MAP11: Devil's Industry (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 MAP11. For other maps which occupy this slot, see Category:MAP11.

MAP11: Devil's Industry is the eleventh map of Jenesis. It was designed by James Paddock (Jimmy) and uses the music track "Crush" by Pendulum, sequenced to MIDI by Paddock himself. The par time is 2:45. In the Bethesda Edition this level received minor changes in both geometry and things population.

Walkthrough[edit]

Map of Devil's Industry (original)
Map of Devil's Industry (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]

As the level starts you will see imps ahead, along with lost souls on Ultra-Violence and Nightmare skill levels; there is a chaingun to the west that will help you kill them. Head north into an area with a super shotgun, noting the imps and Hell knights ahead, then open the west door to enter a corridor with some chaingunners - the switch on the north wall requires the red key and cannot be used yet. Continue west to another door and open it to find lost souls and a cacodemon (or pain elemental on UV and NM) guarding the yellow keycard. Drop into the nukage opposite the yellow key and follow it back outside, collect a megaarmor then open the west door to face more lost souls and a baron of Hell, who are protecting a switch at the end of the hallway. Flip the switch then go back outside to see that the south door is now open; kill any imps waiting behind it before going through, as the door will close behind you.

You are in a hall with five more doors leading off of it. Open the small north-west door and kill two shotgun guys guarding a switch, which will lower some bars blocking a lift in the room below, then return to the hall and open the south-west door to get into that room and face more shotgun guys along with revenants. Activate the lift on the north side of the room and ride it up to a corridor with imps, then go round the corner to find a rocket launcher in front of a switch; the weapon will be needed to kill the arachnotrons that are waiting behind the right-hand wall to ambush you. Flip the switch then go back to the hall and pass through the now-open south door (which will close behind you) to reach a junction with imps and cacodemons. Take the south-east door to reach a walkway then fight your way through imps, demons and shotgun guys to reach two more doors; open the north door first to face a revenant guarding a switch, which will lower a wall just overhead, then go through the west door and push past some zombies to a teleporter that goes to the floor above. Kill some waiting imps and run east through the opening in the wall to reach the blue keycard.

Go back to the junction and open the south-west door this time to confront zombies and two knights (or barons on Hurt Me Plenty (HMP) or higher) guarding a switch, which will re-open the door leading back to the hall. Go back to the hall and open the south-east door, dispatch some lost souls (plus shotgun guys and a cacodemon on HMP, or a pain elemental on UV and NM) then open the blue key door ahead to enter a cavern with a nukage stream. Go straight forward past demons and imps to a large bridge, cross it and open the door on the other side to face some demons and knights who are guarding a marble archway. Pass through the archway and kill the imps and chaingunners waiting around the next corner, then press the skull switch directly ahead to lower the red keycard in the next cavern; use caution as when you drop into the cavern, four shotgun guys and/or chaingunners will teleport in and the marble walls overhead will lower to reveal revenants (or arch-viles on HMP or higher).

From the red key, go north to a teleporter next to a chainsaw, use the teleporter to get up to the floor above then walk west to get back to the starting area. Go north and west through the door leading to the yellow key hallway, where you can now press the switch on the north wall to open the door to the exit area; doing so will also release lost souls on either side of the switch. Go back outside and look north across the nukage trench to see that a satyr switch has appeared (along with an arch-vile on HMP or higher), which you can shoot to raise a bridge leading to the exit area. Cross the bridge and walk into the exit area (the door will close behind you), then press the button ahead to release four mancubi who are guarding four more buttons. Press all the buttons to open the lift at the north end, ride it up and interact with the door at the top to finish the level.

Bethesda Edition[edit]

The Bethesda Edition makes the following changes:

  • Start points for players 2 to 4 have been added to allow cooperative play.
  • The yellow key has been moved so it is in front of the player as they enter its chamber. The shelf where the yellow key sat now holds a medikit.
  • A stimpack just south of the yellow key has been removed.
  • The metal supports in the bridge room at the south-east end of the map have been removed.
  • The revenants in the chamber north of the red key, as well as the revenant behind the north-eastern door in the hall of five doors, have been replaced with rocketeers.

Other points of interest[edit]

Secrets[edit]

  1. Open the door in the southeast part of the starting area, then press on the north wall to find a berserk pack. (sector 226)
  2. Come back to the starting area, head into the cave to the northeast, and press the wall just north of the entrance. Press the switch behind it to raise the lift and reach a box of shotgun shells. (sector 530) From there, you can jump down into the dumpster to reach a box of rockets, two medikits, and a plasma gun south of it.
  3. Take up the lift north of the lava pits at the southwest part of the map, then press on the east panel with caution stripes on it to find a soul sphere. (sector 527)
  4. In the cave with the small bridge over the slime, the northwest wall has a different texture. Press it to find a computer area map. (sector 525)
  5. At the marble archway on the east part of the map, head around the east column for a switch, which will lower a partial invisibility. (sector 526)

Bugs[edit]

Although this level includes multiplayer-only monsters, there is only one player start. Consequently the multiplayer-only monsters will not appear in normal play. This issue is 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 1:22.60 DidierTranber 2011-03-08 jn11-122.zip Plays back with jen_old.wad
NM speed
UV max 5:48.23 Andrea Rovenski 2018-06-14 je11-548.zip
NM 100S
UV -fast 9:19.83 Doomie 2021-10-08 jenesis11f_919.zip
UV -respawn
UV Tyson
UV pacifist
NoMo 1:27.40 NuruTheDoomer 2024-06-08 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 included in the release of Part 2 of Jenesis as MAP09. It was moved to MAP11 in Part 3.

See also[edit]

Sources[edit]

External links[edit]