MAP06: Stony Halls (Plutonia: Revisited Community Project)


PRCP maps 01-11

(01 - 11)
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21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32

This level occupies the map slot MAP06. For other maps which occupy this slot, see Category:MAP06.
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MAP06: Stony Halls is the sixth level of Plutonia: Revisited Community Project. It was designed by Matt Tropiano, and uses a music track named after the level by John Weekley (PRIMEVAL). The par time defined in MAPINFO is 2:30.


Map of Stony Halls
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.


Other points of interest[edit]


  1. Go west from the map start. In front of the bars blocking the access to the red key, go to the south. In the western part of this area is a platform with a blur sphere on it. To get it, descend the stairway in the south to enter another area. Exit it by ascending the northwestern curved stairs. In the hall upstairs, look to the north. You see two sets of shotgun shells and a candle on the eastern wall. Open the wall east of the candle to find a passage to a lift that you lower and ride up to the aforementioned platform (sector 255).
  2. Strictly go south from the red door. You see an apparently inaccessible alcove with a soul sphere in it in the southern wall. Open the southern wall with the misaligned texture in the southwestern corner to find a passage that leads to this alcove (sector 327).
  3. Picking up the only super shotgun in the (northernmost part of the) map blocks the exit out of this area and opens four alcoves, releasing some monsters (eight imps on easy, four Hell knights on medium an hard skill levels). While using the switch in the northeastern alcove lets you exit this area, pushing the northern part of the western wall in the northwestern alcove reveals a narrow hallway. Follow it to access the upper patio (sector 88) where you find a blue armor.


There are no known bugs in this level.

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 1:45.94 Brayden Hart (AD 79) 2015-08-27
NM speed
UV max 5:17.80 mhrz 2021-09-27
NM 100S
UV -fast
UV -respawn 3:58.09 Mr. LBN 2011-10-17
UV Tyson
UV pacifist
NoMo 0:50.83 Karim El-Sheikh (Kimo Xvirus) 2013-07-24

The data was last verified in its entirety on June 2, 2022.


Player spawns[edit]

This level contains ten spawn points:

  1. facing south-west. (thing 47)
  2. facing south. (thing 48)
  3. facing west. (thing 49)
  4. facing south-east. (thing 50)
  5. facing west. (thing 51)
  6. facing south-east. (thing 52)
  7. facing south-east. (thing 53)
  8. facing south-west. (thing 54)
  9. facing north-east. (thing 55)
  10. facing east. (thing 56)


Map data[edit]

Things 502
Vertices 2185*
Linedefs 2478
Sidedefs 3449
Sectors 475
* The vertex count without the effect of node building is 1954.


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

Technical information[edit]

Inspiration and development[edit]

The level is heavily inspired from Plutonia's early maps. The level was constructed in around two weeks, using Doom Builder 2, SLumpEd, and MIDI2MUS.


External links[edit]