MAP01: Entryway (Doom II)

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Doom II maps 01-11

(01 - 11)
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21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32

Sony-PlayStation-5501-Console-FL.png

This level has a
console version.

This level occupies the map slot MAP01. For other maps which occupy this slot, see Category:MAP01.

MAP01: Entryway is the first map of Doom II. It was designed by Sandy Petersen and uses the music track "Running From Evil".

In the PlayStation and Sega Saturn joint port of Doom and Doom II, Entryway is MAP31, and is the port's first Doom II level.

Walkthrough[edit]

Map of Entryway
Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Essentials[edit]

Jump down from the ledge. Enter the corridor in front of you, head east at the first bend and go south at the next. Enter the door in the northeast corner of the next room and flip the switch.

Other points of interest[edit]

At the very start of the map, before dropping down to the floor, head southwest to access a partially open-air area and get a chainsaw.

In the northeast of the winding corridor, there is a room containing eight health bonuses.

Secrets[edit]

  1. In the northern blue room, flip the eastern switch. A compartment will open in the northeast corner of the room, containing a suit of armor and two stimpacks. (sector 41) Toggling the opposite switch will cause both switches to sink into the ground, allowing the zombiemen's clips to be acquired. If you do this first, you can still open the secret by pressing the use key where the eastern switch was formerly located.
  2. In the large room at the end, toggle the switch on the western wall to activate an elevator. At the top, open the back wall of the elevator to reveal another switch. (sector 8) Flip it to open a door in the southeast leading outside.
  3. From secret #2, jump east across the square platform below. A compartment containing a rocket launcher will open behind the health bonuses out in the hallway. (sector 57) You do not have to jump onto the platform; all that is required is that you jump over the platform's western side. (linedef 242)
  4. After activating the switch in secret #2, head outside through the door that opened in the southeast. To the west is a shotgun and 4 shotgun shells. (sector 17)
  5. In the big room, one side of the eastern wall is perfectly straight. At the northern end of the wall is a cage containing an imp. Open the other end of the wall to find a stimpack. (sector 28) On Hurt Me Plenty or higher, two imps will exit the secret if you fire your weapon inside the room or at the end of the corridor that leads into it.

Bugs[edit]

The door of secret #5 (sector 29) has FLOOR5_3 as its floor flat instead of the adjacent RROCK09.

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

Records[edit]

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:05 Thomas Pilger (Panter) 1998-03-30 lv01-005.zip
NM speed 00:05 Thomas Pilger (Panter) 1998-09-27 nm01-005.zip
UV max 00:39 Jim Leonard (Xit Vono) 2006-03-14 lv01-039.zip
NM100S 00:31 Adam Hegyi 1999-07-21 ns01-031.zip
UV -fast 00:40 Jim Leonard (Xit Vono) 2006-06-07 fa01-040.zip
UV -respawn 00:41 Jim Leonard (Xit Vono) 2006-03-01 re01-041.zip
UV Tyson 00:41 Jim Leonard (Xit Vono) 2006-06-02 ty01-041.zip
UV pacifist 00:05 Thomas Pilger (Panter) 1998-10-03 pa01-005.zip

The data was last verified in its entirety on October 18, 2012.

Deathmatch[edit]

Statistics[edit]

Map data[edit]

Things 69
Vertices 383*
Linedefs 370
Sidedefs 529
Sectors 59
* The vertex count without the effect of node building is 316.

Things[edit]

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

Inspiration and development[edit]

Animated comparison of early MAP01 with final version

An early version of MAP01 released in 2015 shows several notable differences from the final version. The most immediately apparent is the existence of an entirely different starting area, with the player beginning in an anteroom filled with computer kiosks, and only after passing through the room and a short hallway, coming upon the more familiar overlook of the triangular staircase. The early version of the level also has some different texture work, with the northernmost room being textured more in the style of Knee-Deep in the Dead.

External links[edit]