E1M0: Tom's Halls (No End In Sight)

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No End In Sight maps
1994 Ways To Die

  • E1M0: Tom's Halls (Bonus map)
The Depths of Doom

M1 M2 M3 M4 M5 M6 M7 M8 M9

Woe

M1 M2 M3 M4 M5 M6 M7 M8 M9

Blood Stained Earth

M1 M2 M3 M4 M5 M6 M7 M8 M9 M0

This level occupies the map slot E1M0. For other maps which occupy this slot, see Category:E1M0.

E1M0: Tom's Halls is the bonus map in the 1994 Ways To Die episode of No End In Sight. It was designed by Emil Brundage (NaturalTvventy) and uses the music track "I Sawed the Demons" by Robert Prince.

This map cannot be accessed through normal gameplay, and is only reachable via cheats such as idclev. Completing this level will send the player to E1M4: Abandoned Factory.

This map is not available in the Doom Classic Unity port, although it is still present in the WAD.

Walkthrough[edit]

Map of Tom's Halls
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]

As the level starts you will hear doors closing nearby; they will open again after 30 seconds, allowing you to reach the yellow and red keys. Head straight forward to a square silver room then turn left and climb the steps to a room with a shotgun, watching out for the zombies, imps and demons waiting on either side. Head north up some steps to find a chaingun then turn left and push past some more monsters to reach a room with an armor. Open the door at the north end of the room to confront some monsters guarding a partial invisibility, then head north through another door to find the yellow keycard next to two boxes of bullets. Watch out for the imps and demons that teleport in behind you when you approach the key.

Return to the square room near the start point and head east to a room containing another shotgun and armor, then head north up the steps to find another chaingun. Turn right and push past some monsters to a room with another shotgun, then head north through a door to reach an area with several flashing light columns. Turn left or right at the first column then head due north to enter a dark curved passage. At the north end of this passage, open the north wall (opposite a window) to reveal four imps guarding the red keycard.

With the red key, go to the west side of the dark passage to find a door requiring that key and go through it to confront a demon and spectre then head south through a second door requiring the yellow key. Head south past some zombies and imps until you reach a square gray column then look south-east to see the blue keycard on a small step. After taking the blue key, head west through two more doors to reach a room containing an invulnerability then head north through a larger door requiring the blue key.

Follow the blue corridor to a lift that will take you down to a room with two more doors and another lift; step on this lift to be taken to a room with several barrels then leave the room by the east doorway and follow the passage north, west and south past several monsters until you reach an armor pickup. Head west down some steps to a room containing two imps, two shotgun guys and an armor bonus; when you take the armor bonus the room will darken and four demons will teleport in around you. Dispose of them then head west through the exit door and ride the lift behind it up to the exit switch.

Other points of interest[edit]

From the room with the invulnerability, step through the door in the north-west corner (requiring the red key) then pass through a second door requiring the yellow key. You will enter a red room containing numerous monsters, as well as another blue keycard in the south-west corner. If you have already collected the blue key from the blue room to the east then the key in the red room will be blocked off; conversely, taking the blue key in the red room will block off the key in the blue room.

Secrets[edit]

  1. In the area with the flashing light columns near the red key, enter the north central column room and open the north wall where a rocket launcher and two rockets are placed. (sector 167)
  2. Along the blue-floored hall at the center of the level, look at the fences in this hallway. Go to the furthest fence on the left side of the hall, then look north-west to find a gray wall. Shoot this wall, then head into the red-floored area behind it. This area has some nukage at the north side; enter this particular area (which has armor bonuses and a backpack) and through the wall you previously shot through, then get the supercharge in this corridor. (sector 338)
  3. At the north end of the level, open the damaged wall in the south-east corner to a room with lots of supplies, including a megaarmor. (sector 339)

Bugs[edit]

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
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 December 21, 2021.

Statistics[edit]

Map data[edit]

Things 334
Vertices 1515*
Linedefs 1804
Sidedefs 2314
Sectors 351
* The vertex count without the effect of node building is 1422.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

  • The level's name is probably a reference to Tom Hall.

See also[edit]

Sources[edit]

External links[edit]