MAP31: Conglomeration Complex (NDCP)

MAP31: Conglomeration Complex is the thirty-first map of NDCP. It was designed by Darren Finch (Doom_Dude), Liam McMullin (Aliotroph?), PumpkinSmasher, Thomas Lutrov (Lutrov71), Fatal and Nuxius.

Essentials
Go up and take the left door. Go through the passage to your northwest and find the switch there. This opens up a room with demons and an armor. A room behind you will open revealing a chaingunner and a switch. Hit the switch and go back to the previous room and the bars to the east will be gone so you can continue. In this hall, your only choice is to use the lift, and it takes you to a crate-filled area. Go west here and enter the next area with some hazard stripes on the floor. If you want a super shotgun, take the first door you see and get it, being wary of the barons of Hell and monsters that teleport behind you. Otherwise, go all the way north and there should be a round teleporter in the end here. Be careful of the baron of Hell as you take it. You will end up in a zombie-filled room with the red key in the middle of the bridge. Grab it and take the door to the west. You will wind up back at the hallway east of the start, so take the red door now. Head down the hallway and into a large courtyard. Grabbing the rocket launcher releases several mancubi. Go through the rocky cave to the southeast, going all the way until you find a large puzzle room. Stepping on the wrong platform here lowers you to a hallway where you must go back and try again. If you fail, be wary of monsters as you try again.

The correct path through the platforms can be determined by the wall texture of the platforms and ceiling. If the ceiling walls and the platform walls do not match, then stepping on this particular pattern will cause the platforms to drop. Look at the map view and follow the path if you are stuck. Remember if the ceiling matches the platform wall, then that is the platform you should move on.

Now when you are on the other side, grab the plasma gun and head through the door to the teleporter. You will be in a small area with the yellow key to the left. Get out of here into the courtyard and go back into the door where you first entered the courtyard. Back in this hallway, there should be a new place open with a chaingunner and a teleporter. This teleport takes you to the hallway on the other side of the courtyard behind the gratings. Take the door and then the yellow door on your right to reach the next few rooms. Find the switch here to open the bars and use the teleporter. In the next hall after the teleporter, you can go north and then west to return to the zombie-filled room where the red key was if you need to. Otherwise go down both ends of the hall. Start with the right first. There is an aside off to the left as you head eastward where you can get some boxes of bullets and a medikit if need be. When you go all the way to the right hand side you will see a big structure through a window. Inside here are a lot of imps, a spider mastermind, a couple of cacodemons and a few barons of Hell. There are two switches where the imps are, and these two switches open the way to the exit. From the right-hand side of this room, take the teleporter and flip the switch here and go back (should you fall to ground floor, take the teleporter in the southeast and it will take you back as well). Now take the other path on the left-hand side doing the same thing: going through the teleporter and flipping the switch. Take the passage south and east through the now open doors. Then go north to find the exit switch.

Secrets

 * 1) (sector 239)
 * 2) (sector 381)
 * 3) (sector 646)
 * 4) (sector 1109)
 * 5) (sector 1143)

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

Last updated on April 3, 2013.

ndcpmax.zip is a collection of UV max demos for NDCP.

Miscellaneous demos
Last updated on April 3, 2013.

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