MAP11: Refinery (Console Doom)
|Console level navigator|
|All Jaguar-based ports|
MAP11: Refinery is the eleventh level of console versions of Doom, based on the original E2M3: Refinery with modifications made to adapt to consoles' limitations. The conversion was done by American McGee, and the original authors of the map are Tom Hall and Sandy Petersen. The map first appeared in the Atari Jaguar version, and was later used in the 3DO, Sega 32X, Game Boy Advance, Sony PlayStation, and Sega Saturn versions.
- 1 Walkthrough
- 2 Comparison of versions
- 3 Areas / screenshots
- 4 Music
- 5 Technical information
- 6 Inspiration and development
- 7 Trivia
- 8 Navigation
Path to the exit
Other points of interest
Jaguar and derived
- Due to a manual map adaptation oversight visiting the southwestern area (lava outsight room with staircase leading to the blue key) no longer officially counts as secret. The reason of the omission was when the level designer simplified the stairs by dividing the number of steps by two without giving attend to the step having sector type nine (secret).
- The staircase passage with plasmarifle (mentioned in the above section), which connects the blue keycard room and metal room next to the marble hall, has its ceiling higher than the sky of the lava room. This causes the scenes in the staircase and the blue key room to render above and over the sky texture (this does not normally occur in the PC version and the console versions other than PlayStation and Saturn, which use polygon rendering technique).
Comparison of versions
Compared to the PC version the following changes have been made:
Jaguar and derived
- All the simplification done on the level is mostly the unobserved rectangular forms of many rooms, which were originally octagonal, metal bars being removed and some staircase steps being divided by two (with rounding done if the number is odd).
- The start of the level:
- The "cacodemon cage" has one large window, instead of four small windows. In addition, this window lacks the middle cage texture and is no longer flagged as impassable and has block monster flag, letting the players freely walk inside and blocking cacodemon movement out.
- Four red column decorations standing on each corner of the outside room and partial invisibility artifact were deleted.
- The room to the west (right) of the starting position.
- The first nukage-filled pool hall:
- There are no thin wall patches in the hall at all (though, the later release Sega 32X has an earlier representation of this room, see below in the section)
- Outer walls simplified.
- Floors of the northern passageway and the southern shotgun-on-the-pedestal room have been raised by eight px. in order to avoid adjacent floors falling together with the nukage in the hall.
- Octagonal nukage pool room with blue armor:
- There is a sky opening above the pool instead of blue patch.
- Rooms with blue door and backpack secret:
- The blue door has blue keycard bars flanked on each side instead of skulls (the skull bars texture is not included in any Atari Jaguar based port except for PlayStation). This change on the other hand could be done to reflect the presence of the keycard, not skull key.
- There is a BFG9000 added in the enclosed nukage-filled secret along with one clip and the backpack making the first (and the only in the Deimos levels) appearance of the weapon in the game (the Sega 32X release still lack it, see below in the section).
The version on Sega 32X seems to be an earliest developed variant of the level, coming before the Atari Jaguar, which has some changes over this level:
The thin walls in the two nukage halls still exist:
- The first hall (which connects the first outside room and the shotgun circular pedestal) remained mostly intact except the outer walls being simplified.
- The second hall have eight above fourteen thin wall patches. The patches in that hall are built so to accompany the players with the path through to the exit room and there are only one opening for each entrance instead of two.
There is no BFG9000 weapon included in the backpack secret yet.
- The shotgun pedestal and the sky walls do not scroll.
- There are some additional wall linedefs in the first nukage pool hall which were intended for metal bars or whatsoever texture but the textures are still adjacent to the outer walls.
Areas / screenshots
Atari Jaguar screenshots
Sega 32X screenshots
Sega Saturn screenshots
Game Boy Advance screenshots
The map uses the following music tracks:
|Atari Jaguar||"The Imp's Song"||Robert Prince||Only plays in the intermission screen after the map is completed.|
|3DO||"Untitled"||Robert Prince||Re-orchestrated version played by live band|
|Sega 32X||"Imp's Song"||Robert Prince|
|Game Boy Advance||"They're Going to Get You"||Robert Prince|
|Sony PlayStation||"Slow Demonic Pulse"||Aubrey Hodges|
|Sega Saturn||"Retribution Dawns"||Aubrey Hodges|
Inspiration and development
|Console Doom levels - Sega 32X|
|Phobos:||MAP01: Hangar • MAP02: Plant • MAP03: Toxin Refinery • MAP04: Command Control • MAP05: Phobos Lab • MAP06: Central Processing • MAP07: Computer Station • MAP08: Phobos Anomaly|
|Deimos:||MAP09: Deimos Anomaly • MAP10: Containment Area • MAP11: Refinery • MAP12: Deimos Lab • MAP13: Command Center • MAP14: Halls of the Damned • MAP15: Spawning Vats|
|Secret levels:||MAP24: Military Base|