MAP12: The Factory (Doom II)

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Doom II maps 12-20

01 02 03 04 05 06 07 08 09 10 11
(12 - 20)
21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32

Sony-PlayStation-5501-Console-FL.png

This level has a
console version.

This level occupies the map slot MAP12. For other maps which occupy this slot, see Category:MAP12.

MAP12: The Factory is the twelfth map of Doom II. It was designed by Sandy Petersen and uses the music track "In The Dark". The par time is 2:30.

Walkthrough[edit]

Map of The Factory
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]

Enter the red brick building ahead of you via the lift. As you proceed through this building, platforms along the walls will rise, ambushing you with imps, so be cautious. Continue through the door at the end of this building where you will find an arachnotron. Once you are back outside, follow the tan brick building ahead of you around to the left. You will pass a smaller brick building to the south—you can enter it for some items if you wish, but it is not necessary to complete the level. Continue circling the larger building until you reach a door in the west. Enter it and drop down inside. Hang a right, following the path between the two blue doors (be careful of the mancubus hiding in the alcove). At the next split in the path, turn right, snipe at the arachnotron on the ledge, taking cover if you need to, and pick up the blue keycard beneath it.

From the blue key, turn around and head opposite to this hallway's end. At the end of this corridor, you will see a small square structure just ahead. Enter the door on the side, kill the chaingunner, and pick up the yellow keycard he was guarding. Now return to the blue doors, killing the mancubi on the way. The eastern door contains little of value, so entering it is completely up to you. Ultimately, open the western blue door and run through the hall before the floor lowers to get the bulk cell at its end. Once the floor has sunk, drop down and go through the teleporter, which leads back outside.

Enter the brown building north of the one you were just in, and proceed through the second, yellow-locked door. The doorway leading back out of the yellow-locked door room requires the red key; however, there is no red key, so you will be unable to leave the next room. It contains nine automatically rising and lowering lift platforms, each containing a cacodemon that must be killed (some will see you but others do not know you have arrived yet). Five of these alcoves have switches that you must flip to open the level exit (in clockwise manner beginning from the southeast: the first, fourth, fifth, seventh, and ninth). After all five switches have been activated, a small passage in the northeast of this room will open, letting you access the exit teleporter.

Other points of interest[edit]

The door to the exit building requires the yellow key to open from the outside and the red key to open from inside, but there is no red key in the level. A red key was present when Doom II was first released, and was later removed as it was decided that it was not necessary in order to complete the level. Thus the only way to leave the very last room before the exit without cheating or quitting the game is by simply exiting the level. The PlayStation or Sega Saturn console ports altered this door to not require the red key, so it can be opened from inside on those ports.

Secrets[edit]

  1. Enter the southern building and go up the stairs to the teleport, but do not go through yet. Instead, turn around and run onto the crate with the berserk pack on top. From here, run onto the platform with the switch, press it, and walk onto the lift that lowered. Ride it back up, and you will be able to reach the high set of crates where the chaingun rests. (sector 155)
  2. Now take the teleporter mentioned in secret #1. Press the switch on the east side and ride the platform up and pick up the supercharge here. You are now inside the main building. (sector 122)
  3. At the center of the main building, go through the southeastern blue door and follow the ceiling light's path across the brown sludge pool. Flip the switch at the end to open an area northwest of the central pillar in the main part of this building. (sector 26)
  4. At the center of the main building, go through the southwestern blue door and take the teleporter inside the next area. After you arrive on the other side, instead of jumping down, turn around and drop into the hole to grab some bullets. (sector 85)

Bugs[edit]

Shooting near the outer rim of the map has a high risk of invoking the hitscan distance overflow glitch, caused by the very long linedefs that the outer rim is made of. For example, this will happen when standing in the far north end of the map and shooting due south with the pistol, making the shots appear to hit an invisible wall. This can result in shots missing or projectile weapon autoaim failing, though projectiles themselves (such as rockets) can not collide with such invisible walls.

The teleporter (sector 149) at the south building is tagged with the switch (linedef 747) that opens the door in the room with the mancubus and super shotgun. Using the switch raises the teleporter's ceiling, though this has no ill effects on the map.

The backside of linedef 648 is missing a lower texture. This is only barely noticeable in vanilla Doom because the player can only look around horizontally, however it is easily visible in source ports with free look support.

Areas / screenshots[edit]

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Speedrunning[edit]

Routes and tricks[edit]

It is possible to activate several of the switches in the final encounter from the outside. This is useful in cooperative runs, where one player can go get the yellow key in order to get into the final area while another can start opening the doors blocking the exit, greatly reducing the time spent in the final encounter. It can also be used in nightmare runs to make the final encounter a tad easier since one has to visit fewer alcoves to press switches, but this would most likely take longer.

The yellow key can be bumped from the backside of the room it is housed in.

Current Compet-n records[edit]

The Compet-n records for the map are:

Run Time Player Date File Notes
UV speed 00:42 Looper 2011-09-30 lv12-042.zip
NM speed 01:08 Jim Leonard (Xit Vono) 2008-02-24 nm12-108.zip
UV max 03:50 Looper 2011-10-02 lv12-350.zip
NM100S 02:08 Jim Leonard (Xit Vono) 2008-02-24 ns12-208.zip
UV -fast 05:12 Radek Pecka 2004-05-17 fa12-512.zip
UV -respawn 03:19 Henning Skogstø 2000-04-02 re12-319.zip
UV Tyson 14:22 Jim Leonard (Xit Vono) 2002-07-22 ty121422.zip
UV pacifist 00:43 Henning Skogstø 2000-05-01 lv12-043.zip

The data was last verified in its entirety on July 5, 2020.

Current DSDA records[edit]

The records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
UV speed 0:40.83 Zero-Master 2022-11-06 lv12p4083.zip Cross-listed from Pacifist
NM speed 1:08.17 Jim Leonard (Xit Vono) 2008-02-24 nm12-108.zip
UV max 3:08.20 Looper 2019-01-22 lv12-308.zip
NM 100S 2:08.83 Jim Leonard (Xit Vono) 2008-02-24 ns12-208.zip
UV -fast 4:57.63 Claudio Barba 2000-11-25 lv12f457.zip
UV -respawn 3:19.60 Henning Skogstø 2000-04-02 re12-319.zip
UV Tyson 10:43.06 j4rio 2015-11-06 lv12t1043.zip
UV pacifist 0:40.83 Zero-Master 2022-11-06 lv12p4083.zip
NoMo 0:38.46 Teedre 2021-01-19 lv12o3846.zip
NoMo 100S 1:18.86 kvothesixstring 2022-07-22 lv12os118.zip
Stroller 2:54.63 Decay 2023-04-09 lv12str254.zip
Collector 1:10.06 Graim 2009-12-30 lv12col110.zip

The data was last verified in its entirety on April 16, 2023.

Deathmatch[edit]

Player spawns[edit]

This level contains six spawn points:

  1. facing south-west. (thing 183)
  2. facing north-west. (thing 184)
  3. facing north-east. (thing 185)
  4. facing south-east. (thing 186)
  5. facing south-east. (thing 187)
  6. facing north-west. (thing 188)

Statistics[edit]

Map data[edit]

Things 195
Vertices 774*
Linedefs 774
Sidedefs 1094
Sectors 162
* The vertex count without the effect of node building is 614.

Things[edit]

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

Trivia[edit]

The official French name of this level is L'Usine.

External links[edit]