MAP04: Fireworks (Requiem)


Requiem maps 01-10

(01 - 10)
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32

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

MAP04: Fireworks is the fourth map of Requiem. It was designed by Matthias Worch, and uses the music track "Somewhere Over the Horizon" by Mark Klem.


According to both the text file and the Requiem info pack:

Another outpost of hell, surrounded by a field of lava. Your mission is as simple as always: Don't die...


Map of Fireworks
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.


There are three doors at the top of the stairs here. Kill the zombies and take the central door. Inside, press the switch on the right, and then the switch on the left. This opens the bars ahead, and a Hell knight guards the entrance of the room with the lava in the center. Just go around this room to the northern door. Behind it, enter the room with the lava circle and press the switch to raise a staircase (look out for chaingunners). The stairs lead to a switch which opens bars nearby. Go through them and open the next door. At the end of the hall, hit the switch and return back to find the bars are closed again and a room with Hell knights is open. Kill them and press the switch at the end to open the bars again. Go back to the lava-filled central room to find the key is accessible. When you grab it, chaingunners will appear in the corners of the room. Now that you have the yellow skull key, return all the way back to the starting point and take the door with yellow markings on it. Kill the demons and go through the next door. In here, press the switch at the end to open a room with spectres and demons, and press the switch in their room to exit and open up a wall with the blue skull key. When you grab it you will teleport to a cavernous area with imps behind cages and spectres on the ground floor. Flip the switch at ground level to reveal Hell knights and an extra staircase upward. Go up the stairs and flip the switch here. Now return to the ground floor and head left and up, through the open door. You can see the starting point outside, but to get back, open the next door and flip the switch inside to raise a bridge to go back. Look out for cacodemons when you cross the bridge, and back at the start, take the left door with blue markings to continue. Follow this path, through the rooms and across the bridge to reach the final room. Attempting to reach the exit causes it to close for thirty seconds while pain elementals will try to harass you from the red walls. Fend them off, and then exit when the bars open.

Other points of interest[edit]


  1. When you enter the north of the building, look behind the spectres at the east, and you will notice a skull switch on the wall. Shoot it, and a door will open to the west, leading to a backpack. (sector 99) Note that if you raise the stairway and reach the switch at the apex, the other switch will be closed off, however it's still possible to trigger said switch by shooting it with the super shotgun from across the room.
  2. At the east of the building, in the corridor where the switch to access the blue skull is found, the sides of the corridor have metal plates bearing a pentagram, a devil face, and an upside-down cross. The northwest portion of the wall, however, does not. Open it to find a secret passageway, and then open the wall at the end to access the chaingunners' cage from earlier, as well as security armor. (sector 55)


Because a berserk pack (thing 284) is locked away in the inaccessible deathmatch portion of the level, without being set to only appear on multiplayer, it is impossible to get 100% items on this map.

When the player enters the room in the east with the cross-latticed ceiling to lower the pedestal with the yellow keys, he is likely to cross one of two walkover linedefs (469 and 470) that lower bars in the previous room. These bars are raised by flipping the switch in the Hell knight trap to the north. This switch is a single-use switch. Hence, if the player triggers only one of these walkover linedefs, flips the switch in the Hell knight trap, then goes back to the room and triggers the other walkover linedef, he will be permanently unable to re-raise the bars and unable to progress the level unless the noclip cheat is used.

The northwest pillar (linedef 360) in the central square room has a misaligned texture.

Demo files[edit]

Areas / screenshots[edit]


Routes and tricks[edit]

Current Compet-n records[edit]

The Compet-n records for the map are:

Run Time Player Date File Notes
UV speed 01:18 Jim Leonard (Xit Vono) 2008-03-24
NM speed 03:09 Jim Leonard (Xit Vono) 2018-05-09
UV max 04:07 Jim Leonard (Xit Vono) 2002-07-10
NM100S 03:09 Jim Leonard (Xit Vono) 2018-05-09
UV -fast 06:59 Jim Leonard (Xit Vono) 2002-05-01
UV -respawn 04:48 vdgg 2010-01-27
UV Tyson 31:02 Jim Leonard (Xit Vono) 2004-04-05
UV pacifist 14:24 Jim Leonard (Xit Vono) 2008-03-27

The data was last verified in its entirety on July 6, 2020.

Current DSDA records[edit]

The records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
UV speed 1:18.11 Jim Leonard (Xit Vono) 2008-03-24
NM speed
UV max 3:14.86 Jim Leonard (Xit Vono) 2022-03-17
NM 100S 3:09.91 Jim Leonard (Xit Vono) 2018-05-09
UV -fast 4:07.49 Jim Leonard (Xit Vono) 2022-03-18
UV -respawn 2:38.97 Jim Leonard (Xit Vono) 2022-03-15
UV Tyson 20:53.43 Jim Leonard (Xit Vono) 2022-03-10
UV pacifist 14:24.89 Jim Leonard (Xit Vono) 2008-03-27
NoMo 0:48.31 Jim Leonard (Xit Vono) 2024-04-27

The data was last verified in its entirety on May 12, 2024.


Map of MAP04's deathmatch arena

This level includes its own, separate deathmatch arena.

Player spawns[edit]

This arena contains six spawn points:

  1. facing north. (thing 306)
  2. facing east. (thing 307)
  3. facing west. (thing 308)
  4. facing north. (thing 309)
  5. facing north-west. (thing 310)
  6. facing west. (thing 311)


The following things (per skill level) are placed in the arena:

Weapons 1-2 3 4-5
Chainsaw 1
Shotgun 1
Super shotgun 1
Rocket launcher 1
Plasma gun 1
BFG9000 1
Ammunition 1-2 3 4-5
Clip 4
4 shotgun shells 4
Rocket 4
Energy cell 2
Health & Armor 1-2 3 4-5
Stimpack 2
Medikit 2
Items 1-2 3 4-5
Berserk 1
Miscellaneous 1-2 3 4-5
Deathmatch start 6
Teleport landing 1


Map data[edit]

Things 330
Vertices 2461*
Linedefs 2455
Sidedefs 4576
Sectors 293
* The vertex count without the effect of node building is 2118.


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

Technical information[edit]

Inspiration and development[edit]


  • Southeast of the building, the words "Would you die for this?" can be seen on the automap. This phrase also appeared in Memento Mori II MAP10: Clear for Death.
  • The separate deathmatch area of the map is a cropped copy of the main area of the map.

See also[edit]


External links[edit]