MAP01: Entrance (Obituary)

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Obituary maps 01-11

(01 - 11)
12 13 14 15 16 31
OBDEATH1 OBDEATH2

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

MAP01: Entrance is the first map of Obituary. It was designed by Denis Möller.

Walkthrough[edit]

Map of Entrance
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]

Approach the door in front of you to lower the walls on either side, revealing one or two shotgun guys, then go through the door and kill two shotgun guys and/or chaingunners that appear behind the window ahead. Go down the steps to a magma pool and press the gargoyle switch to lower a lift behind you, then drop down the hole to reach a crossroads guarded by zombies. Follow the west path to a nukage pool with two lost souls (or a pain elemental on Hurt Me Plenty (HMP) skill level or higher), then flip the switch on the north wall to open a lift on the path you just took. Ride this lift to a door and open it to find another switch, which will lower the barrier in front of the red door at the crossroads, then go back to the crossroads and follow the east path to find a chaingunner protecting a supercharge. Take the supercharge to lower the surrounding walls and trigger an ambush by two imps and/or cacodemons, then open the north wall to get the red keycard.

Go back to the crossroads and open the red door, then follow the passage behind it until you drop into a pit with some demons. Flip the switch in the south-west corner of the pit to lower a lift on the west side, ride it up to the surrounding ledge then go to the south-east corner (a zombie will be released behind you) and flip a second switch to lower the pillar holding the blue keycard. Use the lift again and open the blue door at the top, which has a bazooka man behind it on Ultra-Violence and Nightmare, then collect the berserk pack next to the steps before opening the door at the top to reach a wooden walkway. Fight through some imps to reach the yellow door on the west side of the walkway, then walk past it to lower the floor ahead and reveal the entrance to a small maze.

Kill the zombies waiting at the maze entrance then go inside and head south through the central hallway until you reach a junction. Take the west path to find a switch, which will raise a staircase leading out of the maze, then go back to the junction and take the south path to reach that staircase; watch out for the demons and imps that are released as you go. Climb the stairs to get back to the wooden walkway, then cross the bridge that has risen from the water to reach the yellow keycard, which is defended by an arachnotron (and one or two mancubi on HMP or higher). With the yellow key, open the yellow door you passed earlier to face one or two chaingunners, then step west to get another berserk pack and kill the chaingunners that are revealed ahead before flipping the switch in front of you. This lowers the stone blocks in front of the exit switch, revealing one or two more mancubi for you to kill.

Other points of interest[edit]

The switch at the north-west end of the wooden walkway opens a monster closet with up to six chaingunners.

Secrets[edit]

  1. Lowering the blue key also opens a closet at the north end of the room. Enter the closet and open the east wall, next to a box of shotgun shells, to find a lift (sector 91) that goes down to a brick wall concealing a megaarmor.
  2. In the maze, south-west of the switch that raises the stairs is a wall that is made of brick rather than rock. Open it to find a spectre and a backpack. (sector 171)

Bugs[edit]

The door at the start opens by lowering to the lowest adjacent floor. If the next area is entered, the lift adjacent to this door is lowered, and the door is then pressed, the door will lower to the level of the lowered lift. When the lift rises, the inner side of the lift is visible (linedef 43), which has no texture and appears as a flat bleed.

The block in front of the red key door in the underground has a button trigger on it (linedef 217) meant for deathmatch players to press to lower the block from the other side. It is not usable for this purpose in singleplayer; it instead absorbs use attempts directed at the red key door unless the player moves so close to the door as to almost be in full bodily contact with it, surpassing this trigger. This makes the door appear unresponsive, requiring an abnormally close proximity to use.

This map is only barely playable in Boom; the yellow key rises too high up and becomes unreachable. This is the exact same bug caused by the Boom engine as in MAP25: Forgotten Town of Memento Mori II. It is however possible to get the yellow key in spite of this problem by approaching the key through the doorway (linedef 670) to the raised bridge once, raising the mancubus platform once, and then doing it again speeding onto the mancubus platform to get raised up to the yellow key. If you miss, the map breaks for good.

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 2:49.49 Andrea Rovenski (Cyberdemon531) 2024-02-13 obtic01-249.zip Plays back with obticwep WAD and DEH
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on March 8, 2024.

Deathmatch[edit]

Player spawns[edit]

This level contains four spawn points:

  1. facing north. (thing 150)
  2. facing north. (thing 151)
  3. facing north. (thing 152)
  4. facing north. (thing 153)

Statistics[edit]

Map data[edit]

Things 174
Vertices 718*
Linedefs 843
Sidedefs 1199
Sectors 182
* The vertex count without the effect of node building is 638.

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]