MAP06: The Asylum (Welcome to Hell)

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Welcome to Hell maps
This level occupies the map slot MAP06. For other maps which occupy this slot, see Category:MAP06.
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MAP06: The Asylum is the second map of Welcome to Hell. It was designed by Paul Schmitz and uses the music track "Evil Incarnate" (from Doom II's MAP31) by Robert Prince.

Walkthrough[edit]

Map of The Asylum
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]

Other points of interest[edit]

Secrets[edit]

  1. The south and west of the large circular room containing the exit contain alcoves with imps. After killing the imps, shoot the back walls of these alcoves. These will open paths to the north and south (in order to be able to access the northern path, it is necessary to drop down to the small pit by the evil eye in the east of the exit room, open the secret door to the south of the eye, then press the switch – pressing the switch then revealed allows access back to normal territory, with a switch en route that needs to be pressed). The north and south paths both lead to dark rooms with arrows on the floors – these point to switches which open up nearby teleporters. The other side of the switches from these teleporters are secret doors leading to rooms with octagonal platforms, both of which count as secrets. The northern one contains some ammo, a berserk and an armor. (sector 468)
  2. The southern room (see #1) contains a soul sphere and a megaarmor. (sector 474)
  3. The teleporters (see #1) take you to areas (visible from the early part of the level) with several rocky podiums in nukage. It is possible to jump over these podiums and through nukage waterfalls. There are secret walls ahead which lower on pressing, ultimately leading to teleporters taking you to further platforms above damaging floors. (sector 105)
  4. See #3. (sector 107)
  5. Each platform (see #3) has a trap containing some cacodemons – the southern one can be jumped into, leading to a computer area map. (sector 482)
  6. To leave these areas (see #3), jump onto the damaging floors, and go through the sections of wall with slight kinks in them – 30 seconds after stepping off the incoming teleporters, these will open, leading to teleporters back to the first groups of podiums (it is possible to jump back to the central cross). The pillars in the north and south of the central cross will have lowered – on stepping onto these pillars, doors will open, allowing access to further rooms with monsters. (sector 378)
  7. See #6. (sector 408)

Bugs[edit]

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 0:55.37 vdgg 2021-06-04 whl6-055.zip
NM speed
UV max 8:58.09 vdgg 2021-06-04 whl6-858.zip
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on December 1, 2021.

Statistics[edit]

Map data[edit]

Things 285
Vertices 5210*
Linedefs 4283
Sidedefs 6574
Sectors 495
* The vertex count without the effect of node building is 3582.

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]