List of levels with completion issues
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The following table lists levels where full completion is prevented for any reason when the player follows normal gameplay. It is intended to serve as a reference index for map authors that wish to avoid the listed pitfalls, as an aide for players that wish to know when a level has issues, and as an overview for investigators that want to apply their knowledge to develop new workarounds.
A level is considered fully completed when the following four statements are true:
- Kills: All monsters that count towards the kills percentage (except those spawned by the Icon of Sin) are dead.[1][2]
- Items: All items that contribute to the items percentage are collected.
- Secrets: All secrets must be registered as visited.[3][4]
- The exit can be reached.
- ↑ This rule is shared with the UV max speedrun category. The final kills percentage shown in the level exit screen may show 100% or even surpass it while IoS-spawned monsters are still alive, but all eligible monsters (including those resurrected by arch-viles) must be dead for a full completion.
- ↑ Lost souls count towards the kills counter in versions of Doom older than Doom 1.666, otherwise they do not count. Unkillable lost souls are a completion issue only if playing on old versions of Doom is the intended normal gameplay.
- ↑ If a sector can acquire the secret effect after the level is already loaded, it must be registered also. This surpasses 100% when shown in the level exit screen.
- ↑ If a secret can be deleted after the level is already loaded, it must be registered before it is deleted.
Whether or not the player follows normal gameplay when being prevented from a full completion depends on the context of the player and level, and can not be rigidly defined. A rough guideline for level inclusion that supports the purpose of the article is as follows:
- A level where some category of completion appears to be impossible and has no known workaround must always be included; context is irrelevant as this is a clear completion prevention.
- Similarly, a level where an unknown trick is intended for full completion should be included, as no known strategy or workaround exists.
- Conversely, a level where a known trick is intended for full completion should not be included, as this is normal gameplay for that level that can be discovered via a walkthrough.
- A level where full completion appears unintended or otherwise impossible to the intended player audience, where a trick exists for full completion, should usually be included, depending on how trivial the trick is. An extremely trivial workaround such as the item completion in MAP31 of Perdition's Gate is fair to leave out as it merely involves touching a wall, while workarounds involving engine bugs should usually be included.
Completion category key[edit]
Each level has kills, items and secrets (K, I, S, respectively) categories that may have problems.
| There are no significant problems in this category. | |
| N | No workaround is known to exist. |
| D | There is a demo-compatible workaround for this problem (such as by using a rocket jump). |
| ND | There is a non-demo-compatible workaround for this problem without the use of cheats (such as by saving and reloading the game). |
Cause key[edit]
Some causes are common and are listed here. Uncommon causes may be left blank or not listed here, suggesting a visit to the level's page for further information.
| CL | Author comments regarding compatibility level or intended source port contradict the level design, making for ambiguity on how to play the level correctly. Subcategory keys: POL, Use |
| Closet | A monster closet malfunctions and fails to open. |
| CM | There is more than one computer area map in singleplayer. In vanilla Doom, a player can only take one per level, but both count as items. |
| Co-op | The K/I/S is in a co-op-only area but appears outside of co-op. |
| Deleted | A secret sector gets deleted after the level has already loaded, but is still required for full completion. This can sometimes be worked around by just being quick. |
| DM | The K/I/S is in a deathmatch-only area but appears outside of deathmatch. |
| Extreme | A player can not be reasonably expected to fully complete the level due to overwhelming odds, though it is technically possible. TAS may be required. |
| MX | The level forks into separate paths of no return, and some K/I/S are mutually exclusive. |
| NoMo | A monster required to progress or obtain something is not present in no monsters mode, making full completion impossible. Levels with monster-powered completion devices rarely have fail-safes for this. Subcategory of the X key. |
| OOB | The K/I/S is placed out of normally playable bounds, e.g. in the void, a ledge too high to reach, or in an unreachable room. |
| POL | A teleport (such as in a teleporter trap) failed because of a source port's different point-on-line algorithm. Affected source ports include Zandronum, ZDoom and GZDoom, though only Zandronum lacks the ability to configure it. Subcategory of CL. |
| Snap | An item is unreachable due to the thing snapping up to ledges bug, either because the bug puts the item out of reach, or because the bug is deliberately used to put the item in reach but is disabled in certain ports. |
| Thin | The secret sector is too thin to stand on. To register a secret sector as having been visited, a player must stand on it with their center point. The workaround is often to use the flicker glitch or a squeeze glide. |
| Trap | A teleporter trap malfunctions and fails to teleport something. |
| Trickle | A room with monsters that is difficult for them to leave requires excessive amounts of manipulation from the player moving around the level to herd them towards the room's exit. |
| Use | The level has use-blocking linedefs placed in front of important objects, preventing their use. Some source ports allow use attempts to pass through such linedefs by default (like GZDoom) or by option (like Boom). Subcategory of CL. |
| Unused | A secret sector exists in map data but is not placed anywhere in the level. The game counts it regardless, making for an unreachable secret. |
| X | Something important is exclusive to certain skill levels or modes, such as an important key only appearing in multiplayer mode. When only no monsters mode is affected, use the "NoMo" key. |
| WAD | Map | K | I | S | Cause | Notes |
|---|---|---|---|---|---|---|
| 1 Monster | MAP03: Sergeant Center | D | Trap | Patch exists. | ||
| 1 Monster | MAP23: Musical Bar-B-Que | N | N | Trap | Patch exists. UV max 28/45 kills, 107/112 items. | |
| 100 Line Christmas[1] | MAP25: Satan Claus | N | OOB | Unreachable arch-viles. | ||
| 100 Lines (Traditional) | MAP05: Convenient System Store | N | Thin | |||
| 10 Line Genocide: Episode 1[2] | MAP23: A Feast For Hell Knights | D | Ammo | Doable with items from previous levels. | ||
| 10 Line Genocide: Episode 3[2] | MAP17: B-Quiet | N | OOB | |||
| 10 Line Genocide: Episode 4[2] | MAP01: They Are Watching! Run | D | Extreme | Imps can be punched, but it may be TAS-only. | ||
| 10 Line Genocide: Episode 4 | MAP04: Rear Hatch Escape | D | Extreme | |||
| 10 Line Genocide: Episode 4 | MAP16: 10 Lines, I Guess | D | Extreme | TAS required. | ||
| 10 Line Genocide: Episode 4 | MAP41: Claustroviolence | Extreme | TAS-only, or otherwise no completion recording is known to exist. | |||
| 10 Line Genocide: Episode 4 | MAP46: The Elder Scrolls | N | Ammo | |||
| 10 Line Genocide: Episode 5[2] | MAP09: C Baron | D | Extreme | Requires non-berserk punching 27 barons in a small space, may be TAS-only. | ||
| 10 Line Genocide: Episode 5 | MAP12: Decimal 4 | N | OOB | Unreachable arch-viles. | ||
| 10 Line Genocide: Episode 5 | MAP31: Jocket Rump | N | CM | |||
| 10 Line Genocide: Episode 5 | MAP33: 2023 Nuts | N | OOB | Soul sphere things 20206–20209 are placed in void outside the level. | ||
| 10 Line Genocide: Episode 5 | MAP34: We Don't Need Physics To Where We're Going | N | Over 1000 cyberdemons and no items. The blockmap does not work, so no attacks can land anyway. | |||
| 10 Line Genocide: Episode 5 | MAP37: Light Pillar In Abyss | N | OOB | Invulnerability stuck in exit compartment, which cannot be opened because the keys are outside the blockmap. Requires zero press to exit. | ||
| 10 Line Genocide: Episode 5 | MAP39: Bloody Revenants | D | D | Extreme | May require TAS. | |
| 10 Line Genocide: Episode 5 | MAP43: The Worst Void Possible | N | Free void with over 1000 arch-viles, it is unclear if they can be harmed. | |||
| 10 Line Genocide: Episode 5 | MAP46: Miniddo | Extreme | Excessive luck required for a continuous attempt at completion. TAS exists. | |||
| 1994 Tune-up Community Project | MAP15: Cratebase | N | POL | UV/NM co-op affected. | ||
| 1994 Tune-up Community Project | MAP16: Infinity Plus | N | OOB | |||
| 1994 Tune-up Community Project | MAP22: Retour en le Nefarious Chateau | N | Trap | |||
| 1994 Tune-up Community Project | MAP30: Pure Evil | D | X | |||
| 2002 A Doom Odyssey | E3M3: Stronghold of Damnation | D | Extreme | |||
| 2002 A Doom Odyssey | E4M3: Hell Unleashed | N | OOB | |||
| 2002 A Doom Odyssey | E4M4: Disreputable Stronghold | N | Trap | |||
| 2048 Unleashed | MAP17: Grim Keep | D | D | D | Use | |
| 2048 Unleashed | MAP25: Acid Reflux | N | D | D | Use | |
| 3 heures d'agonie | MAP28: Impulsion | N | Snap | |||
| 5 Minute Map Collection[3] | MAP26: The Red X of DOOM | N | Extreme | Impossible with pistol start; four distant cyberdemons, a time limit, and no ammo. Items from a previous level might make it technically possible. | ||
| 5 Minute Map Collection | MAP28 | D | OOB | The arch-vile placed in void can be killed with plasma which clips slightly through walls before exploding. | ||
| 5 Minute Mayhem[3] | MAP20 | D | Extreme | Technically possible; four punchable cyberdemons, no weapons. | ||
| 5 Minute Mayhem | MAP29 | D | Extreme | Constant cyberdemon luck required. | ||
| 99 Ways to Die | MAP03 | N | N | Thin, X | Cannot reach exit room on UV/NM due to broken teleport. | |
| Alien Vendetta | MAP25: Demonic Hordes | N | Co-op | |||
| Alien Vendetta | MAP28: Whispering Shadows | N | Snap | Boom affected. | ||
| Aliens TC | E2M3: Med-Labs and Operations | D | Extreme | |||
| Aliens TC | E2M4: Med-Labs and Operations | D | CL | Requires Boom to play properly. | ||
| Aliens TC | E2M5: Atmospheric Processor | N | Unused | |||
| Aliens TC | E2M9: Alien Host Ship | N | CL | Requires Boom to play properly. | ||
| Ancient Aliens | MAP23: Trinary Temple | N | POL | |||
| Ancient Aliens | MAP24: Culture Shock | N | OOB | |||
| ASDoom | E1M4 | D | Trickle | |||
| ASDoom | E1M9 | D | D | MX | ||
| Arrival | MAP09: The Writhing Altar | N | OOB | |||
| Arrival | MAP32: Dad Bod | N | CL | Original version requires Boom to play properly. | ||
| Back to Saturn X: Episode 2 | MAP06: Useless Inventions | N | POL | |||
| Back to Saturn X: Episode 2 | MAP19: Unbaited Vicar of Scorched Earth | N | Trap | |||
| Base Ganymede | E1M1 | N | Trap | ITYTD/HNTR/HMP affected | ||
| Base Ganymede | E3M4 | N | Trap, X | On HMP or lower a baron is unable to teleport to the playable area. On ITYTD/HNTR the player can be softlocked if they do not get the blue key last, due to a missing teleporter destination. | ||
| Chex Quest | E1M3: Experimental Lab | D | N | OOB, CM | OOB monster killable with weapon/monster projectiles. | |
| Community Chest | MAP20: Technodrome | N | NoMo | |||
| Community Chest | MAP21: Avenger | N | Thin | |||
| Community Chest | MAP31: Mt. Chaos | N | NoMo | |||
| Community Chest 2 | MAP06: The View | N | CL | Relies on ZDoom untagged shoot-switch behaviour. | ||
| Community Chest 2 | MAP18: Internal Reaches 3 | NoMo | ||||
| Community Chest 2 | MAP20: Enigma | N | CL | Relies on outdated ZDoom behaviour. | ||
| Community Chest 2 | MAP24: The Mucus Flow | D | D | N | Use, OOB | |
| Community Chest 2 | MAP26: Geist Halls | N | NoMo | |||
| Community Chest 2 | MAP28: No Room | D | OOB | |||
| Community Chest 3 | MAP07: Simple Complex | NoMo | ||||
| Community Chest 3 | MAP12: Black Rain | N | Trap | |||
| Community Chest 3 | MAP31: Disarming the Mechanism | N | OOB | |||
| Cyberdreams | MAP24: Sorry, 66% Maximum | D | Extreme | The map features three cyberdemons, but one must be left alive to shoot at a Romero's head to finish the level. | ||
| Dante's Gate | D | Thin | ||||
| Dark Hell | E2M1: Dark Dome Stairs | N | Thin | Old version affected. | ||
| Dark Hell | E2M6: BEWARE | N | Thin | New version affected. | ||
| Dark Hell | E2M7: Ankh Cliffs | N | CM | |||
| Dark Hell | E2M8: Tower of Demons | N | N | Thin, OOB | ||
| DBP37: AUGER;ZENITH | MAP10: Photon Geyser | N | POL | |||
| Demonfear | MAP05: Communication Base | D | Trickle | |||
| Demonfear | MAP27: Hell's Paradigm | D | Thin | Solved via squeeze glide. | ||
| Doom | E1M6: Central Processing | D | OOB | Old version affected. | ||
| Doom | E1M8: Phobos Anomaly | D | Extreme | |||
| Doom | E4M3: Sever the Wicked | N | OOB | |||
| Doom | E4M7: And Hell Followed | ND | Thin, OOB | Two affected sectors, one can be reached via a cyberdemon-assisted rocket jump. | ||
| Doom II | MAP15: Industrial Zone | D | Thin | |||
| Doom II | MAP27: Monster Condo | N | D | CM, OOB | ||
| Doom the Way id Did | E3M4: Torture Chambers | D | Closet | ITYTD/HNTR affected. | ||
| Down the Drain | MAP06: Baloney Town | D | OOB | |||
| Down the Drain | MAP10: Here n There, Now n Then | N | Thin | |||
| Eternal Doom | MAP03: Inter-Base | N | OOB | |||
| Eternal Doom | MAP05: Time Gate | N | MX | |||
| Eternal Doom | MAP10: Crimson Tide | N | OOB | |||
| Eternal Doom | MAP12: Darkdome | D | OOB | |||
| Eviternity II | MAP36: Kenosis | N | Trap | GZDoom on Annihilate Me skill affected | ||
| Fava Beans | E1M4: Triton Lunar Base | D | Thin | |||
| Final Fantasy Doom[4] | E1M8: Castle Keep | N | CM | Max 1/2 (50%). | ||
| Final Fantasy Doom | E2M1: Crystal Cavern | N | OOB | Max 0/1 (0%). | ||
| Final Fantasy Doom | E2M5: Narshe | N | OOB | Max 26/27 (96%). | ||
| Final Fantasy Doom | E3M6: Research Facility | N | Ammo | Low ammo, unreachable cyberdemons. Max 5/10 (50%) with (TAS-only) melee, otherwise 2/10 (20%). | ||
| Hacx | MAP07: The Great Wall | N | OOB | |||
| Hacx | MAP17: River of Blood | N | OOB | |||
| Harmony | MAP05: The Hospital | N | OOB | Original version affected. | ||
| Harmony | MAP08: Airstrip One | D | OOB | |||
| Hell Revealed | MAP23: Ascending to the Stars | N | CM | |||
| Hell Revealed | MAP26: Afterlife | N | OOB | 424/428 possible. | ||
| Hell Revealed | MAP32: Mostly Harmful | D | OOB | 287/327 possible without the trick. | ||
| Hell Revealed II | MAP12: Anti Static | N | Trap | |||
| Icarus: Alien Vanguard | MAP13: Asylum | N | Thin | |||
| Icarus: Alien Vanguard | MAP15: Waste Disposal | D | OOB | |||
| Icarus: Alien Vanguard | MAP29: Brutality | N | OOB | |||
| Italo-Doom | MAP07: Central Processing | N | OOB | |||
| Junkfood 4: Slotterween | MAP37: Croquette Corp | N | N | Closet, OOB | Max 4175/4176 (99%) kills (thing 459), 24269/24361 (99%) items (item column at thing 8890). | |
| Legacy of Rust | MAP03: Spirit Drains | N | Trap | Old version affected. | ||
| Legacy of Rust | MAP07: Forfeited Salvation | D | Extreme | |||
| Master Levels for Doom II | MAP07: Bloodsea Keep | N | X | NoMo/ITYTD/HNTR affected. | ||
| Master Levels for Doom II | MAP07: Mephisto's Maosoleum | D | OOB | |||
| Master Levels for Doom II | MAP07: Nessus | ND | Thin | |||
| Master Levels for Doom II | MAP25: Black Tower | D | Trickle | |||
| Memento Mori | MAP11: Halls of Insanity | N | Co-op | |||
| Memento Mori | MAP15: Karmacoma | D | OOB | |||
| Memento Mori | MAP17: House of Thorn | N | Thin | |||
| Memento Mori | MAP18: A Dead Man's Town | N | Closet | |||
| Memento Mori | MAP20: Mountain Depot | D | D | OOB | ||
| Memento Mori | MAP27: Fort Hades | N | DM | |||
| Memento Mori II | MAP01: Outpost | N | DM | |||
| Memento Mori II | MAP03: ...And Hell Beneath | N | DM | |||
| Memento Mori II | MAP11: Sewer Shutdown | N | DM | |||
| Memento Mori II | MAP14: A Question of Time | N | DM | |||
| Memento Mori II | MAP16: The Nephilim | N | DM | |||
| Memento Mori II | MAP18: Regulate | D | N | OOB, DM | ||
| Memento Mori II | MAP22: R.R.F. Refinary | N | DM | |||
| Memento Mori II | MAP23: No Way Out | N | DM | |||
| Memento Mori II | MAP25: Forgotten Town | N | OOB | |||
| Memento Mori II | MAP26: Base Exposure | N | Unused | |||
| Memento Mori II | MAP27: The Silos | N | N | Thin, OOB | ||
| Memento Mori II | MAP28: Corporate Hell | N | DM | |||
| Memento Mori II | MAP30: It | N | Co-op | |||
| Memento Mori II | MAP31: DejaVu | N | Trap | |||
| Memento Mori II | MAP32: Dances with Demons | N | Trap | |||
| Memento Mori II | MAP01: Secret Operation 1 | N | Trap | |||
| nocheat[5] | E2M1 | D | Extreme | Two cyberdemons requiring non-berserk punching; TAS demo exists.[6] | ||
| NoYe[7] | MAP03: A Snaking Suspicion | N | OOB | Inaccessible cyberdemons and not enough weapons. | ||
| NoYe | MAP04: Midnight Meeting | D | Extreme | Three cyberdemons and a bit of ammo, some non-berserk punching required. | ||
| NoYe | MAP21: A Reach Beyond Reaching | N | OOB | Inaccessible cyberdemon and no weapons. | ||
| NoYe | MAP27: AV Pachinko | N | OOB | Visible items inaccessible. | ||
| NoYe | MAP30: Going Up? | D | Extreme | Features an infinite secret generator. It takes over 27 years of waiting to get max secrets. | ||
| NoYe | MAP32: Thissuxx Memeorial | N | N | OOB | Secret and northwest invulnerability inaccessible. | |
| NoYe | MAP35: Revball | N | OOB | Invulnerability inaccessible. | ||
| Obituary | MAP14: Halls of the Requiem | D | Trickle | |||
| Obituary | MAP15: Castle of Damnation | D | Trickle | |||
| Perdition's Gate | MAP03: UAC Executive Areas, Recreation Area/Yard | D | Thin | |||
| Perdition's Gate | MAP12: Entryway to the Worlds of the Ancients | N | Thin | |||
| Perdition's Gate | MAP27: Hell's Masterpiece | N | Thin | |||
| Perdition's Gate | MAP29: The Bomb Facility | D | OOB | |||
| Perdition's Gate | MAP31: World of Wonders: The Planet of Living Rock | D | OOB | |||
| Plutonia 2 | MAP03: Skull Island | D | OOB | |||
| Plutonia 2 | MAP06: Collider Complex | D | OOB | |||
| Plutonia 2 | MAP11: Arch-Violence | D | Extreme | |||
| Plutonia 2 | MAP20: Lurking Fear | N | Trap | |||
| Plutonia 2 | MAP27: Red Hot | N | Trap | |||
| Plutonia 2 | MAP32: Go 4 It | N | Trap | |||
| Requiem | MAP03: Poison Processing | N | Trap | UV/NM co-op affected. | ||
| Requiem | MAP04: Fireworks | N | DM | |||
| Requiem | MAP06: nataS ot etubirT | N | DM | |||
| Requiem | MAP08: The Reactor | N | DM | |||
| Requiem | MAP09: Deep Down Below | N | DM | |||
| Requiem | MAP12: Militant Reprisal | N | N | OOB | ||
| Requiem | MAP21: Den of the Skull | D | D | N | Thin | |
| Requiem | MAP23: Hatred | D | N | OOB | ||
| Requiem | MAP29: Downer | D | Deleted | |||
| Revolution! | MAP01: Carnivorous Cargo | N | OOB | |||
| Revolution! | MAP05: R 'n R | N | Unused | |||
| Revolution! | MAP20: X Marx the Spot | N | Unused | |||
| Sacrament | MAP04: Phobia | D | D | MX | ||
| Sacrament | MAP08: Zone X | N | N | CL | Requires Boom to play properly. | |
| Sacrament | MAP10: Wood Prison | N | N | N | CL, OOB | Requires Boom to play properly. |
| Scientist 2 | MAP09: Bio Lab | N | OOB | The same map with this issue is also in Scientist. | ||
| Scientist 2 | MAP17: Second Horseman | D | OOB | |||
| Scientist 2023 | MAP17: Alchemical Warfare | D | OOB | |||
| Scythe | MAP27: Terror | D | OOB | |||
| Scythe | MAP28: Run From It | D | Extreme | 100% kills is technically possible while sliding dead towards the exit. | ||
| Speed of Doom | MAP14: Sledge | D | MX | Requires arch-vile jump. | ||
| Sunlust | MAP02: Down Through | N | Trap, closet | ITYTD/HNTR affected, GZDoom UV/NM affected | ||
| Sunlust | MAP04: Sol | D | OOB | |||
| Sunlust | MAP27: Emerald Spire | D | OOB | |||
| The Apocalypse Project | E1M4 | D | OOB | Requires items brought from a previous map. | ||
| The Apocalypse Project | E1M6 | D | CM | |||
| The Plutonia Experiment | MAP11: Hunted | D | Extreme | |||
| The Plutonia Experiment | MAP26: Bunker | D | Thin | |||
| The Plutonia Experiment | MAP27: Anti-Christ | D | OOB | |||
| TNT: Evilution | MAP15: Dead Zone | D | OOB | |||
| TNT: Evilution | MAP31: Pharaoh | N | OOB, X | Original version affected and unplayable in singleplayer without exploits. | ||
| Ultimate Doom In Name Only | E4M8: Unto the Cruel | N | MX | |||
| Vae Victus | MAP02 | N | CL | Works in ZDoom, teleporter trap broken in other limit-removing ports. | ||
| Vae Victus | MAP03 | N | CL, OOB | Playable in ZDoom where use passes through triggers, unplayable in other limit-removing settings. | ||
| Vae Victus | MAP04 | CL | Works in ZDoom where use passes through triggers, unplayable (or barely playable) in other limit-removing settings. | |||
| Vae Victus | MAP05 | N | CL | Works in ZDoom where vertical aim is enabled, kills out of reach in other limit-removing settings. | ||
| Zombies TC | MAP02: Copkiller | N | Trap | Sector with thing 182 affected. | ||
| Zombies TC | MAP03: Refuel the heli | N | OOB, DM | Southeasternmost zombie on a hill cannot be hit by autoaim, but can be killed by spread when shooting other zombies. Two zombies (things 284, 375) in deathmatch-only room. | ||
| Zombies TC | MAP05: Close the doors | N | OOB | Unreachable sectors next to actual secret are also secret by accident. | ||
| Zombies TC | MAP08: Big city nights | D | Teleporter trap monsters behind illusory walls do not wake up unless shot. | |||
| Zombies TC | MAP10: Oil refinery | N | N | OOB, unused | Five monsters placed in void. |


