After the Holocaust

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After the Holocaust
Add a screenshot and caption
Author Marcos Abenante
Port ZDoom
IWAD Doom II
Year 2012
Link Doomworld/idgames
This level occupies the map slot MAP01. For other maps which occupy this slot, see Category:MAP01.
Under construction icon-yellow.svgThis article about a map is a stub. Please help the Doom Wiki by adding to it.

After the Holocaust is a single-level PWAD created by Marcos Abenante (Sergeant Mark IV). It is a remake of MAP13: Downtown from Doom II, and uses the music track "Retribution Dawns," originally composed by Aubrey Hodges for PlayStation Doom. The map was later dubbed "Dead Streets" in Extermination Day, where it is overhauled to fit more with its realistic and "militaristic" theme.

Walkthrough[edit]

Map of After the Holocaust
Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Essentials[edit]

Other points of interest[edit]

Secrets[edit]

  1. (sector 27)
  2. (sector 476)
  3. (sector 1361)
  4. (sector 1570)
  5. (sector 1870)

Bugs[edit]

Demo files[edit]

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

Current records[edit]

The records for the map at the Doomed Speed Demos Archive are:

Style Time Player Date File Notes
UV speed
NM speed
UV max
NM100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

Miscellaneous demos[edit]

Style Time Player Date File Notes

Deathmatch[edit]

Player spawns[edit]

This level contains five spawn points:

  1. facing south. (thing 724)
  2. facing south. (thing 725)
  3. facing south. (thing 726)
  4. facing east. (thing 840)
  5. facing west. (thing 844)

Statistics[edit]

Map data[edit]

Things 2454
Vertices 17020*
Linedefs 15438
Sidedefs 28795
Sectors 2740
* The vertex count without the effect of node building is 12854.

Things[edit]

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

Technical information[edit]

Beta testing seemed to show that, unusually, OpenGL gave a better frame rate than software rendering. Sloping floors were nonetheless avoided for the benefit of users playing in software mode.

Inspiration and development[edit]

Inspiration came from contemporary titles also featuring post-apocalyptic urban areas, such as Fallout 3 and Resident Evil 2. Some graphics are credited to Stephen Browning (Scuba Steve), 3D Realms, and SkyNET.

Trivia[edit]

Sources[edit]

External links[edit]