MAP33: Title (Doom 64)


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Doom 64 title map
  • MAP33: Title

01 02 03 04 05 06 07 08 09 10
11 12 13 14 15 16 17 18 19 20
21 22 23 24 28
Secret maps: 29 30 31 32
Fun levels: 25 26 27
Title map
The Lost Levels: 34 35 36 37 38 39
Fun level: 40

This level occupies the map slot MAP33. For other maps which occupy this slot, see Category:MAP33.

MAP33: Title is the thirty-third map of Doom 64. It is the only map which cannot be accessed through any normal means, including passwords or the features menu. It uses the music track "Doom 64 Main Theme", which is a remix of the same theme which was used as the title music for PlayStation Doom.


For whom does the title map spell doom?

The purpose of the map is solely to serve as a dramatic introduction to the game. A cinematic camera started by a macro in the map follows a set path created by node objects while monsters fight with numerous AI-controlled Marines, who face overwhelming odds and are for the most part slaughtered well before the sequence is finished.

The camera pans around and over what initially appear to be four large multiple-tiered buildings, each covered with arachnotrons and mancubi, as a cyberdemon standing fixed in the center of the map fires rockets toward the camera. Going behind the buildings, the camera swoops through a narrow alleyway between two of them toward the cyberdemon, giving a view of one of the marines being gibbed by the cyberdemon's rockets. It then flies up and pivots to face the ground. All of the monsters and marines are removed from the level and the platforms begin to lower. After a few moments, it becomes obvious that the level's geometry forms the familiar Doom logo. The ground is changed to a sky flat in order to remove it and leave the logo isolated as the sky texture changes from stars to a pentagram. The level then automatically ends and the game proceeds into the demo loop.


Macro 3 is responsible for the implementation of all scripted behaviors for this map. As part of the sequence, it calls the Thing_Alert special with thing ID #99, which addresses all objects on the map. This has the unfortunate and probably unintentional side effect of causing all of the Marine bots on the map to target and move toward the player, until and unless they are struck by monster projectiles.


Map data[edit]

Things 59
Vertices 317*
Linedefs 280
Sidedefs 533
Sectors 48
* The vertex count without the effect of node building is 217.


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

Monsters 1-2 3 4
Arachnotron 2
Mancubus 5
Miscellaneous 1-2 3 4
Camera 13
Cyberdemon dummy 1
Red marine bot 12
Aqua marine bot 8


  • The actual player can be seen standing at the south of the map in the very center. The game automatically assigns god mode to the player at the start so that he cannot die in the crossfire.
  • The cyberdemon which appears on the map is a dummy which never fights with monsters, or with the actual player if the game is hacked in order to make this map playable. Though he can take damage, he will disappear if he is killed, as he has no death frames.

External links[edit]