MAP03: Virgil's Lead (Master Levels)

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This level occupies the map slot MAP03. For other maps which occupy this slot, see Category:MAP03.

Virgil's Lead is a map that is part of the Master Levels for Doom II. It was designed by John Anderson (Dr. Sleep), and is contained in the file VIRGIL.WAD.

This level was later ported to PlayStation Final Doom as MAP02: Virgil.

In the version for Doom + Doom II, this level uses the music track "Suspense".

Walkthrough[edit]

Map of Virgil's Lead
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]

Collecting keys[edit]

In the starting area, pick up the shotgun, go down the stairs and head right and lower a wall with a baron texture. Open the door. You will find yourself in a marble hall with columns. There, go upstairs and open the door in the north of the hall. In the open crossroads area, go straight and enter the door. Inside, head to the left, enter the door, turn around the corner and open a wall to the east. Press the switch, return to the entrance prior to this area. Grab the yellow key and open the second door in the east (though it is not visually indicated, it requires the yellow key). Inside the hallway that is similar to that western one, open the south door. Press the skull switch in the east of the next room which is full of Hell knights. The switch opens the door leading to the blue key area. Return to the outside crossroads area via the door and go to the opened door in the southwest. You will find yourself in an area resembling the starting one. Grab the blue key here. Again, as you did in the beginning of the level, lower a wall with the baron artwork, this time in the west of the room. Return to the outside crossroads area, open the western door requiring the blue key (also not indicated). You are in a small room now. Approach the bars in the north of the round corridor to lower them and access the central room. There are four walls each with a button to lower them on the outside. Lower them, grab the red key, wait until these bars rise, then press the western switch (that looks already lit) to unlock the door in the west of the circular corridor. Press any button except the western one to get out. Enter the aforementioned door.

Exit[edit]

Get to the other side of the (harmless) blood pool, lower either lift in the southwest or northwest. Open the demonic door requiring the red key (again not indicated). Inside, approach the green flamesticks. A pillar will start rising from the floor. Use the button on this pillar. This button will temporarily lower the bars locking the exit teleporter that is situated right behind you. Jump over to the teleport pad to finish the level.

Other points of interest[edit]

Secrets[edit]

  1. In the northeast hallway, north of the round eastern room, open a section of the west wall with a distinctive texture. Press the switch to lower a lift leading to a small closet with an imp and a megasphere. (sector 192) There is also another switch; pressing it will lower a platform in the northern room, holding a box of bullets and partial invisibility.

Bugs[edit]

In the final west area, the lifts leading up have invisible triggers in front of them (linedefs 896, 945) blocking use attempts on the lifts unless the player gets closer than seems necessary.

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 2:53.14 Phoenyx 2022-05-21 lead_253.zip
NM 100S 0:57.03 Jean-Charles Dorne (JCD) 2021-07-10 virns057.zip
UV -fast
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on January 15, 2023.

Deathmatch[edit]

Player spawns[edit]

This level contains four spawn points:

  1. facing east. (thing 64)
  2. facing west. (thing 65)
  3. facing east. (thing 66)
  4. facing west. (thing 67)

Statistics[edit]

Map data[edit]

Things 199
Vertices 1023*
Linedefs 1128
Sidedefs 1680
Sectors 236
* The vertex count without the effect of node building is 893.

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]