Difference between revisions of "MAP01: Entryway (Doom II)"

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[[Image:MAP01.png|thumb|The initial view of Entryway]] {{Doom II 1-10}}
+
{{Doom II 1-11|consolever=MAP31: Entryway (PlayStation Doom)|platform=psx}}
 
{{map|slot=MAP01}}
 
{{map|slot=MAP01}}
 
'''MAP01: Entryway''' is the first map of [[Doom II]]. It was designed by [[Sandy Petersen]] and uses the [[Doom II music|music]] track "Running From Evil".
 
'''MAP01: Entryway''' is the first map of [[Doom II]]. It was designed by [[Sandy Petersen]] and uses the [[Doom II music|music]] track "Running From Evil".
  
==Strategy==
+
In the [[PlayStation]] and [[Sega Saturn]] joint port of [[Doom]] and Doom II, Entryway is MAP31, and is the port's first Doom II level.
[[Image:MAP01 map.png|thumb|300px|Map of MAP01]]
+
 
===Walkthrough===
+
== Walkthrough ==
At the beginning, turn around to find a [[chainsaw]]. Go back and jump down from the ledge. Go through the white corridor and turn right into a corridor. Go through it and enter the door near the [[imp]] cage. Flip the switch.
+
[[File:MAP01 map.png|thumb|300x300px|Map of Entryway]]
 +
{{map spots}}
 +
 
 +
===Essentials===
 +
Jump down from the ledge.  Enter the corridor in front of you, head east at the first bend and go south at the next.  Enter the door in the northeast corner of the next room and flip the switch.
 +
 
 +
===Other points of interest===
 +
At the very start of the map, before dropping down to the floor, head southwest to access a partially open-air area and get a [[chainsaw]].
 +
 
 +
In the northeast of the winding corridor, there is a room containing eight [[health bonus]]es.
  
 
===Secrets===
 
===Secrets===
# In the blue room, flip both switches. Not only will you be able to collect the [[clip]]s, a compartment containing a suit of [[green armor]] and two [[stimpack]]s will open.  
+
# In the northern blue room, flip the eastern switch. A compartment will open in the northeast corner of the room, containing a suit of [[armor]] and two [[stimpack]]s. ('''[[sector]] 41''') Toggling the opposite switch will cause both switches to sink into the ground, allowing the [[zombieman|zombiemen]]'s [[clip]]s to be acquired.  If you do this first, you can still open the secret by [[Linedefs can be activated regardless of player's Z position|pressing the use key where the eastern switch was formerly located]].
# In the large room at the end, open the back wall of the lift and flip the switch to open a door leading outside.  
+
# In the large room at the end, toggle the switch on the western wall to activate an elevator.  At the top, open the back wall of the elevator to reveal another switch. ('''sector 8''') Flip it to open a door in the southeast leading outside.
# Jump off onto the square platform below. A compartment containing a [[rocket launcher]] will open behind the [[health bonus]]es room out in the hallway.
+
# From secret #2, jump east across the square platform below. A compartment containing a [[rocket launcher]] will open behind the health bonuses out in the hallway. ('''sector 57''') You do not have to jump onto the platform; all that is required is that you jump over the platform's western side. ([[linedef]] 242)
# Go outside, where you will find a [[shotgun]] and [[shells]].  
+
# After activating the switch in secret #2, head outside through the door that opened in the southeast. To the west is a [[shotgun]] and [[4 shotgun shells]]. ('''sector 17''')
# In the big room, between the [[imp]] cage and the door leading outside, is a secret compartment containing a [[stimpack]].
+
# In the big room, one side of the eastern wall is perfectly straight.  At the northern end of the wall is a cage containing an imp.  Open the other end of the wall to find a [[stimpack]]. ('''sector 28''') On [[Skill level|Hurt Me Plenty]] or higher, two imps will exit the secret if you fire your weapon inside the room or at the end of the corridor that leads into it.
 +
 
 +
===Bugs===
 +
The door of secret #5 (sector 29) has FLOOR5_3 as its floor [[flat]] instead of the adjacent RROCK09.
 +
 
 +
== Areas / screenshots ==
 +
<gallery mode=nolines widths=160px>
 +
MAP01.png|The initial view of Entryway.  In the distance, two [[zombieman|zombiemen]] stand with their backs facing the [[player]].
 +
</gallery>
  
==Speedrunning==
+
== Speedrunning ==
  
 
===Routes and tricks===
 
===Routes and tricks===
  
 
===Records===
 
===Records===
 
 
The [[Compet-N]] records for the map are:
 
The [[Compet-N]] records for the map are:
 
{| {{prettytable}}
 
{| {{prettytable}}
 
!Run||Time||Player||Date||File||Notes
 
!Run||Time||Player||Date||File||Notes
 
|-
 
|-
|[[UV speed]]||00:05||[[Thomas "Panter" Pilger]]||1998-03-30||{{competnftp|doom2/speed/lv01-005.zip|lv01-005.zip}}||
+
|[[UV speed]]||00:05||[[Thomas Pilger (Panter)]]||1998-03-30||{{competnftp|doom2/speed/lv01-005.zip|lv01-005.zip}}||
 
|-
 
|-
|[[NM speed]]||00:05||[[Thomas "Panter" Pilger]]||1998-09-27||{{competnftp|doom2/nmare/nm01-005.zip|nm01-005.zip}}||
+
|[[NM speed]]||00:05||[[Thomas Pilger (Panter)]]||1998-09-27||{{competnftp|doom2/nmare/nm01-005.zip|nm01-005.zip}}||
 
|-
 
|-
|[[UV max]]||00:41||[[Adam Hegyi]]||2000-09-18||{{competnftp|doom2/max/lv01-041.zip|lv01-041.zip}}||
+
|[[UV max]]||00:39||[[Jim Leonard (Xit Vono)]]||2006-03-14||{{competnftp|doom2/max/lv01-039.zip|lv01-039.zip}}||
 
|-
 
|-
 
|[[NM100S]]||00:31||[[Adam Hegyi]]||1999-07-21||{{competnftp|doom2/nm100s/ns01-031.zip|ns01-031.zip}}||
 
|[[NM100S]]||00:31||[[Adam Hegyi]]||1999-07-21||{{competnftp|doom2/nm100s/ns01-031.zip|ns01-031.zip}}||
 
|-
 
|-
|[[UV -fast]]||00:45||[[Jakub "method_man" Razak]]||2003-12-06||{{competnftp|doom2/fast/fa01-045.zip|fa01-045.zip}}||
+
|[[UV -fast]]||00:40||[[Jim Leonard (Xit Vono)]]||2006-06-07||{{competnftp|doom2/fast/fa01-040.zip|fa01-040.zip}}||
 
|-
 
|-
|[[UV -respawn]]||00:45||[[Adam Hegyi]]||2000-08-18||{{competnftp|doom2/respawn/re01-045.zip|re01-045.zip}}||
+
|[[UV -respawn]]||00:41||[[Jim Leonard (Xit Vono)]]||2006-03-01||{{competnftp|doom2/respawn/re01-041.zip|re01-041.zip}}||
 
|-
 
|-
|[[UV Tyson]]||00:42||[[Radek Pecka]]||2003-12-21||{{competnftp|doom2/tyson/ty01-042.zip|ty01-042.zip}}||
+
|[[UV Tyson]]||00:41||[[Jim Leonard (Xit Vono)]]||2006-06-02||{{competnftp|doom2/tyson/ty01-041.zip|ty01-041.zip}}||
 
|-
 
|-
|[[UV pacifist]]||00:05||[[Thomas "Panter" Pilger]]||1998-03-30||{{competnftp|doom2/speed/lv01-005.zip|lv01-005.zip}}||
+
|[[UV pacifist]]||00:05||[[Thomas Pilger (Panter)]]||1998-10-03||{{competnftp|doom2/pacifist/pa01-005.zip|pa01-005.zip}}||
 
|}
 
|}
 +
''The data was last verified in its entirety on October 18, 2012.''
  
==Deathmatch==
+
== Deathmatch ==
 +
* The behind-the-start bonus also contains a [[super shotgun]], a [[rocket launcher]] and a [[BFG9000]].
 +
* Another BFG is located to the left of the west pillar at the starting area.
 +
* A [[chaingun]] is added in the main corridor.
 +
* A super shotgun is found in the blue-floored room.
 +
* The rocket launcher in secret #3 has a nearby ammo pack.
 +
* The [[plasma gun]] is found in the large room at the end of the level, on the platform you must jump across to open secret #3.  Outside of some [[source port]]s, it is possible to [[grab|acquire it without using the elevator]] by [[straferunning]] into it from the side.
  
==Statistics==
+
== Statistics ==
 
===Map data===
 
===Map data===
{| {{prettytable}}
+
{{mapdata|
|[[Things]]||69
+
  things=69|
 +
  vertexes=383|
 +
  linedefs=370|
 +
  sidedefs=529|
 +
  sectors=59|
 +
  vertexbefore=316}}
 +
 
 +
===Things===
 +
This level contains the following numbers of [[thing]]s per [[Skill level#Doom and Doom II skill levels|skill level]]:
 +
 
 +
{{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]]||8||12||10
 +
|-
 +
|style="text-align: left;"|[[Imp]]||1||7||17
 +
|-
 +
![[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;"|[[Rocket launcher]]||colspan="3"|1
 +
|-
 +
![[Ammo|Ammunition]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Clip]]||colspan="3"|2
 +
|-
 +
|style="text-align: left;"|[[4 shotgun shells]]||colspan="3"|1
 +
|-
 +
![[Item#Doom games|Health & Armor]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Stimpack]]||colspan="3"|5
 +
|-
 +
|style="text-align: left;"|[[Medikit]]||colspan="3"|3
 
|-
 
|-
|[[Vertices]]||383
+
|style="text-align: left;"|[[Armor]]||colspan="3"|1
 
|-
 
|-
|[[Linedefs]]||370
+
!Items!!1-2!!3!!4-5
 
|-
 
|-
|[[Sidedefs]]||529
+
|style="text-align: left;"|[[Armor bonus]]||colspan="3"|1
 
|-
 
|-
|[[Sectors]]||59
+
|style="text-align: left;"|[[Health bonus]]||colspan="3"|8
 
|}
 
|}
===Things===
+
{{col-break}}
{| {{prettytable}}
+
{| {{prettytable|style=text-align: center;}}
!Monsters||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
+
!colspan="4"|Multiplayer
 +
|-
 +
!Monsters!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|Zombieman||8||12||10
 +
|-
 +
|style="text-align: left;"|Imp||1||7||17
 +
|-
 +
!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;"|[[Super shotgun]]||colspan="3"|2
 +
|-
 +
|style="text-align: left;"|[[Chaingun]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|Rocket launcher||colspan="3"|2
 
|-
 
|-
|[[Imp]]s||1||7||17
+
|style="text-align: left;"|[[Plasma gun]]||colspan="3"|1
 
|-
 
|-
|[[Trooper]]s||8||12||10
+
|style="text-align: left;"|[[BFG9000]]||colspan="3"|2
 
|-
 
|-
!Powerups||ITYTD and HNTR||HMP||UV and NM
+
!Ammunition!!1-2!!3!!4-5
 
|-
 
|-
|[[Stim pack]]s||5||5||5
+
|style="text-align: left;"|Clip||colspan="3"|2
 
|-
 
|-
|[[Medikit]]s||3||3||3
+
|style="text-align: left;"|4 shotgun shells||colspan="3"|1
 
|-
 
|-
|[[Health bonus]]es||8||8||8
+
|style="text-align: left;"|[[Box of rockets]]||colspan="3"|1
 
|-
 
|-
|[[Armor bonus]]es||1||1||1
+
!Health & Armor!!1-2!!3!!4-5
 
|-
 
|-
|[[Green armor]]s||1||1||1
+
|style="text-align: left;"|Stimpack||colspan="3"|5
 
|-
 
|-
!Weapons||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Medikit||colspan="3"|3
 
|-
 
|-
|[[Shotgun]]s||1||1||1
+
|style="text-align: left;"|Armor||colspan="3"|1
 
|-
 
|-
|[[Rocket launcher]]s||1||1||1
+
!Items!!1-2!!3!!4-5
 
|-
 
|-
|[[Chainsaw]]s||1||1||1
+
|style="text-align: left;"|Armor bonus||colspan="3"|1
 
|-
 
|-
!Ammunition||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Health bonus||colspan="3"|8
 
|-
 
|-
|[[Ammo clip]]s||2||2||2
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
|[[Shell]]s||1||1||1
+
|style="text-align: left;"|[[Multiplayer#Cooperative|Cooperative start]]||colspan="3"|4
 
|-
 
|-
 +
|style="text-align: left;"|[[Deathmatch start]]||colspan="3"|4
 
|}
 
|}
==External links==
+
{{col-end}}
* [http://www.doom2.net/~compet-n/database/cn.cgi?map:doom2:01 MAP01 demos from the Compet-n database]
+
 
* [http://ian-albert.com/misc/doom2maps.php Top-down perspective view of all Doom II levels] by Ian Albert
+
== Inspiration and development ==
 +
[[Image:Map01_changes.gif|thumb|200px|Animated comparison of early MAP01 with final version]]
 +
An early version of MAP01 [[2015 Doom source data release|released in 2015]] shows several notable differences from the final version. The most immediately apparent is the existence of an entirely different starting area, with the player beginning in an anteroom filled with computer kiosks, and only after passing through the room and a short hallway, coming upon the more familiar overlook of the triangular staircase. The early version of the level also has some different texture work, with the northernmost room being textured more in the style of [[Knee-Deep in the Dead]].
 +
 
 +
== External links ==
 +
* {{competnmap|2|201|MAP01}}
 +
* {{dsda|id=945|mapid=201|title=MAP01 demos}}
 +
* [http://ian-albert.com/games/doom_2_maps/ Top-down perspective view of all Doom II levels] by Ian Albert
  
[[Category:Levels by name|Entryway (Doom II)]]
 
 
[[Category:Sandy Petersen levels]]
 
[[Category:Sandy Petersen levels]]

Revision as of 12:59, 26 July 2018

Doom II maps 01-11

(01 - 11)
12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32

Sony-PlayStation-5501-Console-FL.png

This level has a
console version.

This level occupies the map slot MAP01. For other maps which occupy this slot, see Category:MAP01.

MAP01: Entryway is the first map of Doom II. It was designed by Sandy Petersen and uses the music track "Running From Evil".

In the PlayStation and Sega Saturn joint port of Doom and Doom II, Entryway is MAP31, and is the port's first Doom II level.

Walkthrough

Map of Entryway
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

Jump down from the ledge. Enter the corridor in front of you, head east at the first bend and go south at the next. Enter the door in the northeast corner of the next room and flip the switch.

Other points of interest

At the very start of the map, before dropping down to the floor, head southwest to access a partially open-air area and get a chainsaw.

In the northeast of the winding corridor, there is a room containing eight health bonuses.

Secrets

  1. In the northern blue room, flip the eastern switch. A compartment will open in the northeast corner of the room, containing a suit of armor and two stimpacks. (sector 41) Toggling the opposite switch will cause both switches to sink into the ground, allowing the zombiemen's clips to be acquired. If you do this first, you can still open the secret by pressing the use key where the eastern switch was formerly located.
  2. In the large room at the end, toggle the switch on the western wall to activate an elevator. At the top, open the back wall of the elevator to reveal another switch. (sector 8) Flip it to open a door in the southeast leading outside.
  3. From secret #2, jump east across the square platform below. A compartment containing a rocket launcher will open behind the health bonuses out in the hallway. (sector 57) You do not have to jump onto the platform; all that is required is that you jump over the platform's western side. (linedef 242)
  4. After activating the switch in secret #2, head outside through the door that opened in the southeast. To the west is a shotgun and 4 shotgun shells. (sector 17)
  5. In the big room, one side of the eastern wall is perfectly straight. At the northern end of the wall is a cage containing an imp. Open the other end of the wall to find a stimpack. (sector 28) On Hurt Me Plenty or higher, two imps will exit the secret if you fire your weapon inside the room or at the end of the corridor that leads into it.

Bugs

The door of secret #5 (sector 29) has FLOOR5_3 as its floor flat instead of the adjacent RROCK09.

Areas / screenshots

Speedrunning

Routes and tricks

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:05 Thomas Pilger (Panter) 1998-03-30 lv01-005.zip
NM speed 00:05 Thomas Pilger (Panter) 1998-09-27 nm01-005.zip
UV max 00:39 Jim Leonard (Xit Vono) 2006-03-14 lv01-039.zip
NM100S 00:31 Adam Hegyi 1999-07-21 ns01-031.zip
UV -fast 00:40 Jim Leonard (Xit Vono) 2006-06-07 fa01-040.zip
UV -respawn 00:41 Jim Leonard (Xit Vono) 2006-03-01 re01-041.zip
UV Tyson 00:41 Jim Leonard (Xit Vono) 2006-06-02 ty01-041.zip
UV pacifist 00:05 Thomas Pilger (Panter) 1998-10-03 pa01-005.zip

The data was last verified in its entirety on October 18, 2012.

Deathmatch

Statistics

Map data

Things 69
Vertices 383*
Linedefs 370
Sidedefs 529
Sectors 59
* The vertex count without the effect of node building is 316.

Things

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

Inspiration and development

Animated comparison of early MAP01 with final version

An early version of MAP01 released in 2015 shows several notable differences from the final version. The most immediately apparent is the existence of an entirely different starting area, with the player beginning in an anteroom filled with computer kiosks, and only after passing through the room and a short hallway, coming upon the more familiar overlook of the triangular staircase. The early version of the level also has some different texture work, with the northernmost room being textured more in the style of Knee-Deep in the Dead.

External links