- This level occupies the map slot E1M4. For other maps which occupy this slot, see Category:E1M4.
- This level occupies the map slot MAP04. For other maps which occupy this slot, see Category:MAP04.
E1M4: Command Control (MAP04 in PSX/Saturn/Jaguar/3DO/GBA/32X) is the fourth map of Knee-Deep in the Dead in Doom. It was started by Tom Hall and finished by John Romero, and uses the music track "Kitchen Ace (And Taking Names)". The par time is 1:30.
Kill the 3 Zombiemen and 2 Imps to the left, and take the middle opening in this room. Kill the Zombieman and Imp in here, and hit the switch and a lift should lower. Take it up
and go right being aware of the 2 Zombiemen on your left, and walk up to the doors in this room. They should open by
themselves. Go in, kill the 6 Imps, grab the 5 Health Bonuses and Chaingun, and
pick up the Blue Key. If you are locked it, stand on the light the Blue Key
was on, the doors will open. Get out of this room.
There are 4 ways out of this room. Look for the entrance that has white lights
to the left and right of the opening. When you do, go in and go left. Kill the
6 Shotgun Guys(4 coming from the hallway and 2 on the platform) here , and enter the Blue Door.
Watch out for 16 Imps and 7 Demons in this maze (try to kill them if they get in
your way). To get out, go right until you hit a wall, and go right again into
this little small room. Take a left, and go left again, and you're out of this
maze. Turn right to get some health, armor, and the Yellow Key. Go up the
stairs in this room, and hit the switch next to the Yellow Door. Open the
Yellow Door, go right, go left, and then left again up the stairs, and cross
the bridge to the exit door. Open it, and hit the exit switch.
- In the short corridor where the player starts, there is a secret door on the south wall. It reveals a small room (O) containing a backpack, a medikit, and a box of shells. (sector 118)
- From the green rectangular room, leave through the left-hand corridor. This leads to a room containing a slime "river". Drop down into the slime river and go east. You will reach a room (P) containing a rocket launcher and various other powerups. (sector 71)
- The alcove at the north end of secret #2 is really an elevator (Q); the switch to the left will cause it to rise. The soul sphere (sector 88) visible from the green rectangular room is then accessible (with great care, it is possible to flip the switch while standing on the elevator). The elevator only rises once, so if you miss it, you must walk to the other end of the slime river and take the lift out (R).
Sector 41 (the yellow door) is incorrectly assigned tag number 3, which is used for the square lift just east of the large central room (B). This seems to prevent the door from opening unless the lift is fully raised.
Linedefs 608 and 609 have orphaned tags.
The blockmap bug can occur in the long central corridor of the maze.
Examining tangentially the small nukage pools near the blue key chamber may reveal several slime trails (see screen shots below).
- No monsters, 100% secrets walkthrough (file info)
- 100% kills, items, and secrets on ITYTD (file info)
- 100% kills, items, and secrets on HNTR (file info)
- 100% kills, items, and secrets on HMP (file info)
- 100% kills, items, and secrets on UV (file info)
- Five small HOMs due to missing textures (file info)
Areas / screenshots
The story behind the discovery of this trick is given by Compet-N:
- The first player to discover the trick was Steffen Winterfeldt, who sent his demo to Yonatan, but for some reason this was not included in COMPET-N. Later, Jonas "Chrozoron" Feragen independently discovered the trick. As he was never a COMPET-N player, he sent his demo to Yonatan, who did not upload this either. Later, Rudy Jurjako also discovered the same trick. He somehow sensed the truth in his text file: "I have a hard time believing that I was the first to discover that jump...". Just one day later, Ralf Schreivogel also discovered the jump, not knowing of Rudy and the other people. 
- Here's the answer, straight from The Man who mainly designed E1M4, Tom Hall: "Heeeeeeeeeee. Yeah, I'm pretty sure. :) But not sure if you can get to it.... it stops before it gets to the stairs now...so I think you'd have to get propelled backward somehow... so long ago though...
- I totally forgot that this was in episode 1...man, I should play it again...yeah, like I have time..."
- So... i think he *did* design it for a shortcut.
- John Romero
Using strafe 50, it is possible to jump across the 192-unit gap in the exit room, completing the level without any keys at all. This trick was created by Adam Hegyi and first submitted on June 8, 1999.  The time was subsequently refined to 0:13 by Jonathan Rimmer , and ultimately to 0:12, believed to be optimal, by Hegyi.  However, Andrey "entryway" Budko reached 0:11 in his tool-assisted run of the episode, using strafe 50 throughout the entire map.
The gap can also be crossed without strafe 50, by rocket jumping. Due to the detour involved in grabbing the rocket launcher (and the soul sphere, in order to survive the blast), this only saves time in the NM100S style.
If none of the above tricks is used to bypass the blue key, the time of a straight speedrun is largely determined by how well you dodge monsters in the maze, especially as you enter the yellow key room.
By opening the yellow door before pressing the switch, you can run onto the exit bridge from the side as it rises.
- Get the shotgun from the sergeant in the blue armor room immediately, then go to the soul sphere.
- Open the blue armor trap, get the blue key, then clear the blue computer room.
- Clear the maze by killing the two southernmost Imps, firing a shot in the long central corridor to wake up most of the other monsters, then firing rockets northward up the central corridor. (This is extremely dangerous in -fast mode, because of the Demons' doubled speed.)
Anders Johnsen credits Peo Sjöblom with inventing the route.  The use of rockets is remarkably consistent from one Compet-N entry to the next: two in the green rectangular room (to kill the two Demons), two or three in the blue computer room, and the rest in the maze. In an episode run, the very first step is of course redundant, but is usually done anyway to draw a crowd of monsters to the south end of the green rectangular room (for more infighting and more efficient use of blast damage).
The efficient use of barrel frags can greatly reduce the time of such a run. (Therefore, clear the blue computer room from the south side.) Some luck is also required, since stray monsters can easily be left behind in the two passages overlooking the green rectangular room.
It is possible to jump over the slime river by straferunning. This saves a small amount of time in runs requiring 100% kills, by making it easier to avoid exploding barrels on the way to the rocket launcher.
In NM100S, the shortest route from the soul sphere to the large round room is to jump down into the green rectangular room, then immediately turn left. For episode runs, many players instead use the slime river to conserve health.
Due to the linearity of the map (only the green rectangular room needs to be entered twice), UV -respawn differs from UV max only when the player must pause briefly to fight a crowd, as with the entrance to the yellow key room. A truly optimized run might kill a few people twice in the green rectangular room and the yellow key area, then skip the blue computer room; or kill a few people twice in the green rectangular room and the blue computer room, and ignore monsters who don't enter the central corridor of the maze right away.
The Compet-N records for the map are:
|UV speed||00:12||Adam Hegyi||2001-04-11||e1m4-012.zip|
|NM speed||00:13||Adam Williamson||2000-06-06||n1m4-013.zip|
|UV max||01:31||Drew "stx-Vile" DeVore||2003-02-06||e1m4-131.zip|
|UV -fast||01:45||Radek Pecka||2003-02-01||f1m4-145.zip|
|UV -respawn||01:35||Radek Pecka||2003-02-02||r1m4-135.zip|
|UV Tyson||04:10||Xit Vono||2003-04-04||t1m4-410.zip|
|UV pacifist||00:12||Adam Hegyi||2001-04-11||e1m4-012.zip|
|UV built||00:12||Kai-Uwe Humpert||1999-11-03||b1m4-012.zip||A built demo which avoids the exit jump, but still gets 0:12 by using the ledge jump and the run to the rising bridge|
|Monsters||ITYTD and HNTR||HMP||UV and NM|
|Powerups||ITYTD and HNTR||HMP||UV and NM|
|Weapons||ITYTD and HNTR||HMP||UV and NM|
|Ammunition||ITYTD and HNTR||HMP||UV and NM|
|Keys||ITYTD and HNTR||HMP||UV and NM|
|Barrels||ITYTD and HNTR||HMP||UV and NM|
Inspiration and development
E1M4 was started by Tom Hall and finished by John Romero. Primitive versions appeared as E1M7 of Doom 0.4 and E1M7 of Doom 0.5. It may have been based on the "Enlisted Quarters" in episode one on the Doom Bible, as early versions of the map from Doom 0.4 contain locker rooms and showers.
The version of E1M4 in Doom 1.0 contained a swastika-shaped structure (see the map to the right), inserted in homage to Wolfenstein 3D. The symbol was changed to a shape that only loosely resembles a swastika for version 1.4, as John Romero has commented :
- "Yes, [in Commander Keen 5] there is a swastika in one of the levels, one of my levels to be exact, but I removed it shortly after the game was released because people were upset that an evil symbol was in a cute kid's game (the changed version is in the screenshot). It was a premonition of things to come, namely, Wolfenstein 3D. I also put a swastika in Doom's E1M4 as a Wolf3D reference, but I changed it later for the exact same reason."
The first Doom novel references the swastika-shaped structure, when Fly discovers "several Cray-9000" computers had been placed together to create "a freakin' swastika". He was unsure whether it was created by the alien invaders as a scare tactic or as a joke by certain UAC workers.
In Doom (2016), a reference is made to this level in the second Decoded Codex entry for Resource Operations. Employees of UAC are urged to "submit suggestion form WAD-E1M4 to [their] Command Controller" if they have any suggestions on how to improve working conditions within their facility.