MAP19: House of Pain (Console Doom)
|Console level navigator
|Jaguar, 3DO, GBA, PlayStation, Saturn
|House of Pain
MAP19: House of Pain is the nineteenth level of most console versions of Doom, based on E3M4: House of Pain with modifications made to adapt to the consoles' memory and ROM size limitations. It was converted by American McGee and originally designed by Sandy Petersen. The map first appeared on the Atari Jaguar, and was later ported to the 3DO, Game Boy Advance, Sony PlayStation, and Sega Saturn consoles.
- 1 Walkthrough
- 2 Comparison of versions
- 3 Areas / screenshots
- 4 Music
- 5 Deathmatch
- 6 Statistics
- 7 Technical information
- 8 Inspiration and development
- 9 Trivia
- 10 External links
- 11 Navigation
Head straight forward into the teleporter in front of you. In the next room, turn right and head forward past two alcoves with monsters. Now turn left and keep heading forward (south). You will pass several large hallways - the final hallway has the blue skull key at its end, protected by a baron of Hell.
With the blue key, turn round and head west back up the hallway. Turn right and right again into a hallway you passed earlier, and you will see the blue door in front of you. Go through it to another small hallway - ignore the red door in front of you for now and instead open the door on the left. In this corridor, head straight forward to another door, go through it and turn left to find yet another door. Go through it to a room containing zombies and lost souls - fight your way to the door at the opposite end and open it to find some imps guarding another door. Open this and grab the red skull key in the lava pool, which is protected by different monsters - an imp on all skill levels, plus two demons and a baron on Ultra Violence.
Yellow key and exit
Backtrack to the red door and go through it. At the end of the next hallway you will see a water pool in a seemingly empty room - to open the two doors ahead, step due east into the pool and due north out of it, then step due south into the pool and due west out of it. Now go due north through the doors, watching out for an alcove full of demons that opens on your right. Head around the next corridor to an outdoor area.
You can see the yellow skull key on a ledge ahead of you, protected by a cacodemon on easy skill levels, one baron on Hurt Me Plenty and two barons on Ultra Violence. Climb the nearby staircase to reach the key, which will open a closet to the south-east containing several monsters. Kill them if you want, then open the yellow door to the east and press the switch behind it to finish the level.
Other points of interest
- Armor and a rocket launcher are found in the starting room.
- In the room south-west of the starting area, open the wall in the south-east corner to reveal an alcove containing a shotgun, along with a box of shells, an energy cell and two stimpacks.
- Behind the door in the room south-east of the starting area is a berserk pack and megaarmor, along with a medikit, along with a clip, 4 shotgun shells and an energy cell. Entering this room opens the opposite wall and releases a number of enemies, unless you killed them previously from secret #1.
- The northern "prong" of the trident hall has two doors at the end. The right-hand door contains armor and several other pickups.
- After going through the door west of the red door, the first hallway you enter has a backpack at its north end.
- The room with the red skull key also contains a soulsphere.
- After climbing the stairs to the yellow skull key, an alcove containing several monsters will open nearby. This alcove contains armor and an invulnerability powerup, along with an energy cell pack, a box of bullets and two medikits. The powerup is somewhat redundant in single-player as the level exit is close by.
- From the start, go through the doorway on your left and follow the path crossing a lava pool. Resting in the lava at the east end of the room is a teleporter; go through it to reach an otherwise inaccessible area (sector 48) from where you can shoot demons through a small window.
- In the large room before the red skull key area, go through the south door. Inside the next room is a "<"-shaped wall; open it to reveal an alcove (sector 94) containing two medikits, two energy cell packs and six boxes of rockets. The alcove also contains a nightmare spectre on all skill levels, plus a demon on Hurt Me Plenty and Ultra Violence.
- From secret #2, return to the previous room and go through the small door to the north. Walk through the lava and drop into the small pit (sector 31) to find a BFG9000. Press the switch to get out.
After the first teleporter, the threshold of the trap room leading to the trident hall has a linedef action which activates the sector as an opening door. Pressing use on that threshold will play the sound of a door opening. After the ceiling closes down (presuming there are no players or monsters in that room causing it to bounce), it causes different issues:
- The room cannot be reopened, blocking movement between the north portions of the level and the trident hall (and the rest of the map).
- If a player uses the teleporter in the beginning of the level while the ceiling of that room is closed, they cannot return since the line cannot be crossed due to the wall blocking the pad.
- The upper wall of the ceiling from the side directly opposite to the teleporter pad is untextured. Most console ports will demonstrate the engine modification wherein any invalid or unknown texture is always replaced with the first texture defined in the internal texture array. Therefore, Jaguar and derived versions will show a rocky wall (ASH01), the Sega 32X displays a silver door for some reason (which is exactly the next one after ASH01), and the PlayStation will try to show 64DOOR01. However, since this texture is not precached in VRAM for this level, the game will display a flickering mess instead.
The red door does not require a red key to proceed despite being flanked by red bars, making the area to the north of it and the red skull key optional. The PlayStation port fixes this issue.
Comparison of versions
Numerous changes exist in the level as compared to its PC version:
- The outdoor crusher area and the staircase leading up to it are removed. The areas they connected are now linked by teleporters.
- The north-eastern area with many doors and switches and everything after that point is removed. The exit area is changed to an outdoor environment, and the exit switch is directly behind the yellow door. The red skull key and the door it unlocks are placed earlier in the level.
- All switches use a skull switch on metal wall texture, except the exit switch which uses a skull switch on marble brick texture (SW1GSTON).
- The "entrance door" is removed from the starting room, making it more consistent with other Inferno levels. The room is also changed from an octagon to a rectangle.
- The columns and "red snake streams" are removed from the room south-west of the starting area, making it easier for the demons here to reach players. The room is also changed to an outdoor area.
- Several changes were made to the area south-east of the starting area:
- The room with the twisting bridge is now an outdoor area.
- The blood pool is changed to lava.
- Gargoyle blood fountains are removed from the room, and the cacodemon alcoves are raised above floor level.
- The room behind the door is a different shape and has no gargoyle depictions.
- The trap area past the first teleporter starts off open. (As described above, it is possible to shut the ceiling in this area and risk making it impassable.)
- The unreachable area west of the trident hall is changed to an outdoor area and is filled with lava instead of blood. The numerous square structures are reduced to three square alcoves containing pools of blood.
- Several lit walls with gargoyle and lion depictions are removed from the trident hall, a result of merging walls together to simplify level geometry.
- The red damaging floor is removed from the south-east room past the red door, and uses the same flat as the floor around it. The method for opening the two doors ahead (plus the closet with demons and nightmare spectres) is unchanged.
- The lit walls with gargoyle depictions are removed from the curved corridor past the two-door puzzle.
- The room beyond the curved corridor is now an outdoor area and marks the end of the level. The player must climb the staircase to get the yellow skull key, then use it to open the nearby yellow door and reveal the exit, which is now a switch instead of a teleport pad.
Some additional changes were made in the PlayStation port:
- The blue door is flanked by blue skull bars instead of keycard bars (despite this, however, the red and yellow doors in the level are still flanked by keycard bars).
- A bug where the red door did not require any key was fixed, which now requires the players to find and use the red key.
- Spectres returned in places where they were placed originally with some of them being substituted with new nightmare spectres.
- Doors in the level use a different wood texture, WOODMET1 instead of BIGDOOR6.
- There is a depiction of a baron of Hell as a texture instead of Baphomet in the trident hall and lava room with the red key and soulsphere.
- Level lacks texture of grim depiction of wizard (possibly to reduce number of used resource as a benefit for hardware) which were replaced with green marble. In the trident hall, where most of them were used as the source of glowing, the light still remains in places.
Areas / screenshots
Atari Jaguar screenshots
Sega Saturn screenshots
Game Boy Advance screenshots
The map uses the following music tracks:
|"Donna to the Rescue"
|Only plays in the intermission screen after the map is completed.
|"I Sawed the Demons"
|Re-orchestrated version played by live band
|Game Boy Advance
|"Sign of Evil"
This level contains seven spawn points:
- facing south. (thing 212)
- facing north. (thing 213)
- facing south. (thing 214)
- facing south. (thing 288)
- facing north. (thing 289)
- facing south. (thing 290)
- facing east. (thing 291)
Inspiration and development
- Information about the door bug at ClassicDoom.com