This level occupies the map slot MAP01. For other maps which occupy this slot, see Category:MAP01.
Nightlife is a single-level PWAD for Doom II using the GZDoom source port. It was created by Joshua O'Sullivan (Dragonfly), uses the music track "Different Heaven" by Nekozilla, and was his submission to the Vine Mapping Contest 2016.
Walkthrough[edit]
Essentials[edit]
Other points of interest[edit]
Secrets[edit]
- At the northeast end with the angled walls, get to the middle teleporter to get to a plasma gun and energy cell packs. (sector 395)
- Southeast of the starting platform, you can find a rocket launcher. (sector 574)
- Climb the curved staircase to the largest structure, then enter the small room at the northwest end. Get onto the plus-shaped platform for it to rise up. At the top, you need to jump on the green platform frames going west, then north, until you get to a megaarmor. (sector 593)
Demo files[edit]
Areas / screenshots[edit]
Speedrunning[edit]
Routes and tricks[edit]
Current records[edit]
The records for the map at the Doom Speed Demo Archive are:
The (absence of) data was last verified in its entirety on December 6, 2021.
Statistics[edit]
Map data[edit]
This level contains the following numbers of things per skill level:
|
Cooperative
|
Monsters |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8
|
Shotgun guy |
4 |
4 |
2 |
4 |
4 |
4 |
4 |
4
|
Heavy weapon dude |
0 |
0 |
0 |
1 |
1 |
1 |
1 |
1
|
Imp |
31 |
31 |
27 |
31 |
31 |
31 |
31 |
31
|
Demon |
19 |
19 |
14 |
22 |
22 |
22 |
22 |
22
|
Revenant |
1 |
1 |
0 |
3 |
3 |
3 |
3 |
3
|
Cacodemon |
4 |
4 |
3 |
7 |
7 |
7 |
7 |
7
|
Hell knight |
5 |
5 |
4 |
7 |
7 |
7 |
7 |
7
|
Baron of Hell |
1 |
1 |
1 |
2 |
2 |
2 |
2 |
2
|
Arachnotron |
2 |
2 |
2 |
4 |
4 |
4 |
4 |
4
|
Mancubus |
1 |
1 |
0 |
6 |
6 |
6 |
6 |
6
|
Cyberdemon |
1
|
Weapons |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8
|
Chainsaw |
1
|
Shotgun |
1
|
Super shotgun |
1
|
Chaingun |
1
|
Rocket launcher |
2
|
Plasma gun |
1
|
BFG9000 |
1
|
Ammunition |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8
|
Clip |
32
|
Box of bullets |
7
|
4 shotgun shells |
28
|
Box of shotgun shells |
8
|
Rocket |
17
|
Box of rockets |
4
|
Energy cell |
10
|
Energy cell pack |
2
|
Health & Armor |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8
|
Stimpack |
34
|
Medikit |
7
|
Armor |
1
|
Megaarmor |
1
|
Items |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8
|
Armor bonus |
15
|
Health bonus |
33
|
Supercharge |
1
|
Berserk |
1
|
Keys |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8
|
Blue keycard |
1
|
Red keycard |
1
|
Yellow keycard |
1
|
Miscellaneous |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8
|
Cooperative start |
4
|
Teleport landing |
3
|
|
Technical information[edit]
Inspiration and development[edit]
The basic idea for the map was to have the visuals matching the soundtrack (provided that one plays without reloading saves, going to the menus, or otherwise pausing the game). The synchronization between the skybox and the music is based purely on the number of tics since the start of the game, and was broken when GZDoom moved to a more precise timer with version 3.2.2, causing the game to be about 2% slower by having exactly 35 tics per second instead of about 35.7 tics per second as in the version it was developed for (2.4.0).
See also[edit]
Sources[edit]
External links[edit]