MAP17: Hell Keep (Console Doom)

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Jaguar, 3DO
Hell Keep
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Hell Keep
Game Boy Advance
Hell's Keep

Atari-Jaguar-Console-Set.png

This level is a
console exclusive.

This level occupies the map slot MAP17. For other maps which occupy this slot, see Category:MAP17.

MAP17: Hell Keep is a map that appears in the PlayStation, Saturn, Jaguar, 3DO, and Game Boy Advance versions of Doom. It was designed by American McGee. In spite of its title, it is not related to the original Hell Keep, being an entirely new level, though it does take its place as the first map of Inferno. In the Game Boy Advance version, its title is rendered as Hell's Keep.

Walkthrough[edit]

Map of Hell Keep
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]

Ammunition is very scarce in this map, and there are no chainsaws or berserk packs. Attempting to play this level from a pistol start will require monster infighting wherever possible. As many enemy groups consist of monsters of a single type—such as imps or demons that do not attack their fellow creatures—causing infighting can be challenging at times.

In the starting area, take the shotgun behind a tree on your left. Open the door to the north, to a room which is a fork. In front of you is a glimpse of a red keycard. Turn left and open the door. Two groups of imps will appear in the next room, and you can see a switch on the right side. Go forth and turn right, walk upstairs and turn right again. Press the aforementioned switch. The red key is now accessible. Go to the lowered pedestal with that key. Carefully take it preparing yourself for two ambushes. Dispatch the enemies and return to the fork room from where you glimpsed the key.

Take the third door. Turn left and descend to a lava hall. You see the red door ahead but first turn right and, bewaring a demon ambush, head to the zombiemen. Kill them and spare the barrels. Return to the red door and enter the teleporter. On the top of the ledge of dead zombies, head left to another ambush. Lure the given enemies closer to the spared barrels, drop off the ledge and blow them up. This will kill the enemies or at least injure them severely. Reuse the teleporter again to get back to the ledge. Head left and around. Take the blue keycard.

Leave the lava hall. Walk upstairs and turn left to a blue door. This will lead you to the southeast. Use a staircase. Prepare yourself for the hellspawn and take the yellow card. Several traps on the level will open. Dispatch the enemies. Enter the northern hellspawn trap and press the skull switch. This will open the door to the west. Go there and you will find yourself at the starting area. Dispatch more hellspawn here and take the yellow door. Press the switch to finish.

Other points of interest[edit]

When you get the blue keycard, drop down the ledge on which it resided. Get back to the starting area. A wall that concealed a plasma gun and energy cell pack is open.

In the lava room with the cross-shaped bridge, a chaingun can be found in the south-west alcove. It is guarded by a demon on all skill levels, and a cacodemon on Hurt Me Plenty and Ultra Violence.

Secrets[edit]

There are no official secrets in this level.

Bugs[edit]

Comparison of versions[edit]

Apart from minor changes to geometry, the Jaguar and PlayStation versions of the level have identical layouts. The PlayStation version adds extra sectors either side of the yellow door so it can be given yellow lights.

The PlayStation version uses the animated fire sky seen in other Hell levels. The Jaguar, 3DO and GBA versions all use the red sky and mountains seen in Deimos levels, even though this level is set in Hell.

The PlayStation and Saturn ports add a revenant in the north-eastern room with the teleporter on Ultra Violence.

Areas / screenshots[edit]

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Atari Jaguar screenshots[edit]

3DO screenshots[edit]

Sony PlayStation screenshots[edit]

Sega Saturn screenshots[edit]

Game Boy Advance screenshots[edit]

Music[edit]

The map uses the following music tracks:

Port Track Composer Notes
Atari Jaguar "Sinister" Robert Prince Only plays in the intermission screen after the map is completed.
3DO "On The Hunt" Robert Prince Re-orchestrated version played by live band
Game Boy Advance "Donna to the Rescue" Robert Prince
Sony PlayStation "In The Grip Of Madness" Aubrey Hodges
Sega Saturn "Digitized Pain" Aubrey Hodges Also heard in Central Processing.

Deathmatch[edit]

Player spawns[edit]

This level contains six spawn points:

  1. facing north. (thing 10)
  2. facing north. (thing 101)
  3. facing south. (thing 102)
  4. facing north. (thing 103)
  5. facing north. (thing 104)
  6. facing north. (thing 105)

Statistics[edit]

Map data[edit]

Things 112
Vertices 424*
Linedefs 492
Sidedefs 652
Sectors 108
* The vertex count without the effect of node building is 380.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

  • This is considered one of the hardest official maps to play from a pistol start, especially on higher skill levels, due to a thorough paucity of ammo, armor, and weapons. The map does not appear to have been designed with such play in mind.

External links[edit]

Navigation[edit]

Console Doom - Exclusive levels
Atari Jaguar, 3DO, Game Boy Advance:
Game Boy Advance deathmatch:
Sony PlayStation, Sega Saturn:
Xbox Doom and Doom II:
Former exclusives:
Console Doom levels - Atari Jaguar, 3DO, Game Boy Advance
Phobos:
Deimos:
Hell:
Secret levels:
Console Doom levels - Doom for Sony PlayStation and Sega Saturn
Ultimate Doom
Phobos:
Deimos:
Hell:
Earth:
Secret levels:
Doom II
The Star Base:
The City:
Hell:
Secret levels: