Doom2 Map14 Homage

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Doom2 Map14 Homage
Spawn pointSpawn point
Author Tom Mustaine
Port Vanilla Doom
IWAD Doom II
Year 1995
Link Doomworld/idgames
This level occupies the map slot MAP03. For other maps which occupy this slot, see Category:MAP03.
Under construction icon-yellow.svgThis article about a map is a stub. Please help the Doom Wiki by adding to it.

Doom2 Map14 Homage, also known by its file name TWM01.wad, is a one-level PWAD by Tom Mustaine. Replacing MAP03: The Gantlet of Doom II, it was originally submitted to id Software for inclusion in the Master Levels for Doom II, but was rejected. Tom later released the level independently on his website.

Inspiration and rejection[edit]

TWM01.wad is heavily inspired by Doom II's MAP14: The Inmost Dens, which Mustaine refers to as his favorite map from the game. After visiting id's offices in person to submit the map, Shawn Green, who was in charge of quality assurance for the Master Levels project, played for a few minutes before leaving the room to fetch American McGee. McGee, the author of the original Inmost Dens, was apparently unimpressed with Mustaine's attempt at a tribute due to it being too similar to his own work, and declared, according to Mustaine, "...go make some of your own geometry! We aren't putting this in the Master Levels."

Mustaine returned home immediately and began work on what became Paradox, his successful contribution to the Master Levels.

Walkthrough[edit]

Map of Doom2 Map14 Homage
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]

Other points of interest[edit]

Secrets[edit]

  1. From the north-eastern building, it is possible to jump out to the north into the water. Take the lift to the north-west to reach a new area, then head east. The bars will open, revealing two revenants and (on medium and hard skills a megasphere. (sector 205)
  2. From secret #1, jump through the gap to the south, then head south to an area with an imp, a medikit, and a rocket launcher. There is also a lift back to normal territory. There are also two stimpacks on easy and hard skills, and two boxes of rockets on multiplayer. (sector 270)
  3. After going through the yellow door, there is a secret door on the south wall (marked with a yellow sign) leading to a computer area map. There are also two boxes of rockets on multiplayer. (sector 268)

Bugs[edit]

The blue key is not present on medium skill. However, the level is still completable with 100% kills, items and secrets as it is possible to jump out of the south-western window (sector 13) of the room near the start, then jump from the nearby lift into the red key area.

The small button closets locked with different colored keys (sectors 0, 244) also have locked door triggers on the inside. Since any kind of trigger linedef in vanilla Doom II absorbs use attempts, the player has to get closer to the buttons than looks necessary, to surpass these invisible use-absorbing triggers.

On the medium skill levels and below, there is a large amount of monsters stuck in each other because they are meant to appear on separate difficulties but are incorrectly configured for this.

  • On medium skill, at the start, an imp is stuck in a chaingunner (thing 13).
  • On medium skill, in the north-east quadrant, in each of the south-east, south-west, and north-west corners is an imp stuck in a chaingunner (things 15, 17, 19).
  • On medium skill, in the south-east quadrant, an imp stuck in a chaingunner (thing 73).
  • On medium skill and below, in the far north structure, four zombiemen are stuck in a shotgunner each (things 81–84).

When playing on vanilla Doom II, the backpack and medium skill exclusive box of bullets at the start (things 110, 8) will snap up to rest at the height of the nearby window sill when the yellow door (sector 29) opens.

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 0:11.91 Aleksey Kamenev (4shockblast) 2014-10-29 twm1-011.zip
NM speed 0:15.74 Aleksey Kamenev (4shockblast) 2014-10-29 twm1n015.zip
UV max 2:27.51 Andrea Rovenski (Cyberdemon531) 2023-08-30 TWM01-227.zip
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist
NoMo 0:09.74 Aleksey Kamenev (4shockblast) 2014-10-11 twm1o974.zip

The data was last verified in its entirety on October 5, 2023.

Deathmatch[edit]

Player spawns[edit]

This level contains six spawn points:

  1. facing east. (thing 10)
  2. facing south. (thing 97)
  3. facing south. (thing 98)
  4. facing north-west. (thing 99)
  5. facing east. (thing 144)
  6. facing east. (thing 145)

Statistics[edit]

Map data[edit]

Things 153
Vertices 1114*
Linedefs 1275
Sidedefs 1962
Sectors 273
* The vertex count without the effect of node building is 975.

Things[edit]

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

Technical information[edit]

File checksums[edit]

Doom2 Map14 Homage is contained in a ZIP archive whose filename is TWM01.zip. Said ZIP archive has the following SHA-1 checksum:

SHA-1
93ead65c5eb3daf98f2de5a09f9bc3576cbfcbd2

The contents of TWM01.zip are as follows:

File SHA-1 Local timestamp
twm01.txt 3f1a5ac7b7ecd7c53a741c113cd155433a2319db 26 June 2003 02:59:32
TWM01.WAD ac104d790154f7b253b78b51cd8a036025a8a185 21 June 1995 17:57:18

Final Doom for Sony PlayStation[edit]

Rare scan of GamePro review. Compare to above.

Evidence has surfaced that TWM01 was at one point a candidate for inclusion in the version of Final Doom for the Sony PlayStation. A pre-launch review of the game in the September 1996 issue of GamePro magazine includes a screenshot of the level featuring the PlayStation port's colored lighting and fire sky. There is additionally circumstantial evidence on the final release version of the game disc that at least one and possibly two additional levels were originally planned for inclusion beyond the final 30, TWM01 presumably being one such map (and probably explaining why the game's jewel box inlay erroneously refers to the inclusion of "over 30" levels).

Trivia[edit]

  • While released in 1996, the level was developed during and has a timestamp dating it to 1995, during the development of the Master Levels.

See also[edit]

Sources[edit]

External links[edit]