MAP21: Cyberswat (1 Monster)

MAP21: Cyberswat is the twenty-first map of 1 Monster. It was designed by Paul Corfiatis with later slight edits by scwiba, and uses the music track "Getting too tense" from Doom II.

Like all maps in the megawad, the map features only one type of monster, in this case the cyberdemon. It tests the player's skills by pitting him against several different variations on a cyberdemon fight, all in a wood-and-brick scenery.

Essentials
The level is a difficult one and ammo is just barely sufficient to kill all the cyberdemons. Be accurate with your shots.

Head through the first several rooms, picking up all the items. On you way you will encounter one (Easy and Medium difficulty) or two (Hard) cyberdemons; kill them any way you wish. In the third room, press the switch and walk onto the lift. The cyberdemon in the next room (only appears on Medium and Hard difficulty) is more problematic, as a pillar in the middle of the arena makes it much harder to avoid damage from its rockets. One way is to stay on the lift and shoot the cyberdemon from there, opening and closing the door to avoid its attacks. An alternative, riskier way is to squeeze your way past the cyberdemon and make it to the area behind it, where you can hide from its attacks easily.

Behind the cyberdemon are two doors to the north and south, and a red key door. Do not open the southern door, as you will want the cyberdemon behind it to stay in position for later telefragging. Head through the northern door, get all the items in the area, enter the door to the north and press the switch hidden inside. This will raise a bridge outside. A cyberdemon will reveal itself as you walk down the bridge. Kill it (it is easier to fight when you are standing near the entrance door) and grab the yellow key it was guarding. Open the yellow key door to the west.

The library area seems quiet, but two cyberdemons (only one on Easy difficulty) will appear once you walk past the fourth bookshelf. One safe way to fight them is to run back out of the door, as they cannot follow you outside. Once the cyberdemons are dead, enter the door to the west of the library, press the switch and enter the southern teleporter. You will teleport to the red skull key room, telefragging the cyberdemon there (assuming it has not moved from its position). Get the key, leave and open the red key door.

In the outdoor area, you need to kill the two cyberdemons, then ride the lifts onto the platforms they were on, and press both switches they were guarding. This will raise a bridge across the nukage pool. Press the blue switch to lower the blue skull key behind you, and use it to open the door. Go down the lift. On Hard difficulty, a final cyberdemon will be guarding the final room; kill it and proceed to the exit.

Other points of interest
In the library, the northern teleporter will also teleport you into the red key room, but in a slightly different spot. This will teleport you very close to the cyberdemon there, likely resulting in your death.

Secrets

 * 1) In the room with the switch that raises the bridge to the yellow key, part of the brick wall has a different texture. Open it to find armor, three rockets, three boxes of rockets, and two energy cells. (sector 454)
 * 2) In the library, open the red banner on the middle southern bookshelf. Inside is a megasphere. (sector 319)
 * 3) The section of floor just in front of the southern teleporter in the library is marked as secret. (sector 344)
 * 4) In the very final room, open the southern wall to find a computer area map inside. (sector 352)

Current records
The records for the map at the Doom Speed Demo Archive are:

The data was last verified in its entirety on July 31, 2022.

Player spawns
This level contains four spawn points:
 * 1) facing east. (thing 176)
 * 2) facing west. (thing 177)
 * 3) facing west. (thing 178)
 * 4) facing north. (thing 179)

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

Inspiration and development
entering the red key room through the door caused bars to close off the southern teleporter in the library, as telefragging the cyberdemon in that room would be almost impossible anyway once it moved from its position. In his edits, scwiba removed these bars, making the two teleporters redundant.

scwiba also removed a secret where pressing the skull in the fourth room would reveal a teleporter in the wall that allowed the player to telefrag the cyberdemon in that room.