MAP06: Waystation (Jenesis)

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Jenesis 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
Bethesda Ed.: 33 34 35

This level occupies the map slot MAP06. For other maps which occupy this slot, see Category:MAP06.

MAP06: Waystation is the sixth map of Jenesis. It was designed by James Paddock (Jimmy), who also composed the level's music track, "Pistons". The par time is 1:30. In the Bethesda Edition this level received minor changes in both geometry and monsters population.

Walkthrough[edit]

Map of Waystation (original)
Map of Waystation (Bethesda Ed.)
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]

You start in an enclosed area with a shotgun, super shotgun and berserk pack, which are guarded by chaingunners on Hurt Me Plenty (HMP) skill level or higher. Go west and north from the start to a button and press it to open a door on your left, then go through to the main hall where some demons, imps and zombies are waiting. Go to the north end to activate a lift with a Hell knight on it, then ride the lift up and kill a baron of Hell along with more imps and zombies waiting at the top. Open the east door and go across a bridge to a control tower containing one or two revenants, flip the switch here to lower a lift then run west to get to that lift before it rises again. You will be in a nukage pit facing four shotgun guys (or chaingunners on HMP or higher); kill them along with the revenants on the north ledge, then press the four buttons underneath the zombies to lower sets of bars to the east. Step past the bars, grabbing a supercharge next to them on the way, to land in an enclosure with an arachnotron and other monsters, take the rocket launcher in the south-east corner then activate the lift in the south-west corner to get the yellow keycard.

Flip the switch at the top of the lift to lower some bars and go back to the starting area, then go back into the main hall and flip the switch in the south-east corner (requiring the yellow key) to reveal a second switch that lowers the neighboring lift. Ride the lift up and flip the switch on the south wall to open the bars blocking the east doorway, go through and head round the corner to see a baron guarding a door. Open this door and kill two knights waiting in the next room, then open the small door in the north-west corner to find a third knight protecting a button; after pressing this button, open the west door to confront two or three chaingunners then go outside and look north to kill an arch-vile guarding a second button that opens the exit door. After pressing that button, flip the switch on the east wall to open the bars leading back to the main hall, then leave the hall through the now-open west door to see two mancubi protecting the exit teleporter.

Bethesda Edition[edit]

The Bethesda Edition makes the following changes:

  • Starting points are added for players 2 to 4 to allow for cooperative play.
  • All of the revenants in this level, except for one which only appears in multiplayer, are replaced with rocketeers.
  • The monster-blocking linedefs surrounding the playable area are removed.
  • Secret #1 has been altered so the megaarmor inside it no longer clips through the ceiling.
  • Extra lines are added on either side of the bridge at the north-east end to invisibly raise and lower it, making it less likely to get stuck when multiple players and monsters interact with it.
  • A radiation shielding suit has been added to the north-western nukage pool, and the step in front of the lift in this area has been widened.

Other points of interest[edit]

Secrets[edit]

  1. In the main hall, west of the starting area, walk towards the lift to the north, and look at the north-east column to notice that its north side has a different texture. Press that side to reveal a megaarmor. (sector 201 in the original edition, sector 213 in the Bethesda Edition)
  2. At the southwest ledge, press on the marble icon of sin to reveal a switch. After pressing it, head to the southeast ledge and notice a switch to the north, above the starting area. Shoot the switch, then head west back to the main hall to find a ledge rising up, allowing you to reach the megasphere. (sector 204)

Bugs[edit]

Although this level includes multiplayer-only monsters, there is only one player start. Consequently, cooperative play is not possible and the multiplayer-only monsters will not appear in normal play. This issue was fixed in the Bethesda Edition.

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
NM speed
UV max 2:59.26 Bdubzzz 2023-03-01 je06m25926.zip
NM 100S
UV -fast 4:41.29 NumberJuan77 2021-12-07 jenesis6f_441.zip
UV -respawn
UV Tyson
UV pacifist
NoMo 0:54.51 NuruTheDoomer 2024-06-03 jenesis_nomo.zip

The data was last verified in its entirety on September 7, 2024.

Statistics[edit]

Map data[edit]

Things[edit]

This level contains the following numbers of things per skill level, with the counts in the Bethesda Edition after the slash if they differ from the original edition:

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

  • This level was part of the original release of Jenesis, where it occupied the MAP05 slot. It was moved to MAP06 with the release of Part 2.

See also[edit]

Sources[edit]

External links[edit]