MAP03: The Oasis Facility (Jenesis)

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Jenesis 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

This level occupies the map slot MAP03. For other maps which occupy this slot, see Category:MAP03.

MAP03: The Oasis Facility is the third map of Jenesis. It was designed by James Paddock (Jimmy) and uses the music track "Under the Waves" by Pendulum, sequenced to MIDI by Paddock himself. The par time is 2:20.

Walkthrough[edit]

Map of The Oasis Facility
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[edit]

You start in a hallway with five doors. Take the shotgun in front of you if you need it then open the south-east door to enter a corridor with a demon and shotgun guys, then press the button just past the door to lower a lift that goes up to a T-shaped room. Kill all the waiting zombies then press the button inside the blue panel on the south wall to lower a hatch behind you holding a medikit. Step through the hatch to drop into a storage room with chaingunners and imps, then press the button under the marble wall to lower the bars blocking your way out; watch out for the revenant (or arch-vile on Hurt Me Plenty (HMP) skill level or higher) that is revealed behind the marble panel as you do so. Open the silver door to return to the starting area, where an arrow pointing north has appeared on the floor, then open either of the north doors to get outside where imps and revenants are guarding the blue keycard; more imps will teleport in when you pick it up.

Go back to the starting point and open the south-west door (requiring the blue key) to enter another corridor, then go round the corner and through another door to enter a room full of imps. Climb the steps on the west side to find a revenant and two Hell knights guarding a button, press it then run south over some poles that rise from the floor to reach a curved ledge that you can follow to another button. Press this button to lower the bars in the south-west corner, then go past them to get to a yard where imps (and revenants on HMP or higher) are waiting. Go to the east end to find a lift and ride it up to confront a knight, then open the door to find some zombies guarding a rocket launcher; taking the weapon is necessary to lower the bars blocking the teleporter at the north end, but you must fight off some knights (and barons of Hell on HMP or higher) while you wait. Enter the teleporter to go to a chamber with a water spigot, then go outside and kill one to three revenants who appear in front of you before stepping past them to the red keycard.

Drop down the waterfalls behind you to return to the starting area, then cross to the north-west corner and open the red key door here to face imps, a revenant and one or more knights. Press the button at the north end to lower a lift behind you, then go up and dispatch the imps and revenants blocking your way to the exit door. Open the door to see a chaingunner protecting the exit teleporter.

Other points of interest[edit]

From the start, go through the south-east door then open either of the doors in the next corridor to enter a room with a water stream. A super shotgun can be found at the south end, protected by shotgun guys and demons.

Walk due west from the red key to collect a berserk pack.

Secrets[edit]

  1. In the storage room behind the starting point, the button inside reveals a revenant (or an arch-vile on HMP or higher) and a supercharge behind the marble wall. Return to the dropoff point where you dropped into the same room, then carefully drop onto the crate below. From there, walk up the crates to the supercharge. (sector 169)
  2. At the room on the west end of the map with the button leading to the outside area at the south end of the map, you can jump to the block in the north-east corner and open the vent for some armor bonuses and a shortcut to secret #1. (sector 31)
  3. The teleporter in the rocket launcher room takes you to the water spigot south of the red key. Walk through the water to get 20 health bonuses. (sector 70)
  4. On the rocky ledge where the red key is, drop off a bit to the west and head south for a megaarmor. (sector 264)
  5. Just before the exit door, look at the terminal to the south and press on its right side with the exposed circuits. This will briefly lower a supercharge in the exit room. (sector 268)

Bugs[edit]

Demo files[edit]

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

Current records[edit]

The records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
UV speed
NM speed
UV max 3:33.83 mhrz 2023-02-13 je03-333.zip
NM 100S
UV -fast 6:30.51 NumberJuan77 2021-12-26 jenesis3f_630.zip
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on February 23, 2023.

Statistics[edit]

These statistics are based on the map version in jenefix.wad of September 13, 2013.

Map data[edit]

Things 590
Vertices 2227*
Linedefs 2202
Sidedefs 3537
Sectors 308
* The vertex count without the effect of node building is 1860.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

See also[edit]

Sources[edit]

External links[edit]