MAP10: Paradox (PlayStation Final Doom)

MAP10: Paradox is the tenth map of PlayStation Final Doom, and the tenth map of the Master Levels. It is based on the PC version of MAP01: Paradox from the Master Levels for Doom II, with modifications to accommodate the PlayStation's framerate and memory limitations and add enhancements such as colored lighting. It uses the music track "Breath Of Corruption".

The author of the original level was Tom Mustaine. Changes for the PlayStation port were authored by Tim Heydelaar.

Essentials
Go west through the door, then head north up a staircase. At the top of the staircase, travel west and go through the door in the north wall. Go north through the long hallway and take the yellow keycard sitting on the marble platform at the end of this hallway.

Go south and head back through the door you just came through. Go west and then south down a staircase, and open the yellow door in the west wall. Go into a small room and head north - a metal wall in front of you will rise to reveal a revenant. Press the switch behind it, then leave the room and go east across a bridge to enter the central tower. Climb the staircase in front of you to enter a chamber with three teleporters - step into the pad on your left, which will send you to the building north-east of the tower. Step forward and a pillar in front of you will lower to reveal the blue keycard.

Jump out of the south window and climb back up to the central tower. Return to the chamber with the three teleporters and step on the pad on your right, which will send you into the building south-west of the tower. As before, step forward and a pillar in front of you will lower to reveal the red keycard.

Jump out of the north window, then return to the start point. From here, go south to a walkway, then go west across a small bridge and open the three locked doors in front of you. Lower the lift (watching out for the revenant standing on it) and use the lift to get into the building. When you step off the lift a metal wall will rise to reveal two chaingunners - kill them and run east through the opening they were guarding to reach the exit switch.

Other points of interest
After opening the room with three teleporters, step on the center pad to go to the building north-west of the central tower. Stepping forward will lower a pillar holding a berserk pack.

Secrets

 * 1) From the start of the level, go north up the staircase. Open the metal pillar next to this staircase to reveal a soulsphere.
 * 2) Inside the central room with three teleporters, open the wall in the south-west corner of this room. Step through it and carefully follow the ledge around the room until you find a medikit. Both the ledge and the sector holding the medikit count as secrets.
 * 3) See secret #2.
 * 4) In the very south-eastern corner of the map (south of the exit switch) is a false wall. Walk through it and down the staircase to a small cave. Take the megasphere, but watch out for three chaingunners lying in ambush. The three steps leading down to the cave are counted as separate secrets.
 * 5) See secret #4.
 * 6) See secret #4.
 * 7) In the room with the yellow keycard, press use on the stand holding the tall green firestick to lower it. This will temporarily lower two walls to the south-east and south-west hiding switches. Press either switch to open one of the outer walls in the long hallway to the south, which will allow you to go outside (stepping on the grass triggers the secret). Kill the shotgun guys in this area and head north to find a BFG9000 in a small alcove in the northern wall of the building.

Bugs

 * A rocket launcher and two boxes of rockets are placed in a room south of the starting area, which is only accessible in deathmatch. The items are not flagged as multiplayer-only, so they always appear. This issue also appears in the PC version of the level.
 * It is possible to open the yellow door on the west side of the level without stepping into the yellow-lit sector in front of the door. If you do so, the enemies behind the door will not see you until you make a noise or step into the lit sector.

Player spawns
This level contains ten spawn points:
 * 1) facing west. (thing 23)
 * 2) facing west. (thing 82)
 * 3) facing north. (thing 167)
 * 4) facing east. (thing 168)
 * 5) facing south. (thing 169)
 * 6) facing west. (thing 170)
 * 7) facing north. (thing 186)
 * 8) facing east. (thing 202)
 * 9) facing west. (thing 280)
 * 10) facing south. (thing 285)

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

Removed areas

 * An alcove containing a chaingunner is removed from the room behind the western yellow door.

Room design

 * All switches use a skull switch on stone wall texture.
 * There are significantly fewer metal pillars in the level.
 * Staircases throughout the level have fewer steps.
 * The height of the southern half of the level has been reduced, affecting the central tower, surrounding rooms and platforms.
 * There are two openings in each wall of the central tower rather than four.
 * The archway west of the central tower has a flat ceiling.
 * The archways in the northern half of the level have fewer "steps" in their ceilings.
 * The green firesticks in the western-most room are now blue.
 * The colored bars blocking the route to the exit are replaced with wooden doors.
 * The windows of the building south-east of the central tower start off open. On PC, the windows open after stepping off the lift in this building.

Monster placement

 * Zombiemen are replaced with shotgun guys.
 * Mancubi, barons of Hell and Hell knights are replaced with revenants.
 * The pain elemental in the building south-east of the central tower is replaced with two chaingunners. Other pain elementals are removed without replacement.
 * The arch-vile guarding secret #4 is replaced with three chaingunners.
 * The arachnotron in the western-most room is replaced with a revenant.
 * One of the demons that teleports into the building with the red keycard is replaced with a nightmare spectre.

Trivia
Unusually for PlayStation Doom, the locked doors leading into the south-east building are not indicated with colored lights.