E1M2: Central Computing (Double Impact)

E1M2: Central Computing is the second map of Double Impact. It was designed by Matt Cibulas (RottKing) and Ralph Vickers (Ralphis), and uses the music track " ".

Secrets

 * 1) By flipping the switch in Secret #9, you lower a barricade blocking a megaarmor, which is right next to the exit door. (sector 246)
 * 2) After getting the blue key in Secret #8, go back to the room with the zigzag bridge across the nukage. Run across the nukage going west to a blue door. Health and ammo are behind this door. (sector 249)
 * 3) Once you collect the red key, several closets open up with monsters. Go back to the big room and take the left staircase, entering the compartment straight ahead. Look at the wall at the right and notice that it is cleanly gray. Open this wall to find a soul sphere and a switch. This switch opens up Secret #4. (sector 263)
 * 4) If you flipped the switch in Secret #3 and got the blue key in Secret #8, go to Secret #5 and ride the lift up. Collect the plasma gun which is now available. (sector 270)
 * 5) After getting the blue key in Secret #8, go back to the room just south of the exit door. There is a blue door here, which leads to a secret area. If you had flipped the switch in Secret #3, then Secret #4 will be available here. (sector 273)
 * 6) When you reach the big room past the yellow door, ride the lift up and turn left. Go to the computer terminal that is slightly recessed in the wall to open a secret room containing rockets and stimpacks. (sector 276)
 * 7) After flipping the switch in the blue maze that lowers the yellow key, return to the yellow key room to spot several compartments are also open. Notice that one of the compartments has a brown ridge at the top of its back wall. This wall can be lowered, revealing former humans who guard rockets and stimpacks. (sector 289)
 * 8) When you first enter the blue maze at the northern part of the map, you have three paths to choose. Take the middle path, which dead-ends at a gray wall. You can open this gray wall, revealing the blue key and a stimpack. (sector 322)
 * 9) In the big brown-floored room southeast of the yellow key room, there is a wall to the south with a stripe on it. This wall can be opened, but you cannot reach it from the ground floor. Walk up the steps going west, then southeast, then where the door is, turn left, looking back at the previous room. Carefully skirt along the right wall and open the wall here to enter a room with stimpacks, partial invisibility, a switch, and a backpack. An imp also is present in this room on Hurt Me Plenty or higher. (sector 362)
 * 10) In the big room past the yellow door, go up the staircase on the left side. Run to the east across the stairs, without going back to the yellow door, then run south. The window here is open, but it will rise up again. Go through the window before it rises to reach the outdoors. There are shotgun shells nearby, and if you go around and across the nukage, you can find a rocket launcher and a box of rockets. (sector 378)
 * 11) Inside the secret section of the maze accessible from Secret #12, go to the western wall in the darkest end of the section. If you look at the wall, it has a caution stripe on it and metal bars next to it. Open this wall for a light amplification visor, rockets, and armor bonuses. (sector 393)
 * 12) At the entrance to the blue maze, take the left path, and go to the wall on the west side with the brown ridge on it. Lower this wall to reach a secret section of the maze. (sector 395)

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

Player spawns
This level contains twelve spawn points:
 * 1) facing south. (thing 439)
 * 2) facing north. (thing 440)
 * 3) facing east. (thing 443)
 * 4) facing west. (thing 444)
 * 5) facing west. (thing 446)
 * 6) facing south. (thing 447)
 * 7) facing east. (thing 448)
 * 8) facing south. (thing 449)
 * 9) facing south. (thing 450)
 * 10) facing west. (thing 452)
 * 11) facing south. (thing 453)
 * 12) facing south-west. (thing 454)

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