Difference between revisions of "MAP01: Paradox (Master Levels)"

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(Making way to the exit)
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===Essentials===
 
===Essentials===
 
====Yellow key====
 
====Yellow key====
The yellow key is located in the northernmost part of the map. To get there use the eastern staircase near the beginning of the level. Proceed until you reach the balcony with several metallic columns. Open the door. Go past the long hall with columns to the end. In the room grab the yellow key.
+
The yellow key is located in the northernmost part of the map. To get there use the eastern staircase near the beginning of the level (''A''). Proceed until you reach the balcony with several metallic columns. Open the door. Go past the long hall with columns to the end (''B''). In the room (''C'') grab the yellow key.
 
====Getting access to all the other keys====
 
====Getting access to all the other keys====
 
Open the yellow key door in the western side of courtyard where you have began this level. Once you enter and try to apporoach the other end of the room the door containing the [[baron of hell]] will open. Flip the switch that is accompained by two blue torches. Flipping the switch lowers the bar that blocks way to the room with three teleporters in castle-like building in centre of the courtyard. Leave the room you are in and go inside that building. Then walk the staircases and enter that room with a [[plasma gun]] and the teleporters. You don't need to enter the middle one as it leads to the room containing no key but a [[berserk pack]]. Enter any of two teleporters except of the middle one. When you enter you will be in a tower with a corresponding key and a trap with teleporting monsters.
 
Open the yellow key door in the western side of courtyard where you have began this level. Once you enter and try to apporoach the other end of the room the door containing the [[baron of hell]] will open. Flip the switch that is accompained by two blue torches. Flipping the switch lowers the bar that blocks way to the room with three teleporters in castle-like building in centre of the courtyard. Leave the room you are in and go inside that building. Then walk the staircases and enter that room with a [[plasma gun]] and the teleporters. You don't need to enter the middle one as it leads to the room containing no key but a [[berserk pack]]. Enter any of two teleporters except of the middle one. When you enter you will be in a tower with a corresponding key and a trap with teleporting monsters.
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===Secrets===
 
===Secrets===
  
# '''(sector 72)'''
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# Inside the central structure with three teleporters (first, you need to make it accessible) open a wall at the south-western corner. Walk around the border until you meet and take the [[medikit]] '''(sector 72)'''.
# '''(sector 105)'''
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# When you walk upstairs in the beginning of the level (''A''), lower the third column containing [[Soulsphere]] '''(sector 105)'''.
# '''(sector 107)'''
+
# The border of the secret#1 you walk on is counted as secret '''(sector 107)'''.
# '''(sector 140)'''
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# In the very south-eastern portion of the map nearby the exit there is a fake wall. Walk through it and downstairs. In the cave  '''(sector 140)''' grab a [[megasphere]]. Beware of the [[arch vile]] (or three [[chaingunner]]s in [[Sony Playstation|PSX]] version).
# '''(sector 141)'''
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# The first step of secret#4 is counted as secret '''(sector 141)'''.
# '''(sector 142)'''
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# The third step of secret#4 is counted as secret'''(sector 142)'''
# '''(sector 214)'''
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# The secret is situated in outside area in the northern part. To get there, in the room where yellow key is/was (''C''), lower a stand with green flame. Lowering will temporarily lower two walls containing buttons on either sides behind you. Each button unlocks the corresponding wall leading outside (you do not have to press them all): The first way is opened in the western side of the long column hall (''B''), the second one is in the room of four red and blue torches before you enter long hall, which can also be opened from that side. When you are outside '''(sector 214)''' kill [[Former human|zombies]] to get [[ammo clip]]s from them. You can get [[BFG9000]] in the hidden alcove in the northernmost.
  
 
===Bugs===
 
===Bugs===

Revision as of 12:10, 16 April 2015

This level occupies the map slot MAP01. For other maps which occupy this slot, see Category:MAP01.
Master Levels maps

Paradox is a map that is part of the Master Levels for Doom II. It was designed by Tom Mustaine, and is contained in the file PARADOX.WAD.

Walkthrough

Map of Paradox for the Master Levels for Doom II.
Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Essentials

Yellow key

The yellow key is located in the northernmost part of the map. To get there use the eastern staircase near the beginning of the level (A). Proceed until you reach the balcony with several metallic columns. Open the door. Go past the long hall with columns to the end (B). In the room (C) grab the yellow key.

Getting access to all the other keys

Open the yellow key door in the western side of courtyard where you have began this level. Once you enter and try to apporoach the other end of the room the door containing the baron of hell will open. Flip the switch that is accompained by two blue torches. Flipping the switch lowers the bar that blocks way to the room with three teleporters in castle-like building in centre of the courtyard. Leave the room you are in and go inside that building. Then walk the staircases and enter that room with a plasma gun and the teleporters. You don't need to enter the middle one as it leads to the room containing no key but a berserk pack. Enter any of two teleporters except of the middle one. When you enter you will be in a tower with a corresponding key and a trap with teleporting monsters.

Making way to the exit

The exit is located near the beginning of the level - in the eastern part of the map. Find the place with three columns. Open the bars that block entrance of the south-eastern tower then use lift leading inside. Now jump over to the alcove containing exit switch.

Other points of interest

Secrets

  1. Inside the central structure with three teleporters (first, you need to make it accessible) open a wall at the south-western corner. Walk around the border until you meet and take the medikit (sector 72).
  2. When you walk upstairs in the beginning of the level (A), lower the third column containing Soulsphere (sector 105).
  3. The border of the secret#1 you walk on is counted as secret (sector 107).
  4. In the very south-eastern portion of the map nearby the exit there is a fake wall. Walk through it and downstairs. In the cave (sector 140) grab a megasphere. Beware of the arch vile (or three chaingunners in PSX version).
  5. The first step of secret#4 is counted as secret (sector 141).
  6. The third step of secret#4 is counted as secret(sector 142)
  7. The secret is situated in outside area in the northern part. To get there, in the room where yellow key is/was (C), lower a stand with green flame. Lowering will temporarily lower two walls containing buttons on either sides behind you. Each button unlocks the corresponding wall leading outside (you do not have to press them all): The first way is opened in the western side of the long column hall (B), the second one is in the room of four red and blue torches before you enter long hall, which can also be opened from that side. When you are outside (sector 214) kill zombies to get ammo clips from them. You can get BFG9000 in the hidden alcove in the northernmost.

Bugs

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Current records

The records for the original map on the Doomed Speed Demos Archive are:

Run Time Player Date File Notes
UV max 06:33 Ledmeister 2000-09-26 para_633.zip

Deathmatch

Statistics

Map data

Things 322
Vertexes 1559
Linedefs 1964
Sidedefs 2783
Sectors 251

Things

Monsters ITYTD and HNTR HMP UV and NM
Arachnotrons 1 1 1
Arch-viles 1 1 1
Barons of hell 1 1 2
Cyberdemons 1 1 1
Demons 6 6 9
Heavy weapon dudes 5 9 16
Hell knights 3 2 2
Imps 38 38 41
Mancubi 3 3 4
Pain elementals 1 2 2
Revenants 2 2 8
Shotgun guys 5 5 23
Spectres 4 4 5
Zombiemen 36 36 24
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 1 1 1
Berserk packs 1 1 1
Health bonuses 2 2 2
Invisibilities 1 1 1
Medikits 13 13 22
Megaspheres 1 1 1
Soul Spheres 1 1 1
Stimpacks 10 10 10
Weapons ITYTD and HNTR HMP UV and NM
Chainsaws
Shotguns
Super shotguns
Chainguns
Rocket launchers
Plasma rifles
BFG 9000s
Ammunition ITYTD and HNTR HMP UV and NM
Ammo clips
Bullet boxes
Shells
Shell boxes
Rockets
Rocket boxes
Cells
Bulk cells
Keys ITYTD and HNTR HMP UV and NM
Blue cards 1 1 1
Red cards 1 1 1
Yellow cards 1 1 1

Technical information

Inspiration and development

Trivia

See also

Sources

External links