MAP03: Water Main (Doom 2 the Way id Did)


Doom 2 the Way id Did maps 01-11

(01 - 11)
12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32
Easter-egg map: 33

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

MAP03: Water Main is the third map of Doom 2 the Way id Did. It was designed by Sarah Mancuso (esselfortium) in style of American McGee. The par time defined in the DEHACKED lump is 1:45.


Map of Water Main
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.


Head straight forward to a T-junction guarded by zombies, then go west into a room with a yellow door - the exit is behind it. Continue west through a hallway to a room with a water pool, kill any waiting imps and shotgun guys then head south through the water to another junction and take the west path to face a few more imps. Go up the steps and head straight forward to get a megaarmor, then follow the ledge round to the blue keycard; this will drop the ledge and reveal a room with some zombiemen and shotgun guys. Go through the blue door at the north end of this new room and look west to see the red keycard.

With the red key, head south through the water again then go east to a red door and open it to face more zombies and imps. Enter the northern water pool in this room and flip the switch on the west wall, which will lower a window behind you that you can step through to drop into the starting area, where a closet with one to four chaingunners and the yellow keycard has opened. Take the key and kill one or two shotgun guys that ambush you, then head back to the yellow door you passed earlier and go through it to enter the exit area. Enter the passage on the west side and follow it to a lift, then ride the lift up to a ledge with a chaingunner and flip the switch here; this will raise steps in the south-east corner of the room. Take the lift back down and climb those steps, then follow the walkway until you reach the north end of the room where one or two shotgun guys will be released. As you get to their closet, a bridge leading to the exit door will rise - cross it and flip the switch behind the door to end the level.

Other points of interest[edit]

At the T-junction north of the starting point, head east to a door and go through it. Some imps guard a rocket launcher, a stimpack and three piles of shotgun shells.


  1. In the red key room, open the panel on the east wall with the electricity symbol to find a teleporter and two rockets. Enter the teleporter to go to an enclosed area with a partial invisibility. (sector 14)


Demo files[edit]

Areas / screenshots[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 0:33.26 eLim 2017-08-29
NM speed
UV max 1:44.57 Tatsuya Ito (Tatsurd-cacocaco) 2015-11-21
NM 100S 1:20.26 Bdubzzz 2022-07-12
UV -fast 1:55.91 Andrea Rovenski (Cyberdemon531) 2022-06-01
UV -respawn 1:33.66 Aleksey Kamenev (4shockblast) 2015-04-02
UV Tyson 6:45.77 Andrea Rovenski (Cyberdemon531) 2022-05-30
UV pacifist 0:53.40 Andromeda 2021-09-04
NoMo 0:25.77 Insomnia 2023-05-18

The data was last verified in its entirety on May 27, 2023.


Player spawns[edit]

This level contains five spawn points:

  1. facing north. (thing 182)
  2. facing west. (thing 183)
  3. facing east. (thing 184)
  4. facing south. (thing 185)
  5. facing south-west. (thing 193)


Map data[edit]

Things 206
Vertices 623*
Linedefs 726
Sidedefs 928
Sectors 114
* The vertex count without the effect of node building is 572.


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

Technical information[edit]

Inspiration and development[edit]


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