From DoomWiki.org

Title screen
Author Dario Casali
Port Vanilla Doom
Year 1995
Link Doomworld/idgames
This level occupies the map slot MAP01. For other maps which occupy this slot, see Category:MAP01.
Under construction icon-yellow.svgThis article about a map is a stub. Please help the Doom Wiki by adding to it.

Punisher is a single-level WAD for Doom II, designed by Dario Casali. Created in August 1995, it was billed by Casali as "the first EXTREME wad" with "MORE monsters than the ENTIRE Doom2 population". As such, it is believed to be the first slaughter map (although that term may not have existed at the time).[1] This map was also the inspiration for his brother Milo's Plutonia map32.

While initially built around MAP01: Entryway, Punisher extends or adds vast new areas, and large numbers of monsters, as well as the needed weapons and ammo needed to defeat them. The introduction screen shows a picture of the Punisher comic book character.


The only safe part of the level is the start. Once the player moves into the room with the two pillars and the pointed "V" stairs and starts fighting the monsters there, the rest of the enemies in the level will be alerted by the player's gunfire, as the map is an open one.

The level is known for places saturated with all one type of monster (either chaingunners, revenants, pain elementals, arachnotrons, mancubi, Hell knights, or barons of Hell. Consequently, this much reduces any hope of relying on monster infighting, though there is plentiful ammo. Only the boss demons, such as the arch-vile, spider mastermind, and cyberdemon appear singly.

In practice, however, the level quickly becomes repetitive, since the player frequently hides behind a wall, popping out to take shots at the monsters, rather than engaging them head on. Usually, there is not enough space and too many monsters for circle-strafing.


Map of Punisher
Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.


Other points of interest[edit]


  1. From the start, head north then east to reach a room with two medikits, three boxes of shotgun shells, and three energy cell packs. (sector 53)
  2. From #1, head west and north through the first door. You will reach a room with two switches - the south-eastern one opens up a door in the north-east leading to a room with a mancubus, three stimpacks, a megasphere, six boxes of rockets and five energy cell packs. (sector 37)
  3. The sector containing the switch which opens up the blue key counts as a secret and is impossible to miss. (sector 8)
  4. From #3, jump down to a grassy area which counts as a secret. (sector 17)


The outer area with all of the mancubi around the pool, and the arachnotrons on the upper level, has a design flaw. The cyberdemon at the lower elevation cannot hit enemies above him if he is not far enough away, since his rockets will detonate at the edge of the upper level.

A cyberdemon and spiderdemon are placed within each others' collision boxes, and therefore they are stuck. Killing either will cause the other to be released.

Demo files[edit]

The release includes a separate demo file, PUNISHER.LMP, by the author. It requires Doom II v1.9 to be viewed and runs for 22:38.89 (47561 tics), completing the level on Ultra-Violence.

Areas / screenshots[edit]


Routes and tricks[edit]

Current records[edit]

The records for the map at the Doomed Speed Demos Archive are:

Style Time Player Date File Notes
UV speed
NM speed
UV max
UV -fast
UV -respawn
UV Tyson
UV pacifist

Miscellaneous demos[edit]

Style Time Player Date File Notes


Player spawns[edit]

This level contains eight spawn points:

  1. facing south-east. (thing 700)
  2. facing south. (thing 701)
  3. facing south-west. (thing 702)
  4. facing south-east. (thing 703)
  5. facing south-west. (thing 704)
  6. facing south-east. (thing 705)
  7. facing north-west. (thing 706)
  8. facing south. (thing 707)


Map data[edit]

Things 873
Vertices 779*
Linedefs 753
Sidedefs 1074
Sectors 131
* The vertex count without the effect of node building is 613.


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

Technical information[edit]

Inspiration and development[edit]


  • The WAD is infamously known for slowing down Intel 486 and Pentium CPUs that could otherwise run Doom well. It fell short of making the list of Top 10 Infamous WADs.

See also[edit]


External links[edit]


  1. Doomworld forums post