Arcadia Demade

Arcadia Demade is a single level for Doom II created by Jean-Paul LeBreton. It uses the music track "Arcadia, Arcadia Demade" created for it by John Weekley (PRIMEVAL). It consists of a reinterpretation of the Arcadia and Farmer's Market sections of , on which LeBreton was the primary designer. It is not a partial or total conversion: the level is not BioShock-themed and contains no modified resources other than a modified, blue-tinted palette, a new sky texture, and the custom music track. Instead, the aim was to adapt the general layout, theme, and atmosphere from a modern game into the much more constrained feature set of the old Doom engine.

Arcadia Demade received one of the 2010 Cacowards, and was featured in Doomworld's Top 100 Most Memorable Maps, placing 57th.

Official

 * 1) Open the first two doors at the start and go around the marble structure to a closed door. If you look at the right torch, there is a button, which can be shot to open the door. Inside is a chaingun and some ammo. (sector 91)
 * 2) Once you have a red key, from the area you found them in, open the door in the southwest to find a teleporter, which takes you to a secret room with a backpack and an energy cell pack. You can open this door from the area where Secret #7 is as well. (sector 166)
 * 3) After approaching the blue bars where the exit is, some rubble in certain places is removed. From the bars, go up the stairs to the east and go southeast past two doors to a room with some trees. This area comes before a hall with yellow bars. In this room, use the wooden bean in the southwest corner as a lift up, then go to the northwest for what looks like a door but is actually a lift. Ride this up and claim the soul sphere here. (sector 559)
 * 4) North of where the red keys are located, shoot the barrel and open the wall for a secret passage. (sector 607)
 * 5) Near the northeasternmost room with the metal structures, you can open a marble wall with vines on it to retrieve a super shotgun and a soul sphere (the soul sphere does not appear on Hey, Not Too Rough or lower). (sector 1014)
 * 6) Go north of where the blue key is, and in the place where the chainsaw is, open the wall behind it for a teleporter, which is a shortcut back to where the blue bars are. (sector 1097)
 * 7) In the lower reaches of the map where a red door is located, go to the northeast corner of this area and press on the wall to lower it. This reveals a passage to the chaingunners. (sector 1339)
 * 8) Near Secret #7, go off the bridge north and to the door behind the trees. Just east of there, the wall lowers. Wait for it to lower and then take the lift up. The next door you open is the secret. (sector 1346)
 * 9) Along the eastern part of the map north of the grass courtyard are two storage rooms. Enter the one on the right and climb the crates up to get health bonuses and a megaarmor. (sector 1559)
 * 10) Open the door behind the trees near Secret #7 and go right to a small area with crates. Climb these crates and open the wooden door here to find the  chainsaw. (sector 1792)

Non-official

 * This map features a secondary secret exit. In order to reach it, complete the level as usual and head over to the room with the normal exit, so as to unlock the required teleporter. Then, do not step on the normal exit. Instead, backtrack all the way to the start of the map, until you reach a room featuring several teleports unlocked during the progression of the map. Head over the westernmost teleporter and step on it. You will be teleported to the south-westernmost part of the map, separated from the rest of the map. Go south and go across the bridge. Use either the southernmost or the easternmost walls of the building designed in the style of the exit building of Suburbs, jump onto the section featuring an evil eye, and step on the exit itself. Although, in so doing the level will simply restart whilst keeping the inventory.

Bugs

 * After flipping the non-repeatable switch in the laboratories which will retract the blue bars blocking the exit door, the player is at risk from getting locked out of the exit, as they might accidentally trigger any of the remaining W1 linedefs (1997, 8657, 11812, 11815, and 11818) which will lower the blue bars again, this time irreversibly. Therefore, it would be advisable to make sure that all of them are actually wasted by walking over them in the big room leading to the exit, before than flipping said switch.

Demo files
This WAD features two built-in demos. Both require Doom II v1.9 to view them. The demos are:

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

Player spawns
This level contains thirteen spawn points:
 * 1) facing north. (thing 788)
 * 2) facing west. (thing 789)
 * 3) facing east. (thing 790)
 * 4) facing north. (thing 791)
 * 5) facing east. (thing 792)
 * 6) facing west. (thing 793)
 * 7) facing south. (thing 794)
 * 8) facing west. (thing 795)
 * 9) facing south. (thing 796)
 * 10) facing east. (thing 797)
 * 11) facing north. (thing 798)
 * 12) facing east. (thing 799)
 * 13) facing north. (thing 800)

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