MAP02: Ebatorium (DBP64: The Vast Silence)

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DBP64: The Vast Silence
maps 01-11

(01 - 11)
12 13 14

This level occupies the map slot MAP02. For other maps which occupy this slot, see Category:MAP02.
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MAP02: Ebatorium (romanization of ебаториум; Russian for "fuckatorium") is the second map of DBP64: The Vast Silence. It was designed by RastaManGames and uses the music track "Gestation" by Immorpher.

Walkthrough[edit]

Map of Ebatorium
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]

Other points of interest[edit]

Secrets[edit]

  1. Open the vent east of the start to get a green armor. (sector 81)
  2. In the central room, go to the west side of the central column and use the green strip. Go around to the east side to enter the column to get a backpack. (sector 77)
  3. In the southwest shafts, go to the north end and use a green switch to the left. This opens up a stimpack, armor bonuses, and a chainsaw. (sector 343)
  4. At the two large crushers, head under the north one to find a soul sphere. (sector 363)
  5. In the room west of the crushers, go through the static to get a berserk pack. (sector 470)
  6. Go towards the exit eye and a door opens. Return to the starting room and get the health bonus, armor bonus, and computer area map in the southwest corner. (sector 367)

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 November 23, 2025.

Statistics[edit]

Map data[edit]

Things 322
Vertices 2451*
Linedefs 2430
Sidedefs 3851
Sectors 472

* The vertex count without the effect of node building is 2060.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

One each of the following keycards have no flags set for any of the three difficulty classes, so they do not actually appear in the level: red (thing 116), blue (117), and yellow (118). These items were used by the level designer during development to make it easier for him to remember what certain monster closets were associated with.

Trivia[edit]

See also[edit]

Sources[edit]

External links[edit]