Doom Must Fall


Doom Must Fall
Title screen
Author Mackey McCandlish
Port Limit-removing
Year 1995
Link Doomworld/idgames
This level occupies the map slot E1M1. For other maps which occupy this slot, see Category:E1M1.
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Doom Must Fall (dmf-sp.wad) is a single-level total conversion, originally designed by Mackey "Avatar" McCandlish and released in 1995 as part of a deathmatch episode, in which it was also known as Kreissack's Fortress. It was extracted and restructured for source ports in 2000 by Sparky of KISS Software. It includes a DeHackEd file (dmf-sp.deh) which modifies most of the enemies and weapons.


Map of Doom Must Fall
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.


Other points of interest[edit]


  1. The area east of the start has two sections of wall that have a 'traditional' texture, both of which mark secret doors. The northern one leads to a shotgun and a health or armor pickup. (sector 441)
  2. The southern secret door (see #1) leads to two boxes of charges. (sector 456)
  3. The sector east of the blue key in front of the switch that opens the door to the area north of the blue door counts as a secret and is impossible to miss. (sector 284)
  4. Entering the room east of the blue key from the north opens up a door to the north (to the north-east of the rooms with the switches) leading to a super armor upgrade, a stamina jolt, a light amplification upgrade, and an invulnerability. There is also a teleporter here to near the start. (sector 270)
  5. The room east of the blue key has four ledges, one of which contains a super ammo booster. This ledge lowers on pressing, revealing access to a room with a super ammo booster, a health or armor pickup, a personal cloak upgrade, and a berserk. There is a switch here which opens up a secret passage in the room with the mine launcher in the north-west. This passage leads to some ammo, a stamina jolt, and a super armor upgrade. There are two secrets here. (sector 120)
  6. See #5. (sector 119)


On easy and medium skills it may not be possible to obtain 100% items as there are some health bonuses near the start that it is possible to destroy by shooting before picking them up.

On medium and hard skills there is a lost soul (thing 73) that is on a ledge that is too high for it to be alerted or shot at, thus making 100% kills impossible on these skills.

In order to exit the level, it is necessary to press 'use' on linedef 2002 in order to lower sector 472 to the floor, allowing the exit line to be crossed. However, sector 472 does not lower on pressing, thus seemingly making it impossible to exit the level.

Demo files[edit]

This WAD features a single built-in demo, DEMO1, by the author. It requires Doom v1.9 to be viewed and runs for 11:01.43 (23150 tics), showing off the level on Hey, Not Too Rough.

Areas / screenshots[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
NM speed
UV max
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

The (absence of) data was last verified in its entirety on November 30, 2021.


Player spawns[edit]

This level contains four spawn points:

  1. facing north. (thing 433)
  2. facing north. (thing 434)
  3. facing west. (thing 435)
  4. facing west. (thing 436)


Map data[edit]

Things 550
Vertices 1884*
Linedefs 2007
Sidedefs 3199
Sectors 473
* The vertex count without the effect of node building is 1532.


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

Technical information[edit]

Inspiration and development[edit]


See also[edit]


External links[edit]