King1

King1
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Author Jason Yasuko
Port Vanilla Doom
IWAD Doom II
Year 1997
Link Doomworld/idgames
This level occupies the map slot MAP01. For other maps which occupy this slot, see Category:MAP01.
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King1 (KING1.WAD) is a single-level PWAD for Doom II that is considered one of the all-time classic deathmatch maps.[1][2][3][4] It was released in November 1997 by Jason Yasuko together with King2 and King3 as the "King Deathmatch!" series. The latter installments did however not achieve quite the same prominence.

In 2013, King1 was one of the tournament maps at the 20th Anniversary Doom Challenge.

Contents

AnalysisEdit

Spawn pointsUnmarked
Map of King1

Map layoutEdit

Player spawnsEdit

This level contains nine spawn points:

  1. facing north-east. (thing 11)
  2. facing south. (thing 12)
  3. facing south-west. (thing 13)
  4. facing north-east. (thing 14)
  5. facing west. (thing 15)
  6. facing south-east. (thing 16)
  7. facing west. (thing 17)
  8. facing north-east. (thing 22)
  9. facing south-west. (thing 24)

Areas / screenshotsEdit

StatisticsEdit

Map dataEdit

Things 53
Vertices 306*
Linedefs 385
Sidedefs 286
Sectors 88
* The vertex count without the effect of node building is 286.

ThingsEdit

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

Multiplayer
Weapons 1-2 3 4-5
Chainsaw 1
Shotgun 2
Super shotgun 4
Chaingun 3
Rocket launcher 3
Plasma gun 2
BFG9000 1
Ammunition 1-2 3 4-5
Box of bullets 4
Box of shotgun shells 4
Box of rockets 13
Energy cell pack 1
Health & Armor 1-2 3 4-5
Medikit 3
Armor 1
Miscellaneous 1-2 3 4-5
Deathmatch start 9
Teleport landing 1

Inspiration and developmentEdit

The map design was influenced by Jason's two favorite but opposing map styles with the Danzig, Dweller and Judas23 maps on the technically structured side, and the Mancerx maps on the other more free and open side. KING1 was an attempt to create a free-flowing map supporting fast movement and option selection that allowed players to determine their own style rather than simply "playing the map." At the same time, Jason introduced a level of structure and mechanics to the map to avoid the "just circle and shoot" syndrome to which the Mancerx maps were sometimes prone. The aim was to ensure these mechanics did not impede the speed and freedom of the map, so all doors and stairs on the map are fast, including a turbo lift. While the design aimed to ensure every area of the map provided the player with options, Jason loved spawn fragging and the map reflects this. Each player is guaranteed to both execute and suffer a series of spawn frags during a typical 10 minute match.

See alsoEdit

External linksEdit

ReferencesEdit

  1. Decay (1 August 2017). Usual maps played for OS tournaments. Doomworld forums. Retrieved 4 January 2021.
  2. Ru5tK1ng (26 April 2016). Classic dueling maps. Doomworld forums. Retrieved 4 January 2021.
  3. Bloodshedder (15 April 2016). "The /newstuff Chronicles #493: 'head back to judas23_, ssl2, king1, etc.'." Doomworld. Retrieved 4 January 2021.
  4. Matty_V (25 July 2020). FOMO: canonized 1-on-1 maps . Doomworld forums. Retrieved 4 January 2021.