E2M3: Warehouse (Doom: Damnation)

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Doom: Damnation maps
Knee-Deep in the Dead

M1 M2 M3 M4 M5 M6 M7 M8 M9

The Shores of Hell
Inferno

M1 M2 M3 M4 M5 M6 M7 M8 M9

Thy Flesh Consumed

M1 M2 M3 M4 M5 M6 M7 M8 M9

This level occupies the map slot E2M3. For other maps which occupy this slot, see Category:E2M3.

E2M3: Warehouse is the third map in the second episode of Doom: Damnation. It was designed by Ofisil and uses the music track "Trigger-Happy". The par time defined in the DEHACKED lump is 5:00.

Walkthrough[edit]

Map of Warehouse
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]

Turn right (west) and go forward into a passage containing a clip and shotgun shells then turn left to enter the main warehouse. Head west between the crates until you reach a large angled gray crate, then head north-east past a chamber containing demons and a chainsaw to some brown steps. Turn right at the top of these steps and head forward up another set of steps to pass through some broken bars, then continue on to a pair of wooden doors and head through them - you will see the blue keycard on your left, guarded by a baron of Hell behind a set of bars. Head east through another pair of doors to a lava-filled chamber with demons and cacodemons, then north to a room containing a marble structure with another baron. Follow the marble bridges round to the north side of the structure then go inside it and press the skull switch on your right, which will lower several columns holding health bonuses and imps. Backtrack to the blue keycard room where you can now collect this item - watch out for two to four cacodemons that are released overhead.

With the blue key, head south through some broken bars and follow the passage south to a storage room with imps, then look south-west to see some zombiemen and shotgun guys guarding a door that requires the blue key. Go through the door to return to the starting room, then retrace your steps through the main warehouse until you reach the large angled crate on the west side that you passed earlier. Look north to see a skull floor and step on it - it will turn into a set of steps leading up to another blue key door, behind which is a baron guarding the yellow keycard.

Go back down the step to the angled crate and head west under a pair of hanging legs, then head south through a wooden door to a maze of dark passages. Go left or right around the red wall in front of you to reach a brightly-lit area, then head south past a metal block to an area with a yellow key door. Open the door and kill two or three cacodemons waiting behind it, then go through and head south-west into a passage that leads to the red keycard. Approaching the key will close the door you just passed through - follow the passage back round and head east to a now-open wall with a baron behind it, then follow the tunnel east to a skull switch that will re-open the yellow key door. Watch out for the demons and lost souls that are released into the area as you leave.

Backtrack to the lava-filled room in the north-east corner of the level (where you found the switch to release the blue key), then head west into a marble passage leading to a red key door. Open the door and destroy three lost souls, then press the skull switch on the teleporter pad to finish the level.

Other points of interest[edit]

In the room east of the yellow key area with short green pillars, look north to see a lava pit with a fleshy platform inside it. Shooting the gargoyle switches in secrets 2-5 will raise the four sections of this platform to form a staircase, allowing you to reach a skin teleporter leading to a BFG9000.

As well as the BFG and the chainsaw, there are four other chambers around the starting room that contain weapons.

  • As the level starts, turn right and open the silver door on the north wall to find a shotgun and eight armor bonuses.
  • From the storage room east of the start, open the door south of the blue key door to find a rocket launcher.
  • From the rocket launcher chamber, head east into a passage leading to a gray room with a cacodemon. Flip the switch to the south, watching out for monsters waiting in the tunnels on either side, then return to the storage room where a set of bars by the north doorway have opened leading to a chaingun.
  • With the yellow key, return to the starting room and open the door opposite the blue key door to collect a plasma gun.

Berserk packs can be found west of the structure containing the yellow key, and in a brightly-lit area near the middle of the south-west maze.

As soon as you go through the north door leading to the south-west maze, turn left to see a passage leading to a light amplification visor.

Secrets[edit]

  1. From the start, enter the neighboring room with the shotgun and use the gray crate to reveal a passage leading to shotgun shells, a stimpack and an armor. (sector 9)
  2. At the east end of the warehouse, there is a bright corridor at the south end. A section of this corridor is blinking. Use the south wall here to find a secret area with a supercharge. Shooting the switch in the back raises one of the bridges to the teleporter leading to the BFG. (sector 53)
  3. Flip the switch in the southeastern-most part of the map and return to the area before it. Head north and into the chaingun room, then use the wall to the north with slime on it to find a secret place with a computer area map. Shooting the switch in the back raises one of the bridges to the teleporter leading to the BFG. (sector 152)
  4. Enter the water north of the yellow key room. You can see an arrow pointing at the right wall if you look to the north. Use the wall to find a secret area with an invulnerability. Shooting the switch in the back raises one of the bridges to the teleporter leading to the BFG. (sector 290)
  5. In the south-west maze, head for the south-east end with a beating heart on a pillar. Use the wall to the right of it to find a secret area with a megaarmor. Shooting the switch in the back raises one of the bridges to the teleporter leading to the BFG. (sector 209)

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 April 3, 2022.

Deathmatch[edit]

Player spawns[edit]

This level contains nineteen spawn points:

  1. facing south-west. (thing 463)
  2. facing south. (thing 464)
  3. facing south-west. (thing 466)
  4. facing south-east. (thing 467)
  5. facing north-west. (thing 468)
  6. facing north. (thing 469)
  7. facing south-east. (thing 470)
  8. facing north-west. (thing 471)
  9. facing north. (thing 472)
  10. facing south-east. (thing 473)
  11. facing south-east. (thing 474)
  12. facing north-west. (thing 475)
  13. facing south. (thing 476)
  14. facing west. (thing 477)
  15. facing east. (thing 478)
  16. facing south-west. (thing 479)
  17. facing north-east. (thing 480)
  18. facing south-west. (thing 481)
  19. facing south. (thing 482)

Statistics[edit]

Map data[edit]

Things 499
Vertices 1872*
Linedefs 2047
Sidedefs 2956
Sectors 392
* The vertex count without the effect of node building is 1672.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

This level includes areas derived from Doom's E2M6: Halls of the Damned, including the gray area in the south-east corner and the maze of dark passages in the south-west corner.

Trivia[edit]

See also[edit]

Sources[edit]

External links[edit]