MAP02: Ebatorium (DBP64: The Vast Silence)
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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.
Contents
Walkthrough[edit]
Essentials[edit]
Other points of interest[edit]
Secrets[edit]
- Open the vent east of the start to get a green armor. (sector 81)
- 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)
- 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)
- At the two large crushers, head under the north one to find a soul sphere. (sector 363)
- In the room west of the crushers, go through the static to get a berserk pack. (sector 470)
- 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:
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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.
