MAP09: The Gambit (Doom 2 the Way id Did)


Doom 2 the Way id Did 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
Easter-egg map: 33

This level occupies the map slot MAP09. For other maps which occupy this slot, see Category:MAP09.

MAP09: The Gambit is the ninth map of Doom 2 the Way id Did. It was designed by Richard Frei in the style of Sandy Petersen. The par time defined in the DEHACKED lump is 2:00.


Map of The Gambit
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.


You begin in a hub with four teleporters. Enter the south-east (white) teleporter, then go straight forward to a diamond-shaped room with imps and a highly damaging water pool; if you try to step to any of the other ledges then you will teleport to the ledge opposite the one you stepped to, but if you drop into the pool and approach the invulnerability inside it you will teleport to the ledge in the same direction you approached from. Step to the east or west ledges to go to one of those sides, then step back to the north ledge to reach the red keycard at the south end, watching out for lost souls and one or two arachnotrons that may be revealed. To get back to the entrance teleporter, step to the east or west ledges again, then step to the south ledge to get back to the north side.

Back in the hub, open the west door then go down the steps to collect a partial invisibility in front of a large pit overlooked by chaingunners. Go to the button on the north wall and press it three times to raise a triangular step next to you; on the third press, you must then jump to the step while it is still moving so you can reach the alcove on the north side, otherwise it will descend towards the floor again. Press the button in this alcove to lower the opposite wall and reveal an arachnotron, then go inside that chamber and flip the switch on the east wall; as soon as you do, run backwards into the nukage pit behind you to teleport back to the pit entrance, then continue running backwards to step on a moving floor before it rises out of reach. Step on to the high ledge on the west side of the pit and go straight forward to the yellow keycard (and a megasphere on I'm Too Young To Die and Hey Not Too Rough skill levels), noting the Hell knights that will be released behind you.

Go back to the hub and open the south door, then fight your way to the south end of the room where an arachnotron guards a skull switch. Press the switch to lower a block in the middle of the room and reveal a knight, then open the door behind it to find the exit switch.

Other points of interest[edit]



  1. Take the south-east teleporter in the hub. In this area, open the west wall to find a teleporter leading to the middle of the pool, allowing you to get the invulnerability inside it. (sector 43)
  2. Take the north-west teleporter in the hub. Open the cracked wall to the east to get a light amplification visor and a box of rockets. (sector 126)
  3. In the north-west room, after opening the outer closets, enter the west closet and open the north wall (or enter the north closet and open the west wall) to be able to get the megaarmor from behind without teleporting. (sector 13)
  4. Take the north-east teleporter in the hub. In the area you teleport to, shoot any of the six monitors to open the north-west wall with a plasma gun, armor bonuses and energy cells. (sector 77)
  5. In the northernmost hall, press the satyr switch at the west side, near the switch that reveals the teleporter. Flip that switch to reveal the teleporter, take it, then run and jump south-west to the lift. Ride up and go west to a secret room opened by the satyr switch which has an armor, shotgun shells, a box of shotgun shells and health bonuses. (sector 119)


  • Get on the large moving floor near the yellow key and wait until it reaches the top, then step to the south-west ledge. The back wall will open and reveal a room with armor bonuses, two stimpacks, a supercharge and a BFG9000.


An imp (Thing 133) in the room north of the hub is stuck in the south-west wall.

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 0:46.51 eLim 2015-07-20 Cross-listed from Pacifist
NM speed 0:49.23 eLim 2017-08-30
UV max 3:53.06 Tatsuya Ito (Tatsurd-cacocaco) 2015-12-05
NM 100S 1:58.94 Neil Kloster 2019-05-11
UV -fast
UV -respawn
UV Tyson
UV pacifist 0:46.51 eLim 2015-07-20

The data was last verified in its entirety on January 13, 2022.


Player spawns[edit]

This level contains eight spawn points:

  1. facing north. (thing 97)
  2. facing north. (thing 101)
  3. facing west. (thing 102)
  4. facing north. (thing 104)
  5. facing east. (thing 206)
  6. facing west. (thing 213)
  7. facing east. (thing 214)
  8. facing south. (thing 234)


Map data[edit]

Things 276
Vertices 582*
Linedefs 685
Sidedefs 921
Sectors 144
* The vertex count without the effect of node building is 532.


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

Technical information[edit]

Inspiration and development[edit]


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