cause the barrels to explode.) In episode runs, secret #2 is sometimes entered fully in order to restock on rockets.

Due to the number of demons and spectres on this level, UV Tyson runs are fastest when the chainsaw is obtained quickly (clearing only the red key room and the room with the blue key switch). The green armor is important for surviving all the way to secret #2.

Current records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:29 Vincent Catalaá 1999-10-30 e1m9-029.zip
NM speed 00:46 Drew DeVore (stx-Vile) 2001-11-16 n1m9-046.zip
UV max 02:15 Drew DeVore (stx-Vile) 2012-01-24 e1m9-215.zip
NM100S 01:02 Drew DeVore (stx-Vile) 2002-05-12 n1s9-102.zip
UV -fast 02:54 Anders Johnsen 2000-03-07 f1m9-254.zip
UV -respawn 02:07 Mate Crnčević (Relic) 2013-08-17 r1m9-207.zip
UV Tyson 04:36 Radek Pecka 2002-11-20 t1m9-436.zip
UV pacifist 00:33 Selim Benabdelkhalek (Bastard) 2004-02-04 p1m9-033.zip

The data was last verified in its entirety on December 2, 2014.

Deathmatch

Player spawns

This level contains ten spawn points:

  1. facing west. (thing 117)
  2. facing north. (thing 228)
  3. facing east. (thing 229)
  4. facing north-west. (thing 230)
  5. facing north-east. (thing 231)
  6. facing south. (thing 232)
  7. facing south. (thing 233)
  8. facing west. (thing 234)
  9. facing east. (thing 235)
  10. facing east. (thing 236)

Statistics

Map data

Things 237
Vertices 581*
Linedefs 653
Sidedefs 902
Sectors 147
* The vertex count without the effect of node building is 509.

Things

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

Trivia

The official French name of this level is Base militaire.

External links