MAP08: Cold Reception (Community Chest 4)

MAP08: Cold Reception is the eight map of Community Chest 4. It was designed by Mithran Denizen and uses "Quad Machine," a music track from  by.

Official

 * 1) Run through the rocky cave southwest of the main outdoor area and head all the way south towards the blue and gray wall, entering before a lift rises. If you do it correctly, you will be able to obtain the yellow skull key. (sector 566)
 * 2) In the same rocky cave, look towards the northwest corner of the cave to spot a tiny passage. (sector 454)
 * 3) Take the passage in Secret #2, up and around the next cave, until you appear on an icy ledge near a metal wall. From this ledge, you can drop down onto the megaarmor. (sector 191)
 * 4) From the same icy ledge mentioned in Secret #3, you can open the metal wall into a room. (sector 156)
 * 5) In Secret #4, press on the brown wall between where the two mancubi were and you will lower a lift up to a switch. (sector 692) This switch opens up one of the doors in the northern part of the map.
 * 6) Also in Secret #4, flip the switch in the room to open up the eastern wall, and also raising a lift up. Hop across the lift to the nearby ledge to the east, where the mancubi appeared, and take the teleporter. This teleporter takes you back to the beginning, and you will notice some zombies attacking you from another window. Go back to Secret #4 and you will find that the northern wall has opened. From here, jump to the crate that has the super shotgun. (sector 419)
 * 7) When you pick up the megaarmor secret (Secret #3), you also lower the brown wall east of the secret. There is a lift here that you can ride up so you can teleport onto the megasphere. (sector 12)
 * 8) Press the switch west of Secret #7, then quickly run south, heading down the steps to the southeast from there, and then through the open door before it closes. Follow the passage to a room with supplies and a rocket launcher. (sector 231) Hell knights will spawn in when you pick up the rocket launcher.
 * 9) Near the door leading to Secret #8, open the green wall to the right of the steps for supplies and a computer area map. (sector 65)
 * 10) In the room south of Secret #7, step on the ledge with a candle on it, near the southwest of the room (this is also the building entrance from that side). From that ledge, walk onto the computer terminal, and then run to the right side of this room to pick up a backpack from an alcove. (sector 593)
 * 11) Right next to Secret #10 there is a green-wired wall and a brown-wired wall. If you have the yellow key from Secret #1, use the brown-wired wall to open the green-wired wall revealing a switch. (sector 613) This switch opens up one of the doors in the northern part of the map.
 * 12) In the room north of the blue keycard, there is a deep pool of nukage with a cacodemon in it. There is ammo at the bottom of this pool. (sector 499)
 * 13) After picking up the blue key, head into the room north of the starting point to find a closet with Hell knights has opened. Enter it and press on the northern wall next to the crate for a switch. (sector 628) This switch opens up one of the doors in the northwest part of the map.
 * 14) The nukage river in the room just north of the starting point is hard to wade across because of friction. The left end of the nukage has a door that you can open, revealing a corridor you can head through and a new area. (sector 666)
 * 15) If you had flipped the switches in Secrets #5, #11, and #13, the yellow door in the northwest of Secret #14 will be open (you cannot open it yourself, even with the yellow key). Open the yellow door and go down the hall flipping the switch. When you do, you lower the plasma gun (sector 778) and the walls around you with various monsters.
 * 16) If you had flipped the switch next to the red key, and go beyond the blue key door, you can see a switch on the right wall. Flip it to raise a platform so you can head onto the soil. Head around from here and then jump out the window to a small yard with supplies and monsters. (sector 1606) If you have not pressed the switch near the red key, you can still access the switch by using the wall where the switch would be (just south of the lights on the ceiling) and you can flip the switch.

Non-official
If you had flipped the switches in Secrets #5, #11, and #13, you will be able to access the yellow door past the corridor in Secret #12. Before the yellow door, and only if you are playing on Ultra-Violence or higher, if you wait five minutes after the level starts, a door will open to the north revealing a teleporter. If you get in it before it closes, you will enter a tribute room with dead monsters and a shotgun, as well as the words "STEVE COHEN 1957-2011" written on the floor. This area does not count towards the secret total.

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

Last updated on March 31, 2013.

Miscellaneous demos
Last updated on March 31, 2013.

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

Technical information
Delayed Exit

In the exit elevator, when the switch is flipped, the map does not end immediately. Instead, the door closes and the elevator begins to lower for a short while before the level ends.

In this map, this is accomplished with a series of voodoo dolls in six control carrying sectors, all controlled by a pair of linedefs with special 253. The voodoo dolls are unable to move as they are stuck in or behind doors in these control sectors. Five of them are the same length, with a trigger line 64 units away from the voodoo doll's starting position. Each of these controls the descent of each of the five sectors comprising the elevator, so as to ensure that the elevator's geometry remains constant as it descends. The sixth is longer, and contains two trigger lines just ahead of the voodoo doll which seal the entrance to the exit elevator, as well as a "walkover exit" line 320 units away from the voodoo doll.

When the switch in the exit elevator is pressed, all it does is to open the doors in the control sectors. Since all the voodoo dolls are released at the same time and move at the same speed, this sequence of events happens:


 * The entrance to the exit elevator seals.
 * After a while, the elevator starts descending.
 * After a few more seconds, the map ends.