doom vanilla_or_boom 76 monsters 58 items 2 image(s)
AI Analysis
A compact techbase/office-style map built around classic Doom II computer textures and keyed progression, requiring blue, red, and yellow keys. Combat leans heavily on hitscanners (zombiemen and shotgun guys) backed up by a large number of imps, with only a few melee threats and a single pain elemental. For a typical UV run it plays as moderate difficulty thanks to plentiful stimpacks/medikits and steady ammo, with the super shotgun as the main power spike. The layout appears mostly straightforward and corridor-driven with no teleporter navigation, focusing on room-to-room clearing while collecting keys.
Tags
ammo_plentifuldoom2generous_healthhitscanner_heavyincidental_combatindustrialkey_huntlinearmedium_lengthmoderatetechbasevanilla_compatible
Screenshots (2)
| Title | — |
| Music | — |
| Source | marker |
| Author(s) | Adam Jacob Czarnecki |
| Teleports | no |
| Keys | blue, red, yellow |
| Secret Exit | no |
| Things | 146 |
| Linedefs | 281 |
| Sidedefs | 349 |
| Vertices | 221 |
| Sectors | 70 |
| Segs | 358 |
| SSectors | 87 |
| Nodes | 86 |
| UV monsters | 76 |
| HMP monsters | 68 |
| HTR monsters | 56 |
| UV items | 56 |
| HMP items | 54 |
| HTR items | 41 |
| imp | 33 |
| zombieman | 23 |
| shotgun_guy | 16 |
| demon | 3 |
| pain_elemental | 1 |
| stimpack | 23 |
| medikit | 12 |
| shell_box | 12 |
| ammo_clip | 10 |
| super_shotgun | 1 |
| COMPBLUE | 144 |
| CEIL4_3 | 69 |
| FLOOR1_1 | 69 |
| DOORTRAK | 68 |
| COMPTALL | 67 |
| BIGDOOR2 | 2 |
| CEIL3_5 | 1 |
| FLOOR4_8 | 1 |
| SW1BLUE | 1 |
