Difference between revisions of "MAP07: Dead Simple (Doom II)"

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{{Doom II 1-11|consolever=MAP37: Dead Simple (PlayStation Doom)|platform=psx}}
 
{{Doom II 1-11|consolever=MAP37: Dead Simple (PlayStation Doom)|platform=psx}}
 
{{map|slot=MAP07}}
 
{{map|slot=MAP07}}
'''MAP07: Dead Simple''' is the seventh map of [[Doom II]]. It was designed by [[American McGee]] and [[Sandy Petersen]], uses the [[Doom II music|music]] track "Shawn's Got The Shotgun" and introduces two new enemies, the [[mancubus]] and the [[arachnotron]]. The [[par time]] is 2:00.
+
'''MAP07: Dead Simple''' is the seventh map of [[Doom II]]. It was designed by [[American McGee]] and [[Sandy Petersen]] (though he disputes this)<ref name="sandycomment" />, uses the [[Doom II music|music]] track "Shawn's Got The Shotgun" and introduces two new enemies, the [[mancubus]] and the [[arachnotron]]. The [[par time]] is 2:00.
  
 
== Walkthrough ==
 
== Walkthrough ==
Line 16: Line 16:
  
 
====Non-official====
 
====Non-official====
# The northwest corner of the map has a secret alcove, housing a [[BFG9000]] and an [[energy cell pack]], along with another exit switch. In [[single player]] or coop, it is inaccessible; it is only opened when a deathmatch player spawns in that location. This is usually discovered when a player uses the {{c|iddt}} or {{c|idclip}} [[Doom cheat codes|cheat codes]]. If a player enters the region through noclip cheat, it can be disabled safely because the wall can be opened from inside.
+
* The northwest corner of the map has a secret alcove, housing a [[BFG9000]] and an [[energy cell pack]], along with another exit switch. In [[single player]] or coop, it is inaccessible; it is only opened when a deathmatch player spawns in that location. This is usually discovered when a player uses the {{c|iddt}} or {{c|idclip}} [[Doom cheat codes|cheat codes]]. If a player enters the region through noclip cheat, it can be disabled safely because the wall can be opened from inside.
  
 
===Bugs===
 
===Bugs===
A possible bug or warning that occurs is that if the last two arachnotrons die at the same time, it may cause the stair step surrounding the exit in the center to rise twice, making the exit in the center become seemingly inaccessible, but if this happens, you can still access the exit by running across from the lowered northwest or northeast platforms.
+
If the last two arachnotrons die at the same time, it may cause the stair step surrounding the exit in the center to rise twice, making the exit in the center become seemingly inaccessible. One can still access the exit by running across from the lowered northwest or northeast platforms. The texture on the steps is only 16 pixels tall, so raising it twice will induce the [[tutti-frutti effect]] on the lower texture.
  
Not really a bug, but more of a warning. If this level is played on [[Skill level|Nightmare!]] difficulty or with the [[Parameter#-respawn|{{c|-respawn}}]] [[parameter]] set, the arachnotrons that endlessly respawn may cause the stair step that surrounds the center exit to continuously rise each time all of them die, making the exit in the center inaccessible.
+
If this level is played on [[Skill level|Nightmare!]] difficulty or with the [[Parameter#-respawn|{{c|-respawn}}]] [[parameter]] set, the arachnotrons that endlessly respawn may cause the same behaviour as when two arachnotrons die at the same time, making the exit in the center inaccessible.
  
 
== Areas / screenshots ==
 
== Areas / screenshots ==
 
<gallery mode=nolines widths=160px>
 
<gallery mode=nolines widths=160px>
 +
DoomII-DeadSimple-00.png|The start is a narrow room with super shotgun and tons of backpacks just collected.
 
DoomII-DeadSimple-01.png|Fighting the mancubi.
 
DoomII-DeadSimple-01.png|Fighting the mancubi.
 +
DoomII-DeadSimple-02.png|Hiding in the inner portion is just as dangerous, actually.
 +
DoomII-DeadSimple-03.png|Choosing a different point (all parts of the courtyard are pretty the same) to shoot with a different weapon.
 +
DoomII-DeadSimple-04.png|Already prepared to knock of the next wave.
 +
DoomII-DeadSimple-05.png|An outside square area with goodies accessed.
 +
DoomII_Map07_RaisedStep.png|The raised step being raised too much due to respawning monsters
 
</gallery>
 
</gallery>
  
Line 32: Line 38:
 
Because the normal route through the map involves killing all of the monsters on the level, it was for long believed that a [[UV pacifist]] run of this map was impossible.  However, [[Drew DeVore (stx-Vile)]] proved this wrong in 2005 by releasing a {{competnftp|doom2/pacifist/pa07-041.zip|demo}} demonstrating that it is possible to complete the level if the player propels himself to the exit switch with a rocket launcher.
 
Because the normal route through the map involves killing all of the monsters on the level, it was for long believed that a [[UV pacifist]] run of this map was impossible.  However, [[Drew DeVore (stx-Vile)]] proved this wrong in 2005 by releasing a {{competnftp|doom2/pacifist/pa07-041.zip|demo}} demonstrating that it is possible to complete the level if the player propels himself to the exit switch with a rocket launcher.
  
===Records===
+
It has also been found that the exit trigger may be reached without the auxiliary step. To do this, the player has to stand accurately at the middle of the side of the central platform.
The [[Compet-N]] records for the map are:
+
 
 +
Eight different power ups and ammo items can be [[bump]]ed when the platforms haven't been lowered. This includes a [[megasphere]] and a [[plasma gun]].
 +
 
 +
===Current Compet-n records===
 +
The [[Compet-n]] records for the map are:
 +
 
 
{| {{prettytable}}
 
{| {{prettytable}}
!Run||Time||Player||Date||File||Notes
+
! Run !! Time !! Player !! Date !! File !! Notes
 
|-
 
|-
|[[UV speed]]||00:06||[[Marijo Sedlić (Sedlo)]]||2002-05-01||{{competnftp|doom2/speed/lv07-006.zip|lv07-006.zip}}||
+
|[[UV speed]]||00:04||[[Maëllig Desmottes (Ch0wW)]]||2018-02-22||{{competnftp|doom2/speed/lv07-004.zip|lv07-004.zip}}||
 
|-
 
|-
 
|[[NM speed]]||00:10||[[Karim El-Sheikh (Kimo Xvirus)]]||2009-06-21||{{competnftp|doom2/nmare/nm07-010.zip|nm07-010.zip}}||
 
|[[NM speed]]||00:10||[[Karim El-Sheikh (Kimo Xvirus)]]||2009-06-21||{{competnftp|doom2/nmare/nm07-010.zip|nm07-010.zip}}||
Line 51: Line 62:
 
|[[UV Tyson]]||07:12||[[Jim Leonard (Xit Vono)]]||2003-04-02||{{competnftp|doom2/tyson/ty07-712.zip|ty07-712.zip}}||
 
|[[UV Tyson]]||07:12||[[Jim Leonard (Xit Vono)]]||2003-04-02||{{competnftp|doom2/tyson/ty07-712.zip|ty07-712.zip}}||
 
|-
 
|-
|[[UV pacifist]]||00:11||[[JC Dorne]]||2012-10-20|| {{competnftp|doom2/pacifist/pa07-011.zip|pa07-011.zip}}||
+
|[[UV pacifist]]||00:04||[[Maëllig Desmottes (Ch0wW)]]||2018-02-22||{{competnftp|doom2/pacifist/lv07-004.zip|lv07-004.zip}}||
 
|}
 
|}
  
''The data was last verified in its entirety on October 18, 2012.''
+
''The data was last verified in its entirety on July 5, 2020.''
  
 
# Normally, the level is finished with [[Intermission screen|100% secrets]], so a separate category from NM speed would be redundant. All secrets are found unless the [[noclip bug]] occurs or the map is completed by using a [[rocket jump]] without touching the exit sector's floor.
 
# Normally, the level is finished with [[Intermission screen|100% secrets]], so a separate category from NM speed would be redundant. All secrets are found unless the [[noclip bug]] occurs or the map is completed by using a [[rocket jump]] without touching the exit sector's floor.
 +
 +
===Current DSDA records===
 +
The records for the map at the [[Doom Speed Demo Archive]] are:
 +
 +
{| {{prettytable}}
 +
! Run !! Time !! Player !! Date !! File !! Notes
 +
|-
 +
|[[UV speed]]||0:03.40||[[kvothesixstring]]||2022-04-13||{{dsda2ftp|doom2/61540/lv07p340.zip|lv07p340.zip}}||Cross-listed from Pacifist
 +
|-
 +
|[[NM speed]]||0:10.66||[[Karim El-Sheikh (Kimo Xvirus)]]||2009-06-21||{{dsda2ftp|doom2/30946/nm07-010.zip|nm07-010.zip}}||
 +
|-
 +
|[[UV max]]||0:45.86||{{dsda2user|id=brookie|title=Brookie|linkonly=1}}||2021-12-15||{{dsda2ftp|doom2/58167/lv07-45.zip|lv07-45.zip}}||
 +
|-
 +
|[[NM 100S]]||0:03.60||[[kvothesixstring]]||2022-04-12||{{dsda2ftp|doom2/61541/lv07s360.zip|lv07s360.zip}}||Also Reality
 +
|-
 +
|[[UV -fast]]||0:50.29||{{dsda2user|id=brookie|title=Brookie|linkonly=1}}||2023-05-28||{{dsda2ftp|doom2/77651/lv07f50.zip|lv07f50.zip}}||
 +
|-
 +
|[[UV -respawn]]||0:48.54||[[Adam Hegyi]]||2000-03-21||{{dsda2ftp|doom2/30983/re07-048.zip|re07-048.zip}}||
 +
|-
 +
|[[UV Tyson]]||5:32.54||[[j4rio]]||2024-02-23||{{dsda2ftp|doom2/87376/lv07t532.zip|lv07t532.zip}}||
 +
|-
 +
|[[UV pacifist]]||0:03.40||[[kvothesixstring]]||2022-04-13||{{dsda2ftp|doom2/61540/lv07p340.zip|lv07p340.zip}}||
 +
|-
 +
|[[NoMo]]||0:10.17||[[Adolf Vojta (Gusta)]]||2009-12-30||{{dsda2ftp|doom2/31014/lv07o010.zip|lv07o010.zip}}||
 +
|-
 +
|NoMo 100S||0:03.49||{{dsda2user|id=alkamaass|title=alkamaass|linkonly=1}}||2023-06-03||{{dsda2ftp|doom2/78161/lv07os349.zip|lv07os349.zip}}||
 +
|-
 +
|[[Stroller]]||0:04.77||[[kvothesixstring]]||2022-03-30||{{dsda2ftp|doom2/61350/lv07str477.zip|lv07str477.zip}}||Also Reality
 +
|-
 +
|[[Collector]]||0:11.89||[[Adolf Vojta (Gusta)]]||2010-01-14||{{dsda2ftp|doom2/31016/lv07col011.zip|lv07col011.zip}}||
 +
|}
 +
 +
''The data was last verified in its entirety on March 8, 2024.''
  
 
== Deathmatch ==
 
== Deathmatch ==
 +
Using the [[#Routes and tricks|bump technique]] allows one to quickly pick up an item as the lowering switch is always far away, making it likely an opponent will pick up the item instead.
  
 
===Player spawns===
 
===Player spawns===
Line 194: Line 239:
  
 
== Trivia ==
 
== Trivia ==
* The alcove in the northwest corner contains a [[BFG9000]], a [[bulk cell]] and an additional exit switch (as the central exit is usually not reachable when using [[Parameter#-nomonsters|{{c|-nomonsters}}]] on deathmatch mode). However, this alcove is accessible only in [[deathmatch]] mode, after a player spawns inside and opens the door.
 
 
* The [[backpack]] at the start of the level is actually ten backpacks placed on top of each other. Picking "it" up will thus give the player a very large amount of ammo.
 
* The [[backpack]] at the start of the level is actually ten backpacks placed on top of each other. Picking "it" up will thus give the player a very large amount of ammo.
 
* "Dead Simple" is the first official map in the ''Doom'' series whose name is not a noun or a noun phrase.
 
* "Dead Simple" is the first official map in the ''Doom'' series whose name is not a noun or a noun phrase.
 +
* {{French level name|L'Herbe de la mort}}, which can be translated loosely as "The Grass of Death", presumably a reference to the predominant floor texture.
 +
* Sandy Petersen claims he did not make any version of this map, and attributes its genesis entirely to American McGee.<ref name="sandycomment">[https://www.youtube.com/watch?v=2t5LKWP-oZY "Evolution of the WAD E1 - Sandy Petersen"], comment by Sandy Petersen: "''Frankly I don't remember doing any part of 'Dead Simple'. Thought it was all American McGee's. If someone says I did an early version of it that American then remade I'll have to take their word for it. It was 25 years ago.''" Retrieved December 12, 2020.</ref>
  
 
== See also ==
 
== See also ==
 
* [[Tag 666]]
 
* [[Tag 666]]
 
* [[Tag 667]]
 
* [[Tag 667]]
 +
* [[Dead Simple clone]]
  
 
== External links ==
 
== External links ==
 
* {{competnmap|2|207|MAP07}}
 
* {{competnmap|2|207|MAP07}}
* {{dsda|id=945|mapid=207|title=MAP07 demos}}
+
* {{dsda2|wad=doom2|map=Map+07|title=MAP07 demos}}
 
* [http://ian-albert.com/games/doom_2_maps/ Top-down perspective view of all Doom II levels] by Ian Albert
 
* [http://ian-albert.com/games/doom_2_maps/ Top-down perspective view of all Doom II levels] by Ian Albert
 +
 +
== References ==
 +
<references />
 +
  
 
[[Category:American McGee levels]]
 
[[Category:American McGee levels]]
 
[[Category:Sandy Petersen levels]]
 
[[Category:Sandy Petersen levels]]
 +
[[Category:Levels with extra equipment in co-op]]

Latest revision as of 13:27, 5 April 2024

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 MAP07. For other maps which occupy this slot, see Category:MAP07.

MAP07: Dead Simple is the seventh map of Doom II. It was designed by American McGee and Sandy Petersen (though he disputes this)[1], uses the music track "Shawn's Got The Shotgun" and introduces two new enemies, the mancubus and the arachnotron. The par time is 2:00.

Walkthrough[edit]

Map of Dead Simple
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]

Press the switch to lower the walls. Kill the two, four or seven mancubi and more walls will lower, revealing arachnotrons. Kill them all and you will be able to end the level by pressing the eye switch in the middle of the map. Use the blur spheres to avoid the monsters. Before you exit, hit the switches in this room and the platforms the mancubi were on will lower, revealing health and weapons. Also, get the ammo and health from where the arachnotrons came. Now go back to the center of the map and exit.

Secrets[edit]

Official[edit]

  1. The only secret in this level is the area surrounding the exit switch. (sector 1) Therefore, it is impossible to exit the level without triggering the secret, unless you use the alternative exit switch described below or rocket jump to it without raising the step, as happens in UV speed demo on this level by Marijo "Sedlo" Sedlic (see below).

Non-official[edit]

  • The northwest corner of the map has a secret alcove, housing a BFG9000 and an energy cell pack, along with another exit switch. In single player or coop, it is inaccessible; it is only opened when a deathmatch player spawns in that location. This is usually discovered when a player uses the iddt or idclip cheat codes. If a player enters the region through noclip cheat, it can be disabled safely because the wall can be opened from inside.

Bugs[edit]

If the last two arachnotrons die at the same time, it may cause the stair step surrounding the exit in the center to rise twice, making the exit in the center become seemingly inaccessible. One can still access the exit by running across from the lowered northwest or northeast platforms. The texture on the steps is only 16 pixels tall, so raising it twice will induce the tutti-frutti effect on the lower texture.

If this level is played on Nightmare! difficulty or with the -respawn parameter set, the arachnotrons that endlessly respawn may cause the same behaviour as when two arachnotrons die at the same time, making the exit in the center inaccessible.

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

Because the normal route through the map involves killing all of the monsters on the level, it was for long believed that a UV pacifist run of this map was impossible. However, Drew DeVore (stx-Vile) proved this wrong in 2005 by releasing a demo demonstrating that it is possible to complete the level if the player propels himself to the exit switch with a rocket launcher.

It has also been found that the exit trigger may be reached without the auxiliary step. To do this, the player has to stand accurately at the middle of the side of the central platform.

Eight different power ups and ammo items can be bumped when the platforms haven't been lowered. This includes a megasphere and a plasma gun.

Current Compet-n records[edit]

The Compet-n records for the map are:

Run Time Player Date File Notes
UV speed 00:04 Maëllig Desmottes (Ch0wW) 2018-02-22 lv07-004.zip
NM speed 00:10 Karim El-Sheikh (Kimo Xvirus) 2009-06-21 nm07-010.zip
UV max 00:46 Adam Hegyi 2000-06-21 lv07-046.zip
NM100S 1
UV -fast 00:51 Adam Hegyi 1999-11-19 fa07-051.zip
UV -respawn 00:48 Adam Hegyi 2000-03-21 re07-048.zip
UV Tyson 07:12 Jim Leonard (Xit Vono) 2003-04-02 ty07-712.zip
UV pacifist 00:04 Maëllig Desmottes (Ch0wW) 2018-02-22 lv07-004.zip

The data was last verified in its entirety on July 5, 2020.

  1. Normally, the level is finished with 100% secrets, so a separate category from NM speed would be redundant. All secrets are found unless the noclip bug occurs or the map is completed by using a rocket jump without touching the exit sector's floor.

Current DSDA records[edit]

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

Run Time Player Date File Notes
UV speed 0:03.40 kvothesixstring 2022-04-13 lv07p340.zip Cross-listed from Pacifist
NM speed 0:10.66 Karim El-Sheikh (Kimo Xvirus) 2009-06-21 nm07-010.zip
UV max 0:45.86 Brookie 2021-12-15 lv07-45.zip
NM 100S 0:03.60 kvothesixstring 2022-04-12 lv07s360.zip Also Reality
UV -fast 0:50.29 Brookie 2023-05-28 lv07f50.zip
UV -respawn 0:48.54 Adam Hegyi 2000-03-21 re07-048.zip
UV Tyson 5:32.54 j4rio 2024-02-23 lv07t532.zip
UV pacifist 0:03.40 kvothesixstring 2022-04-13 lv07p340.zip
NoMo 0:10.17 Adolf Vojta (Gusta) 2009-12-30 lv07o010.zip
NoMo 100S 0:03.49 alkamaass 2023-06-03 lv07os349.zip
Stroller 0:04.77 kvothesixstring 2022-03-30 lv07str477.zip Also Reality
Collector 0:11.89 Adolf Vojta (Gusta) 2010-01-14 lv07col011.zip

The data was last verified in its entirety on March 8, 2024.

Deathmatch[edit]

Using the bump technique allows one to quickly pick up an item as the lowering switch is always far away, making it likely an opponent will pick up the item instead.

Player spawns[edit]

This level contains six spawn points:

  1. facing south. (thing 49)
  2. facing south. (thing 50)
  3. facing north. (thing 51)
  4. facing north. (thing 52)
  5. facing west. (thing 53)
  6. facing east. (thing 86)

Statistics[edit]

Map data[edit]

Things 98
Vertices 195*
Linedefs 188
Sidedefs 283
Sectors 29
* The vertex count without the effect of node building is 155.

Things[edit]

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

Trivia[edit]

  • The backpack at the start of the level is actually ten backpacks placed on top of each other. Picking "it" up will thus give the player a very large amount of ammo.
  • "Dead Simple" is the first official map in the Doom series whose name is not a noun or a noun phrase.
  • The official French name of this level is L'Herbe de la mort., which can be translated loosely as "The Grass of Death", presumably a reference to the predominant floor texture.
  • Sandy Petersen claims he did not make any version of this map, and attributes its genesis entirely to American McGee.[1]

See also[edit]

External links[edit]

References[edit]

  1. 1.0 1.1 "Evolution of the WAD E1 - Sandy Petersen", comment by Sandy Petersen: "Frankly I don't remember doing any part of 'Dead Simple'. Thought it was all American McGee's. If someone says I did an early version of it that American then remade I'll have to take their word for it. It was 25 years ago." Retrieved December 12, 2020.