MAP04: Command Control (Console Doom)

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Command Control

Crystal Project computer.png

This is a console version
of a PC level.

This level occupies the map slot MAP04. For other maps which occupy this slot, see Category:MAP04.

MAP04: Command Control is the fourth level of console versions of Doom, based on the original E1M4: Command Control with modifications made to adapt to consoles' limitations. It was converted by American McGee and originally designed by Tom Hall and John Romero. The map first appeared in Atari Jaguar version, and is additionally used in the 3DO, Sega 32X, Game Boy Advance, Sony PlayStation, and Sega Saturn versions.

Walkthrough[edit]

Map of Command Control
Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Essentials[edit]

Blue key You begin in a short corridor, facing a door. Go through the door to a rectangular room with two corridors leaving it to the west. Go down the south corridor and follow it to a room with several barrels. Shoot or squeeze through them, then go west up a staircase to a round room with a central structure. The doors to the structure open automatically when you approach them - go inside and take the blue keycard. If the doors close before you leave the room, throw the switch on the north-east wall to open them again.

Yellow key and exit Leave the blue key area through the west exit and go south at the junction to a room with a raised metal ledge. Go south and open the blue door, behind which is a maze area. At the bottom of the staircase, go due north and turn right at the end of the corridor, then turn left and left again. You will enter a brighter room containing the yellow keycard, so pick it up by the window.

Go north up the staircase and throw the switch at the top, then go through the yellow door to the right. Throwing the switch has raised a bridge to the exit door in the next room - climb the staircase, cross the bridge, go through the exit door and throw the switch behind it to finish the level.

Other points of interest[edit]

If you leave the rectangular room after the starting area through the north corridor, you will come to a room with a wide ledge holding a megaarmor pickup. You can get on to the ledge using the brown lift at the east end of the room - be careful, as when you step onto the ledge the wall behind you will open and release a number of monsters.

To the east of the exit staircase is a dark room with a blue flashing light. This room contains a box of rockets, but as you walk around the perimeter, you may trigger a trap where the central structure lowers to reveal several monsters, as well as a medikit and a second box of rockets.

Secrets[edit]

  1. In the short corridor where you start the level, part of the south wall is misaligned. Open it to reveal a small room containing a backpack, a medikit and a box of shells. (sector 84)
  2. From the rectangular room past the starting area, leave through the southern corridor. This leads to a room with a nukage "river". Drop into the river and go east. You will reach a room (sector 94) containing a rocket launcher and other supplies.
  3. Secret #2 contains a switch that lowers the nearby lift when thrown. The lift (sector 95) leads up to a ledge with a soulsphere, overlooking the rectangular room. This ledge (sector 97) is also a secret.
  4. See secret #3.

Bugs[edit]

In the PlayStation release, the sound data for lost souls spat from pain elementals is never loaded into memory on this map resulting in silent attacks of the lost souls (the death and the pain sounds are still preserved, with the former being identical to any projectile hit and the latter being pain state sound of the pain elemental).

Two shell pickups (Things 12 and 37) have no flags set for any of the three difficulty classes, so they do not actually appear in the level.

Comparison of versions[edit]

Numerous changes exist in the level compared to its PC version. The Jaguar port is based on v1.2 of the level, with additional changes made by the PlayStation port.

Removed areas[edit]

  • Two parts of the maze area behind the blue door were removed. One is south of the entrance and contained a barrel, a medikit and an imp on Hurt Me Plenty and Ultra Violence skill levels (HMP/UV), while the second area is a dead end with two health bonuses to the right of the north end of the maze.

Room design[edit]

  • All switches use a knife switch on STARTAN texture. Most switches are placed in narrow recesses or protrude from walls, rather than being flush with them.
  • The outdoor area after the starting room is overlooked by three ledges instead of two. The room west of this area (containing a lift) is replaced with a four-way junction.
  • The room to the west of the nukage river was slightly redesigned: the switch for activating the lift is on the west wall, instead of being on the north wall segment, and a medikit and three rockets have been added.
  • Two rising floors, one giving access to secret #3 and the second to the ledge with megaarmor in the north-east of the map, are replaced with lifts that can be used multiple times.
  • Central room with four entrances into the blue key room is open to the sky. The metal walls around the blue key have fewer sides.
  • The lit square in the blue key room, which opens the doors from the room when stepped on, was replaced with a switch that performs the same function.
  • A staircase is added behind the blue door, leading into the maze area.
  • The maze area has a new corridor at the extreme west, joining what used to be dead ends.
  • The north-west and south-east points of the "swastika" were removed.

Other[edit]

  • Four floor lamp decorations in the outdoor area after the starting room were removed.
  • Two barrels in the maze area (one in the south and the second in the next-to-last dead end) were removed, leaving only one.

PlayStation[edit]

Some additional changes were made in the PlayStation port:

  • The staircase behind the blue door is slightly wider.

Areas / screenshots[edit]

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Atari Jaguar screenshots[edit]

3DO screenshots[edit]

Sega 32X screenshots[edit]

PlayStation screenshots[edit]

Sega Saturn screenshots[edit]

Game Boy Advance screenshots[edit]

Music[edit]

The map uses the following music tracks:

Port Track Composer Notes
Atari Jaguar "I Sawed The Demons" Robert Prince Only plays in the intermission screen after the map is completed.
3DO "Kitchen Ace (And Taking Names)" Robert Prince Re-orchestrated version played by live band
Sega 32X "Kitchen Ace (And Taking Names)" Robert Prince
Game Boy Advance "Suspense" Robert Prince
Sony PlayStation "Hell's Churn" Aubrey Hodges
Sega Saturn "Hell's Churn" Aubrey Hodges

Deathmatch[edit]

Player spawns[edit]

This level contains nine spawn points:

  1. facing east. (thing 144)
  2. facing east. (thing 145)
  3. facing east. (thing 146)
  4. facing east. (thing 147)
  5. facing north. (thing 148)
  6. facing north. (thing 149)
  7. facing north. (thing 150)
  8. facing west. (thing 151)
  9. facing east. (thing 152)

Statistics[edit]

Map data[edit]

Things 217
Vertices 810*
Linedefs 780
Sidedefs 985
Sectors 121
* The vertex count without the effect of node building is 629.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

Navigation[edit]

Console Doom levels - Atari Jaguar, 3DO, Game Boy Advance
Phobos:
Deimos:
Hell:
Secret levels:
Console Doom levels - Sega 32X
Phobos:
Deimos:
Hell:
Secret levels:
Console Doom levels - Doom for Sony PlayStation and Sega Saturn
Ultimate Doom
Phobos:
Deimos:
Hell:
Earth:
Secret levels:
Doom II
The Star Base:
The City:
Hell:
Secret levels: