MAP24: Heck (PlayStation Final Doom)


PlayStation Final Doom maps
Master Levels episode

1 2 3 4 5 6 7 8 9 10 11 12 13

TNT episode
Plutonia episode

25 26 27 28 29 30

Crystal Project computer.png

This is a console version
of a PC level.

This level occupies the map slot MAP24. For other maps which occupy this slot, see Category:MAP24.

MAP24: Heck is the twenty-fourth level of PlayStation Final Doom, and the eleventh and final level of the TNT episode. It is based on the PC version of MAP28: Heck from TNT: Evilution, with modifications to accommodate the PlayStation's framerate and memory limitations and add enhancements such as colored lighting. It uses the music track "Twisted Beyond Reason".

The author of the original level was Milo Casali. Changes for the PlayStation port were authored by Tim Heydelaar.[1]

After completing this level, the player is presented with a cut-down version of the ending text from TNT: Evilution. They are then sent to MAP25: Congo with their inventory intact.


Map of Heck
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.


Three keys are required to exit the level and they can be collected in any order.

Red key

In the starting area, follow the southern bridge (in front of you at the beginning of the level). Grab the megaarmor if you want it and take either hallway. You will encounter some lost souls around a marble platform with a megasphere. Press the switch on the north wall, which lowers both the platform with the megasphere and the metal wall to the south, revealing one to three revenants depending on skill level. Head through the wall while it is temporarily open. In the cave, turn right and follow the tunnel to an outdoor area with many imps and lost souls. Drop off the ledge, turn left and use the silver lift to get into the caged area. Follow the walkway round and take the red skull key, which will open an alcove nearby containing more revenants. Leave the area using the staircase in the north-east corner of this room and backtrack to the starting area.

Yellow key

Follow the eastern bridge in the starting area until you find yourself in a white-walled cave. Head north-east and follow the tunnel round to a tall room with marble brick pillars. Take the yellow skull key from the center of the room, which will open a number of alcoves containing monsters. Fight them if you want to, then return to the starting area.

Blue key

Follow the western bridge in the starting area. Turn left and climb the stairs, then go west down some more stairs to a marble maze. Remember the area you start in as you will need to return here later. Go straight forward (west), turn left (south) and then turn right (west). Press the skull switch in front of you to open the other parts of the maze, then backtrack to the start of the maze. Go north, turn left (west) and left again (south). Take the blue skull key at the end of this hallway, killing the revenant that blocks your way. Backtrack to the starting area.


When all the keys are collected, follow the north bridge in the starting area. Open all of the doors in front of you and jump into the large pit to end the level.

Other points of interest[edit]


  1. From the start of the level, go west. After you walk down the stairs, you will find yourself in a room which is an entrance to a maze. At the beginning, you can go only to the south and west, but when you push the switch in the western corridor, a northern corridor opens. In the maze, there are three small niches which do not have pulsing lights. Each one contains an imp, and each one is in a different corridor: southern, eastern and northern. These three niches count as one secret. (sector 45)
  2. From the entrance to the maze, choose the northern path and turn right twice (opposite to the blue skull key). Find a niche similar to those from secret #1 to get an energy cell pack. (sector 51)


Four blood hooks (things 242-245) appearing on Deathmatch-only game will spawn hanging from the sky in the starting area.

Many monsters in the map have Deathmatch-only flag set. Since this multiplayer mode always turns monsters off the following foes will never spawn:

  • Four pain elementals (things 247-250) and twelve revenants (things 265-276) scattered around on the lava in each of four quarters of the starting diamond.
  • Four pain elementals (things 251-254) waiting in all four tunnels leading away from the starting diamond.
  • A revenant (thing 246) standing on the platform in the spiral hall in the south.
  • One revenant (thing 295) in the baron pillars area in the south-west.
  • One revenant (thing 261) in the eastern Spirit World-like cave.

Comparison of versions[edit]

Room design[edit]

  • Hidden zero-height sectors are added around the central area and the chamber with the yellow skull key. This allows the rooms to be taller than 256 units without distorting their wall textures.
  • The switch in the southern area is changed to a skull switch on marble brick texture (SW1STON), so all switches in the level use the same texture.
  • The glowing light effect used in the marble maze in the western area is much slower.
  • The corridor connecting the central and eastern areas is longer.
  • The hollow column east of the yellow skull key is replaced with a rock pillar.
  • The secret niches in the marble maze are not covered by false walls.

Monster placement[edit]

  • Demons, shotgun guys and chaingunners are replaced with imps.
  • The mancubi in the western area on Ultra Violence skill level (UV) are replaced with pain elementals.
  • After taking the red skull key, six revenants are revealed instead of ten on UV, six instead of eight on Hurt Me Plenty (HMP), and three instead of four on I am a Wimp/Not Too Rough (IAAW/NTR).
  • The arch-vile in the marble maze on the west side of the level on HMP/UV is replaced with a revenant, which appears on all skill levels.
  • The arch-vile and cacodemons in the room with the yellow skull key are removed without replacement.
  • The mancubus revealed after taking the yellow skull key on UV is removed without replacement.
  • The arachnotron found in the eastern area is replaced with two Hell knights.
  • The baron of Hell found in the eastern area is replaced with a Hell knight.

Other changes[edit]

  • This level uses the fire sky seen in other hellish levels in PlayStation Doom, instead of the red sky used in TNT's later levels.

Areas / screenshots[edit]


Player spawns[edit]

This level contains nine spawn points:

  1. facing north. (thing 177)
  2. facing north. (thing 178)
  3. facing west. (thing 179)
  4. facing south. (thing 180)
  5. facing east. (thing 181)
  6. facing west. (thing 182)
  7. facing north. (thing 183)
  8. facing east. (thing 184)
  9. facing south. (thing 185)


Map data[edit]

Things 298
Vertices 1316*
Linedefs 1136
Sidedefs 1621
Sectors 107
* The vertex count without the effect of node building is 998.


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

Technical information[edit]

Inspiration and development[edit]



  1. Heydelaar, Tim (21 January 2019). "Early and unused DOOM 64 Level Designs." Doomworld Forums. Retrieved 19 January 2021.