E1M5: Engineering Station (Double Impact)

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Double Impact maps
This level occupies the map slot E1M5. For other maps which occupy this slot, see Category:E1M5.

E1M5: Engineering Station is the fifth map of Double Impact. It was designed by Matt Cibulas (RottKing) and Ralph Vickers (Ralphis), and uses the music track "The Imp's Song" by Robert Prince. The par time defined in the DMAPINFO lump of the edition released as official add-on is 11:30.

Walkthrough[edit]

Map of Engineering Station
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]

On Hurt Me Plenty skill level, be ready to kill a demon approaching from your left as soon as the level starts. Head west into the neighboring chamber and open the north door to confront an imp, then open a second door behind it to get outside where several imps and zombies are waiting. Follow the nukage river west and south to a bridge; cross it, then open the door ahead and kill all the enemies behind it before stepping through; as you pass through the next room two cages holding zombiemen and shotgun guys will open behind you. Activate the lift at the south end of the hall, then walk north-east into the next chamber and kill any enemies waiting on either side before opening the door to find the yellow keycard. Run straight forward to collect the key as you will trigger a crusher trap directly above it.

Kill the zombies that have been released below, then return to the starting room—there is a yellow key door on the north side, but ignore it for now and activate the nearby lift to find a second locked door with a spectre behind it. Go up the steps and turn right to drop into a blue-floored room, then follow the passage in the south-east corner to a second blue-floored room that has a button on its east side. Press the button then leave the room by the south hallway and open the next door to enter a C-shaped corridor; there is a narrow passage connecting the north and south sides of the corridor that has a hole you can drop down to confront an imp and one or two spectres (plus a cacodemon on Ultra-Violence and Nightmare). Head west through a narrow tunnel to see a lift ahead, but do not take it yet; instead follow the hallway south, west, then east to find a switch that you can flip. The switch will raise a bridge further ahead, but will also release a spectre and one or more imps and cacodemons nearby.

Go back to the lift you passed earlier and ride it up, then head straight forward, passing a button on the right-hand wall, to a switch straight ahead and flip it; this will open a door in the yellow key room. Go back to the button you just passed and press it to lower a lift leading back to the starting room, then return to the yellow key area and pass through the now-open west door to reach a second door on the other side of the bridge you raised earlier. Go through and follow the corridor west to a lift; ride it up, then follow the path to a junction. Turn left and left again to find a corridor leading to a set of steps. Go up the steps and head through the doorway to your right, then go to the window on the east side of the room to collect the red keycard. Taking the key will close the entrance for 30 seconds and allow one or more demons and cacodemons to teleport in.

Once the entrance re-opens, head back to the starting room and open the north door you ignored earlier, then go down the steps and head around a nukage pit at the bottom to get to the exit door. Open it (using the red key) to find a demon protecting the exit button.

Other points of interest[edit]

Secrets[edit]

  1. In the room southwest of the yellow key, at the top of the lift, jump straight west into a fake wall that is darker than the rest of it to reach two rockets, an energy cell, and two stimpacks. (sector 274)
  2. Near the south-eastern part of the map, just south of the southernmost yellow door, is a pool of slime. There is a hidden passage southeast of the column, where you can find a medikit, four health bonuses, an armor, a box of ammo, and a backpack. (sector 215)
  3. After getting the yellow key, go back to the starting area and lower the lift to the northeast. Ride it up and open the yellow door. Follow the steps up and press the north wall (it has a green ridge at the bottom instead of a brown one) to find eight armor bonuses, a rocket launcher, three rockets, a stimpack, and four shotgun shells. (sector 196) There is also an ammo clip at the bottom of a nearby lift, and the wall to the south of it that you can press on.
  4. In the large hallway on the eastern part of the map, you can find two computer terminals in the southeast corner. Press the glowing terminal to open the door to the west (sector 364). Inside, you will find five armor bonuses, two stimpacks, three rockets, four shotgun shells, and a chainsaw behind a few boxes.
  5. Once you lower the walkway that cuts through the hallway near the eastern part of the map, jump down there and go west through the lighted passageway. On the other side, turn east and use the north lift to go up to the alcove that has a berserk pack. (sector 209)
  6. In the dark area where the red key is, go south and press the south wall in between the terminals to find a secret area with two stimpacks, an ammo clip, four shotgun shells, and a backpack. (sector 304)
  7. A wall in the corner of secret #6 has a brown streak on it. Press it to reach the platform (sector 294), where you can find three rockets and a megaarmor.
  8. Come back to the red key area. Inside, there are two windows to the north. Press the window on your left (west) to lower it, and jump outside. Follow east, then south on the ledge to the metal column. Its west side has an alcove where you can find a soulsphere. (sector 265)
  9. Next to the exit door, there is a patch on the ground that is brighter than the rest. Step on it, then run around the slime and back up the stairs to the lowered lift; it will take you to a plasma gun, a stimpack, a rocket, four shotgun shells, an ammo clip, and six armor bonuses. (sector 241)

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 5:20.51 Boris Klimeš (dew) 2012-12-29 d1i5-520.zip
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on December 9, 2021.

Deathmatch[edit]

Player spawns[edit]

This level contains eleven spawn points:

  1. facing south. (thing 439)
  2. facing north. (thing 441)
  3. facing north. (thing 442)
  4. facing south-east. (thing 443)
  5. facing west. (thing 444)
  6. facing north-west. (thing 449)
  7. facing north. (thing 450)
  8. facing west. (thing 451)
  9. facing north. (thing 452)
  10. facing south. (thing 453)
  11. facing north. (thing 455)

Statistics[edit]

Map data[edit]

Things 507
Vertices 1892*
Linedefs 2046
Sidedefs 2888
Sectors 402

* The vertex count without the effect of node building is 1599.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

See also[edit]

Sources[edit]

External links[edit]