MAP14: Metal Meltdown (Hell Revealed II)


Hell Revealed 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

This level occupies the map slot MAP14. For other maps which occupy this slot, see Category:MAP14.

MAP14: Metal Meltdown is the fourteenth map of Hell Revealed II. It was designed by Sam Woodman and uses the music track "Thorny Wall," by Petter Mårtensen (Thyrbse).


Map of Metal Meltdown
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.


Grab the supplies in the first room and take the lift up. Kill the chaingunners and other monsters here, then drop down and proceed through either passage next to the baron face. A lot of monsters will await you in the next hall, so get rid of them and keep going. The next room has four cyberdemons sitting on high platforms. You cannot attack them yet. What you can do is head through the side passages here. These are full of imps, and have some barons of Hell and a mancubus as well. The southern passage has the yellow door but also the blue key.

After picking up the key, head back to the room with chaingunners, and climb up the right stair set. The blue door is nearby, so take it. Kill the chaingunners, and step into the circle to teleport to a ledge with a soul sphere and the red keycard. Teleport out and you will be back at the yellow door. One of the cyberdemons is now active in the room, so you may have to contend with him. With the red key, go back to the chaingunner room and take the left stair set, where the red door is nearby. Repeat the same process for getting the red key for this side and you will obtain the yellow keycard. When you teleport out, you will appear in the hall connecting the two big rooms. Head back to the cyberdemon room, and face off with another cyberdemon. Return to the yellow door, and take it. Several zombiemen will gib in front of you, after that, take the portal, and your health will deplete but you will leave the map.

Other points of interest[edit]

In the cyberdemon room, two of the cyberdemons, as well as the two passages to the east and west, are actually optional. If you want 100% kills, then you should take both passages, for they are symmetric and identical. Each passage takes you to a teleporter, where you will have to run down a path with caged revenants, as well as Hell knights and chaingunners. When you find a teleporter back, you will end up in the cyberdemon room, where one of the cyberdemons will be active and a few revenants will teleport in also.


  1. At the north part of the map, there is a soul sphere blocked by three pillars. To lower the pillars, enter the hallway, then run back out, up the stairs and to the soul sphere. (sector 28) But the pillars will not stay down for long, so you better hurry.


Demo files[edit]

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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 1:02.60 Artem Safronov (SAV88) 2010-11-20
NM speed
UV max 2:47.83 Artem Safronov (SAV88) 2009-12-25
NM 100S
UV -fast 8:21.43 Jochen Schneidau (Angus) 2005-11-26
UV -respawn
UV Tyson
UV pacifist
NoMo 0:38.89 Looper 2010-12-15

The data was last verified in its entirety on April 3, 2022.


Player spawns[edit]

This level contains four spawn points:

  1. facing north. (thing 456)
  2. facing north. (thing 457)
  3. facing north. (thing 458)
  4. facing north. (thing 459)


Map data[edit]

Things 460
Vertices 2477*
Linedefs 2442
Sidedefs 883
Sectors 255
* The vertex count without the effect of node building is 1923.


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

Technical information[edit]

Inspiration and development[edit]


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