Dante's Gate

From DoomWiki.org

Dante's Gate
The starting area of Dante's GateThe starting area of Dante's Gate
Author John Anderson
Port Vanilla Doom
IWAD Doom
Year 1994
Link See below
Inferno maps
This level occupies the map slot E1M1. For other maps which occupy this slot, see Category:E1M1.
This level occupies the map slot MAP02. For other maps which occupy this slot, see Category:MAP02.

Dante's Gate is a single-level PWAD designed by John "Dr. Sleep" Anderson. In an era when level editing tools were fairly primitive, it distinguished itself by a strong emphasis on theme and mood, as well as by technical soundness. It is now considered an all-time classic.

At least five versions of the map are widely available:

  • Version 1.0 (DANTES.WAD), released May 17, 1994.
  • Version 1.2 (DANTE12.WAD), released July 16, 1994.
  • Version 1.666 (DANTE666.WAD), released November 23, 1994.
  • Version 2.0 (DANTE2.WAD), released October 17, 1994.
  • Version 2.5 (DANTE25.WAD), released February 21, 1996.

The first three WADs replace E1M1; the other two replace MAP02. The level appeared in Maximum Doom as DANTE2.WAD, DANTE21.WAD, and DANTES2.WAD.

Walkthrough[edit]

Map of Dante's Gate v2.5
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]

This map has an expansive layout and a certain degree of complexity, however, most of the areas it presents are optional, and the main route to find the exit of the map is quite simple. The only key you need is the yellow key.

You start the map in a small area with some former humans in front of you. Eliminate them and pick up the shotgun. Follow the straight path. You will reach a midpoint on the map. On the left side, to the west, is a door. Enter the area and take a right turn. Enter through the two pillars into the light hall, it appears to be a disco. Follow the path and you will reach the yellow key area. Be careful in this area, as there are a lot of enemies of all kinds guarding the place. The key is in a small room at the back. Press the lion-shaped switch and two doors will open side by side. Inside is the key protected by a baron of Hell and two former sergeants. Once you pick it up, you can go back the same way.

Now simply go to the middle of the map again, and you will see the exit clearly marked on the south side. Open the door, kill the revenant guardian and press the switch to finish the map.

Other points of interest[edit]

The west side of the map is an optional area with a lot of enemies and a BFG9000 in the central structure. To reach it, go to the west from the midpoint of the map. You will clearly see a soulsphere floating over an edge. Press the lift in front of it and you will enter inside the area, guarded by a multitude of enemies.

On the north side of the map, right behind the hall of lights, there is a door that leads you to an optional marble room (tagged as a secret), where you can find a blue key and invulnerability powerup.

Secrets[edit]

V2.5:

  1. North of the exit is a pit with a partial invisibility and a chaingun. Walking towards the invisibility opens up a secret room in the south-east corner of the pit containing a cacodemon and a switch which lowers the chainsaw platform near the start. (sector 75)
  2. Approaching the chaingun mentioned in #1 opens up a secret room in the south-west corner of the pit containing an energy cell and some monsters. (sector 100)
  3. North of the crushing ceiling just before the southernmost area (which contains the yellow key in hard skill) is a lion switch which opens a door leading to a room with a blue key and (on hard skill) an invulnerability. Both the door (sector 347) and the sector immediately after it count as secrets.
  4. This is the normally untouchable sector immediately north of secret #3. See the Bugs section. (sector 87)
  5. The stairs north-east of the crushing ceiling mentioned in #3 leads to a door leading to a small room containing a box of bullets, a medikit, a zombieman and a revenant. The eastern wall of this room is a secret door leading, via another door, to a ledge overlooking the yellow key area with 2 imps, a plasma gun (hard skill only) and a supercharge (multiplayer only). Both the sector immediately after the secret door (sector 166) and the sector immediately before the door to the ledge count as secrets.
  6. See #5. (sector 222)
  7. The large western area (which contains a building which contains a BFG9000 and the yellow key on easy and medium skills) has a trench in the west containing a radiation shielding suit. This leads north to the area across the trench. En route is a short techno floor lamp, across from which is a secret door leading to a room with a medikit, a megaarmor and (on easy and medium skills) a rocket launcher. (sector 214)

On version 1.666, #4 is not secret, so 100% secrets is achievable by normal means.

Bugs[edit]

Secret #4 is too narrow to trigger normally, as standing over it makes the player step over onto the secret door frame instead. By exploiting the medium and hard difficulty only pain elemental and the thing flickering glitch, it is possible to obtain this secret; lead the pain elemental (thing 181) from the outside over the lift in the middle of the map (sector 167) and further to the secret, stand in the open secret's door frame hovering above the problematic secret sector, let the pain elemental spawn a lost soul inside your hitbox, then press the door while you are stuck. This will snap you down to the secret sector, triggering it.

Demo files[edit]

The v2.5 release includes a separate demo file, DANTE25.LMP, by the author. It requires Doom II v1.9 to be viewed and runs for 15:08.34 (31792 tics), showing off the level on Ultra-Violence.

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

Current records[edit]

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

Run Time Player Date File Notes
UV speed
NM speed
UV max 7:01.03 Michael Novikov 2003-11-08 dantes_mn.zip
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

The records for v1.2 of the map are:

Run Time Player Date File Notes
UV speed
NM speed
UV max 8:07.69 Michael Novikov 2003-11-08 dante12_mn.zip
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

The records for v2.5 of the map are:

Run Time Player Date File Notes
UV speed
NM speed 0:37.46 Serge Marudov (Never_Again) 2010-06-20 dante25nm_na.zip
UV max 6:17.74 Serge Marudov (Never_Again) 2009-11-30 dante25uv_na.zip
NM 100S
UV -fast 9:52.03 Serge Marudov (Never_Again) 2001-12-20 dante-gm.zip
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on December 6, 2021.

Deathmatch[edit]

Player spawns[edit]

Version 2.5 of this level contains eight spawn points:

  1. facing west. (thing 145)
  2. facing east. (thing 146)
  3. facing north. (thing 147)
  4. facing east. (thing 148)
  5. facing south. (thing 263)
  6. facing north. (thing 264)
  7. facing west. (thing 265)
  8. facing east. (thing 352)

Statistics[edit]

Map data[edit]

v1.0 v1.2 v1.666 v2.0 v2.5
Things 362 389 363 371 392
Vertexes 871 942 973 984 1314
Linedefs 1030 1132 1132 1142 1540
Sidedefs 1470 1604 1604 1616 2152
Sectors 252 279 279 279 348

Things[edit]

Dante's Gate contains the following numbers of things per skill level:

Version 1.0
Monsters 1-2 3 4-5
Zombieman 20 21 21
Shotgun guy 30 37 38
Imp 14 25 27
Demon 2 6 8
Spectre 1 4 4
Lost soul 3 8 8
Cacodemon 0 4 7
Baron of Hell 0 1 4
Powerups 1-2 3 4-5
Armor 1
Armor bonus 19
Backpack 3
Berserk 1 2 2
Computer area map 1
Health bonus 31
Invulnerability 1 2 2
Light amplification visor 1
Medikit 20
Megaarmor 3 4 4
Partial invisibility 3
Radiation shielding suit 2
Stimpack 3
Supercharge 4
Weapons 1-2 3 4-5
Chainsaw 1
Shotgun 5
Chaingun 2
Rocket launcher 2 2 3
Plasma gun 2
BFG9000 0 1 1
Ammunition 1-2 3 4-5
Clip 1
Box of bullets 4
4 shotgun shells 4
Box of shotgun shells 9
Box of rockets 4
Energy cell 5 6 6
Energy cell pack 8
Keys 1-2 3 4-5
Blue skull key 1
Red skull key 1
Yellow skull key 1
Version 1.2
Monsters 1-2 3 4-5
Zombieman 20
Shotgun guy 33 40 41
Imp 21 29 30
Demon 8 13 15
Spectre 5 6 6
Lost soul 6 11 11
Cacodemon 3 5 8
Baron of Hell 0 1 3
Powerups 1-2 3 4-5
Armor 1
Armor bonus 19
Backpack 4
Berserk 0 1 2
Computer area map 1
Health bonus 31
Invulnerability 0 0 1
Light amplification visor 1
Medikit 20
Megaarmor 3
Partial invisibility 3
Radiation shielding suit 2
Stimpack 5 6 6
Supercharge 2
Weapons 1-2 3 4-5
Chainsaw 1
Shotgun 5
Chaingun 2
Rocket launcher 2 2 4
Plasma gun 2
BFG9000 0 1 1
Ammunition 1-2 3 4-5
Clip 1
Box of bullets 7
4 shotgun shells 8
Box of shotgun shells 10
Box of rockets 3
Energy cell 7 8 8
Energy cell pack 6
Keys 1-2 3 4-5
Blue skull key 1
Red skull key 1
Yellow skull key 1
Version 1.666
Monsters 1-2 3 4-5
Zombieman 20
Shotgun guy 33 40 41
Imp 21 29 30
Demon 7 12 14
Spectre 5 6 6
Lost soul 6 11 11
Cacodemon 3 5 8
Baron of Hell 0 1 3
Powerups 1-2 3 4-5
Armor 1
Armor bonus 13
Backpack 4
Berserk 1 2 3
Computer area map 1
Health bonus 26
Invulnerability 0 0 1
Light amplification visor 1
Medikit 9
Megaarmor 3
Partial invisibility 3
Radiation shielding suit 2
Stimpack 2
Supercharge 2
Weapons 1-2 3 4-5
Chainsaw 1
Shotgun 5
Chaingun 2
Rocket launcher 2 2 4
Plasma gun 2
BFG9000 0 1 1
Ammunition 1-2 3 4-5
Clip 1
Box of bullets 7
4 shotgun shells 8
Box of shotgun shells 10
Box of rockets 3
Energy cell 7 8 8
Energy cell pack 6
Keys 1-2 3 4-5
Blue skull key 1
Red skull key 1
Yellow skull key 1
Version 2.0
Monsters 1-2 3 4-5
Zombieman 17
Shotgun guy 29 36 37
Heavy weapon dude 7
Imp 21 29 30
Demon 6 11 12
Spectre 4
Lost soul 6 9 9
Cacodemon 3 3 5
Pain elemental 0 1 1
Baron of Hell 0 1 2
Revenant 2 5 6
Mancubus 0 1 1
Arch-vile 0 0 1
Powerups 1-2 3 4-5
Armor 1
Armor bonus 12
Backpack 4
Berserk 0 1 2
Computer area map 1
Health bonus 26
Invulnerability 0 0 1
Light amplification visor 1
Medikit 11
Megaarmor 2
Megasphere 1
Partial invisibility 3
Radiation shielding suit 2
Stimpack 2
Supercharge 2
Weapons 1-2 3 4-5
Chainsaw 1
Shotgun 1
Super shotgun 5
Chaingun 1
Rocket launcher 2 2 4
Plasma gun 2
BFG9000 0 1 1
Ammunition 1-2 3 4-5
Box of bullets 7
4 shotgun shells 8
Box of shotgun shells 11
Box of rockets 3
Energy cell 7 8 8
Energy cell pack 6
Keys 1-2 3 4-5
Blue skull key 1
Red skull key 1
Yellow skull key 1
Version 2.5
Monsters 1-2 3 4-5
Zombieman 17
Shotgun guy 29 36 36
Heavy weapon dude 9
Imp 25 31 30
Lost soul 3 6 6
Demon 7 13 14
Spectre 6 7 7
Revenant 4 7 8
Cacodemon 5 7 10
Pain elemental 0 1 1
Hell knight 2 3 3
Baron of Hell 0 1 2
Mancubus 0 3 3
Arch-vile 0 0 1
Powerups 1-2 3 4-5
Armor 1
Armor bonus 12
Backpack 3
Berserk 0 1 2
Computer area map 1
Health bonus 26
Invulnerability 0 0 1
Light amplification visor 1
Medikit 11
Megaarmor 2
Megasphere 0 1 1
Partial invisibility 3
Radiation shielding suit 2 1 1
Stimpack 2
Supercharge 2
Weapons 1-2 3 4-5
Chainsaw 1
Shotgun 2
Super shotgun 2
Chaingun 2
Rocket launcher 3 3 1
Plasma gun 1
BFG9000 1
Ammunition 1-2 3 4-5
Box of bullets 11 10 10
4 shotgun shells 8
Box of shotgun shells 11
Box of rockets 9
Energy cell 7 9 9
Energy cell pack 5 5 4
Keys 1-2 3 4-5
Blue skull key 1
Yellow skull key 1

Technical information[edit]

Version 1.666 of this map was created to accommodate an obscure engine bug in Doom 1.666, which affected floor triggers tagged to multiple sectors.

Inspiration and development[edit]

Versions[edit]

Version Released File Map Link
1.0 1994-05-17 DANTES.WAD E1M1  ???
1.1 1994-06-14  ??? E1M1  ???
1.2 1994-07-16 DANTE12.WAD E1M1 Dante's Gate v1.2 at Doomworld/idgames
1.666 1994-11-23 DANTE666.WAD E1M1 Dante's Gate v1.666 at Doomworld/idgames
2.0 1994-10-17 DANTE2.WAD MAP02  ???
2.1 1994-12-15 DANTE21.WAD MAP02  ???
2.2 1995-07-05  ??? MAP02  ???
2.3 1995-08-08  ??? MAP02  ???
2.4 1995-11-11  ??? MAP02  ???
2.5 1996-02-21 DANTE25.WAD MAP02 Dante's Gate v2.5 at Doomworld/idgames

Maximum Doom included DANTE2.WAD, DANTE21.WAD, and DANTES2.WAD.

Trivia[edit]

In the readme file for version 2.5, Dr. Sleep lists no fewer than eleven editing tools (and two image processing programs) as having "had a significant effect" on the WAD.

See also[edit]

Sources[edit]

External links[edit]