MAP02 (Dystopia 3)

MAP02 is the second map of Dystopia 3. It was designed by Anthony "Adelusion" Czerwonka and Iikka "Fingers" Keränen and uses the music track "Intermission from DOOM".

Essentials
Get out of the car wreck and kill the shotgun guys and zombieman around you. A lost soul (Hey, not too rough and below), a cacodemon (Hurt me plenty) or two cacodemons (Ultra-Violence and above) will soon approach from the east, so deal with them.

Next, head to the west and go around the wall. You will awaken up to six demons. The brick structure contains a shotgun guy (Hey, not too rough and below), a chaingunner (Hurt me plenty) or two chaingunners (Ultra-Violence and above). On Hey, not too rough and below, you should kill the shotgun guy, enter the brick structure and grab the chaingun, berserk pack and red key. On higher difficulties, you should cause some monster infighting before retrieving the items and red key from the brick structure.

Continue forward to the entrance to a large brick keep. Use your shotgun for the imps on the ground and the chaingun for the shotgun guys on the walkway to the north. Head up the steps, open the door and back off to provide some stand-off against the cacodemon (Hey, not too rough and below) or Hell knight (Hurt me plenty and above). Kill it and continue into the castle, being wary of shotgun guys on the nearby ledges.

At the end of the hallway, take the left door. Kill the shotgun guy (hey, not too rough and below) or chaingunner (Hurt me plenty and above) at the top of the stairs. Continue up another flight of stairs and take out the imp (Hey, not too rough and below), revenant (Hurt me plenty) or revenant and mancubus (Ultra-Violence and above) at the top of the stairs. On Ultra-Violence and above, infighting will be your friend. Grab the blue key from the room at the top.

Head back down to the hallway and take the blue door to enter into the courtyard. See if you can get the arachnotrons at the far end to take care of the imps for you. With some deft movement, you can go around them and open the door in the north, luring up to four cacodemons out of the area ahead. With some luck, the arachnotrons and cacodemons will infight, and you can save yourself plenty of ammo.

Continue forward down the steps and into the cave. Grab the backpack and flip the switch behind it. Suddenly, the walls nearby will open, revealing up to eight arachnotrons. If you just want to survive, backpedal out of there fast. However, if you want all the kills, go around the alcove with the switch and collect an invulnerability and two boxes of shells, then go to town on the arachnotrons.

Head back up into the courtyard. A new area will have opened in the northwest. There are up to two mancubi in here, and on Ultra-Violence and above, there are two revenants. Again, on Ultra-Violence and above, monster infighting is your good friend. Remember to collect the megaarmor in the southeast corner.

head into the red brick building from its southeast side. Climb the stairs and mow down the former humans, then open the door at the top. Your final opposition is a cacodemon (Hey, not too rough and below), a Hell knight (Hurt me plenty) or a Hell knight and a baron of Hell (Ultra-Violence and above). Flip the switch in this room to exit the level.

Secrets

 * 1) In the room with the blue key, look southeast and you will find a glowing switch high on a brick wall. Shoot it, and the lion face in the north will open, revealing a small room with a super shotgun. (sector 98)

Current records
The Compet-n records for the map are:

Player spawns
This level contains five spawn points:
 * 1) facing north-west. (thing 159)
 * 2) facing south-east. (thing 160)
 * 3) facing north-west. (thing 161)
 * 4) facing east. (thing 162)
 * 5) facing south. (thing 163)

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

Technical information
At the beginning of the level, there is a broken stretch of elevated highway (running east west) that crosses a fence (going north-south). This is accomplished in a far simpler manner than expected.

What would be the road of the elevated highway is actually the level of the surrounding sectors' ceiling, which has the F_SKY1 flat and thus renders as sky. The sides and bottom of the elevated highway are the sides and ceiling of a sector with a lowered ceiling. The fence is composed of raised floors. Hence, the area where the fence and highway cross (sector 20) is really just a sector with a lowered ceiling at 104 units (surrounding ceilings are at 128 units), representing the bottom of the elevated highway, and a raised floor at 64 units (surrounding ceilings are at 0 units), representing the fence.

While this means that the "highway" does not actually have a real road on top of it, the player will never be in a position to notice this during normal gameplay.