Doom 2: Hell on Earth is the sequel to Doom and was released by ID Software in 1994. After defeating the demonic infestation on Mars Doom Guy steps through a portal and arrives back on Earth. As you find out at the end of the first game the demons have beaten him there and many of Earth's cities already lie in ruin.
Doom 2 Walkthrough. Episode 1: The Space Station. Level 1: Entryway Level 2: Underhalls Level 3: The Gantlet Level 4: The Focus Level 5: The Waste Tunnels Level 6: The Crusher Level 7: Dead Simple Level 8: Tricks and Traps Level 9: The Pit Level 10: Refueling Base Level 11: Circle of Death. Episode 2: The City. Level 12: The Factory Level 13.
Doom 2 is similar to the first game but there are incremental improvements, as well as new enemies and a new weapon, the Super Shotgun. New enemies include the devastating Heavy Weapon Dude, Mancubus and Revenant.
Doom 2 Walkthrough
Episode 1: The Space Station
Diablo 2 hell builds. Level 1: Entryway
Level 2: Underhalls
Level 3: The Gantlet
Level 4: The Focus
Level 5: The Waste Tunnels
Level 6: The Crusher
Level 7: Dead Simple
Level 8: Tricks and Traps
Level 9: The Pit
Level 10: Refueling Base
Level 11: Circle of Death
Episode 2: The City
- Find secret exit in E1M3, Toxin Refinery. (The secret exit is located across the pit of slime near the entrance of the level.) E2M9, Fortress of Mystery: Find the secret exit in E2M5, Command Center. E3M9, Warrens: Find the secret exit in E3M6, Mt. E4M9, Fear: Find the secret exit in E4M2, Perfect Hatred. (The secret exit is north of.
- A super secret level is a secret level accessed from a previous secret level, as seen in Doom II. In Doom, secret exits could only be set up as switches. In Doom II and Ultimate Doom, secret exits could be triggered by walkover lines as well. The source port Boom added exits triggered by impact weapons, including secret exits, which are.
Level 12: The Factory
Level 13: Downtown
Level 14: The Inmost Dens
Level 15: Industrial Zone (Exit to secret level)
Level 16: Suburbs
Level 17: Tenements
Level 18: The Courtyard
Level 19: The Citadel
Level 20: Gotcha!
Episode 3: Hell
Level 21: Nirvana
Level 22: The Catacombs
Level 23: Barrels o' Fun
Level 24: The Chasm
Level 25: Bloodfalls
Level 26: The Abandoned Mines
Level 27: Monster Condo
Level 28: The Spirit World
Level 29: The Living End
Level 30: Icon of Sin
Secret Levels
Level 31: Wolfenstein (Exit to super secret)
Level 32: Grosse (Super Secret)
Master Levels
Attack (ATTACK.WAD)
Canyon (CANYON.WAD)
The Catwalk (CATWALK.WAD)
The Combine (COMBINE.WAD)
The Fistula (FISTULA.WAD)
The Garrison (GARRISON.WAD)
Titan Manor (MANOR.WAD)
Paradox (PARADOX.WAD)
Subspace (SUBSPACE.WAD)
Subterra (SUBTERRA.WAD)
Trapped on Titan (TTRAP.WAD)
Virgil's Lead (VIRGIL.WAD)
Minos' Judgement (MINOS.WAD)
Bloodsea Keep (BLOODSEA.WAD)
Mephisto's Mausoleum (MEPHISTO.WAD)
Nessus (NESSUS.WAD)
Geryon (GERYON.WAD)
Vesperas (VESPERAS.WAD)
Black Tower (BLACKTWR.WAD)
Express Elevator to Hell (TEETH.WAD)
Bad Dream (TEETH.WAD)
From DoomWiki.org
Doom II maps 01-11 | |
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(01 - 11) | |
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MAP01: Entryway is the first map of Doom II. It was designed by Sandy Petersen and uses the music track 'Running From Evil'. The par time is 30 seconds.
In the PlayStation and Sega Saturn joint port of Doom and Doom II, Entryway is MAP31, and is the port's first Doom II level.
- 1Walkthrough
- 3Speedrunning
- 4Deathmatch
- 5Statistics
Walkthrough[edit]
Doom 2 Secrets Guide
Essentials[edit]
Jump down from the ledge. Enter the corridor in front of you, head east at the first bend and go south at the next. Enter the door in the northeast corner of the next room and flip the switch.
Other points of interest[edit]
At the very start of the map, before dropping down to the floor, head southwest to access a partially open-air area and get a chainsaw.
In the northeast of the winding corridor, there is a room containing eight health bonuses.
Secrets[edit]
- In the northern blue room, flip the eastern switch. A compartment will open in the northeast corner of the room, containing a suit of armor and two stimpacks. (sector 41) Toggling the opposite switch will cause both switches to sink into the ground, allowing the zombiemen's clips to be acquired. If you do this first, you can still open the secret by pressing the use key where the eastern switch was formerly located.
- In the large room at the end, toggle the switch on the western wall to activate an elevator. At the top, open the back wall of the elevator to reveal another switch. (sector 8) Flip it to open a door in the southeast leading outside.
- From secret #2, jump east across the square platform below. A compartment containing a rocket launcher will open behind the health bonuses out in the hallway. (sector 57) You do not have to jump onto the platform; all that is required is that you jump over the platform's western side. (linedef 242)
- After activating the switch in secret #2, head outside through the door that opened in the southeast. To the west is a shotgun and 4 shotgun shells. (sector 17)
- In the big room, one side of the eastern wall is perfectly straight. At the northern end of the wall is a cage containing an imp. Open the other end of the wall to find a stimpack. (sector 28) On Hurt Me Plenty or higher, two imps will exit the secret if you fire your weapon inside the room or at the end of the corridor that leads into it.
Bugs[edit]
The door of secret #5 (sector 29) has FLOOR5_3 as its floor flat instead of the adjacent RROCK09.
Areas / screenshots[edit]
The initial view of Entryway. In the distance, two zombiemen stand with their backs facing the player.
Speedrunning[edit]
Routes and tricks[edit]
Current records[edit]
The Compet-n records for the map are: Self gizmodgery download.
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
UV speed | 00:05 | Thomas Pilger (Panter) | 1998-03-30 | lv01-005.zip | |
NM speed | 00:05 | Thomas Pilger (Panter) | 1998-09-27 | nm01-005.zip | |
UV max | 00:39 | Jim Leonard (Xit Vono) | 2006-03-14 | lv01-039.zip | |
NM100S | 00:31 | Adam Hegyi | 1999-07-21 | ns01-031.zip | |
UV -fast | 00:40 | Jim Leonard (Xit Vono) | 2006-06-07 | fa01-040.zip | |
UV -respawn | 00:41 | Jim Leonard (Xit Vono) | 2006-03-01 | re01-041.zip | |
UV Tyson | 00:41 | Jim Leonard (Xit Vono) | 2006-06-02 | ty01-041.zip | |
UV pacifist | 00:05 | Thomas Pilger (Panter) | 1998-10-03 | pa01-005.zip |
The data was last verified in its entirety on July 5, 2020.
Deathmatch[edit]
- The behind-the-start bonus also contains a super shotgun, a rocket launcher and a BFG9000.
- Another BFG is located to the left of the west pillar at the starting area.
- A chaingun is added in the main corridor.
- A super shotgun is found in the blue-floored room.
- The rocket launcher in secret #3 has a nearby ammo pack.
- The plasma gun is found in the large room at the end of the level, on the platform you must jump across to open secret #3. Outside of some source ports, it is possible to acquire it without using the elevator by straferunning into it from the side.
Player spawns[edit]
Excel templates for mac. This level contains four spawn points:
Doom 2 Suburbs Secrets
- facing east. (thing 59)
- facing north. (thing 60)
- facing north. (thing 61)
- facing north. (thing 62)
- In the northern blue room, flip the eastern switch. A compartment will open in the northeast corner of the room, containing a suit of armor and two stimpacks. (sector 41) Toggling the opposite switch will cause both switches to sink into the ground, allowing the zombiemen's clips to be acquired. If you do this first, you can still open the secret by pressing the use key where the eastern switch was formerly located.
- In the large room at the end, toggle the switch on the western wall to activate an elevator. At the top, open the back wall of the elevator to reveal another switch. (sector 8) Flip it to open a door in the southeast leading outside.
- From secret #2, jump east across the square platform below. A compartment containing a rocket launcher will open behind the health bonuses out in the hallway. (sector 57) You do not have to jump onto the platform; all that is required is that you jump over the platform's western side. (linedef 242)
- After activating the switch in secret #2, head outside through the door that opened in the southeast. To the west is a shotgun and 4 shotgun shells. (sector 17)
- In the big room, one side of the eastern wall is perfectly straight. At the northern end of the wall is a cage containing an imp. Open the other end of the wall to find a stimpack. (sector 28) On Hurt Me Plenty or higher, two imps will exit the secret if you fire your weapon inside the room or at the end of the corridor that leads into it.
Bugs[edit]
The door of secret #5 (sector 29) has FLOOR5_3 as its floor flat instead of the adjacent RROCK09.
Areas / screenshots[edit]
The initial view of Entryway. In the distance, two zombiemen stand with their backs facing the player.
Speedrunning[edit]
Routes and tricks[edit]
Current records[edit]
The Compet-n records for the map are: Self gizmodgery download.
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
UV speed | 00:05 | Thomas Pilger (Panter) | 1998-03-30 | lv01-005.zip | |
NM speed | 00:05 | Thomas Pilger (Panter) | 1998-09-27 | nm01-005.zip | |
UV max | 00:39 | Jim Leonard (Xit Vono) | 2006-03-14 | lv01-039.zip | |
NM100S | 00:31 | Adam Hegyi | 1999-07-21 | ns01-031.zip | |
UV -fast | 00:40 | Jim Leonard (Xit Vono) | 2006-06-07 | fa01-040.zip | |
UV -respawn | 00:41 | Jim Leonard (Xit Vono) | 2006-03-01 | re01-041.zip | |
UV Tyson | 00:41 | Jim Leonard (Xit Vono) | 2006-06-02 | ty01-041.zip | |
UV pacifist | 00:05 | Thomas Pilger (Panter) | 1998-10-03 | pa01-005.zip |
The data was last verified in its entirety on July 5, 2020.
Deathmatch[edit]
- The behind-the-start bonus also contains a super shotgun, a rocket launcher and a BFG9000.
- Another BFG is located to the left of the west pillar at the starting area.
- A chaingun is added in the main corridor.
- A super shotgun is found in the blue-floored room.
- The rocket launcher in secret #3 has a nearby ammo pack.
- The plasma gun is found in the large room at the end of the level, on the platform you must jump across to open secret #3. Outside of some source ports, it is possible to acquire it without using the elevator by straferunning into it from the side.
Player spawns[edit]
Excel templates for mac. This level contains four spawn points:
Doom 2 Suburbs Secrets
- facing east. (thing 59)
- facing north. (thing 60)
- facing north. (thing 61)
- facing north. (thing 62)
Doom 2 Level 1 All Secrets
Statistics[edit]
Map data[edit]
Things | 69 |
Vertices | 383* |
Linedefs | 370 |
Sidedefs | 529 |
Sectors | 59 |
All Secrets Doom 2
Things[edit]
This level contains the following numbers of things per skill level:
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Inspiration and development[edit]
Doom 1 Level 2 All Secrets
An early version of MAP01 released in 2015 shows several notable differences from the final version. The most immediately apparent is the existence of an entirely different starting area, with the player beginning in an anteroom filled with computer kiosks, and only after passing through the room and a short hallway, coming upon the more familiar overlook of the triangular staircase. The early version of the level also has some different texture work, with the northernmost room being textured more in the style of Knee-Deep in the Dead.
Trivia[edit]
The official French name of this level is Entrée (accents are not reflected in the game itself due to technical limitations).
External links[edit]
- MAP01 demos from the Compet-n database: UV speed • NM speed • UV max • NM100S • UV -fast • UV -respawn • UV Tyson • UV pacifist
- MAP01 demos at the Doom Speed Demo Archive
- Top-down perspective view of all Doom II levels by Ian Albert