Difference between revisions of "Key"

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Multiple keys of a given color may be picked up in the same level; the [[status bar]] will display whichever type was last taken. Doors in [[vanilla Doom]] are affected identically by keycards and skull keys. In stock maps, as a cosmetic guideline, a bar of coloured lights surround a locked door when keycards are used, while a column of coloured skulls are used for skull keys. (However, this is occasionally violated, such as in [[E2M3: Refinery (Doom)|E2M3: Refinery]] which had keycard pickups but skull doorframes.)
 
Multiple keys of a given color may be picked up in the same level; the [[status bar]] will display whichever type was last taken. Doors in [[vanilla Doom]] are affected identically by keycards and skull keys. In stock maps, as a cosmetic guideline, a bar of coloured lights surround a locked door when keycards are used, while a column of coloured skulls are used for skull keys. (However, this is occasionally violated, such as in [[E2M3: Refinery (Doom)|E2M3: Refinery]] which had keycard pickups but skull doorframes.)
  
Keys, as other things, can be flagged to appear on certain [[skill level]]s. This allows the level designer to place a key in a more challenging spot for higher levels of difficulty. The original games include a couple of instances. In [[E3M6: Mt. Erebus]], the blue skull key can be found quite effortlessly in the center area while playing on the easiest levels. If played on ''Hurt Me Plenty'' or higher, the key is instead hidden inside one of the buildings. Thus, in addition to being attacked by a larger group of monsters, the player also has to explore more areas to find the key. In [[MAP06: The Crusher]], the blue keycard will appear to one of three possible locations in the great crusher hall. The more difficult the skill level is, the bigger effort the player has to make to obtain the key.
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Keys, as other [[thing]]s, can be flagged to appear on certain [[skill level]]s. This allows the map designer to place a key in a more challenging spot for higher levels of difficulty. The original games include a couple of instances. In [[E3M6: Mt. Erebus]], the blue skull key can be found quite effortlessly in the center area when playing on the easiest levels. If played on ''Hurt Me Plenty'' or higher, the key is instead hidden inside one of the buildings. Thus, in addition to being attacked by a larger population of monsters, the player also has to explore more areas to find the key. In [[MAP06: The Crusher]], the blue keycard will appear at one of three possible locations in the great crusher hall. The more difficult the skill level is, the bigger effort the player has to make to obtain the key.
  
 
In multiplayer [[deathmatch]] games, all keys are removed from each map, and players spawn carrying all keys.
 
In multiplayer [[deathmatch]] games, all keys are removed from each map, and players spawn carrying all keys.

Revision as of 15:50, 26 December 2011

File:Doomkeys.png
The three keycards, the skull keys, and the corresponding status bar icons.

A key is an item used to open designated locked doors or switches.

Description

File:Doom2 yellow skull.png
The yellow skull key as seen in MAP28 of Doom II

There are two types of key: electronic keycards, and skull keys which resemble glowing monochrome skulls. If the player encounters a locked door and attempts to open it without the correct key, the door will not open (and the player will receive a message to that effect). Once a key is obtained, any locked door of the corresponding color on the map can be opened. All keys are lost upon exiting a map.

Multiple keys of a given color may be picked up in the same level; the status bar will display whichever type was last taken. Doors in vanilla Doom are affected identically by keycards and skull keys. In stock maps, as a cosmetic guideline, a bar of coloured lights surround a locked door when keycards are used, while a column of coloured skulls are used for skull keys. (However, this is occasionally violated, such as in E2M3: Refinery which had keycard pickups but skull doorframes.)

Keys, as other things, can be flagged to appear on certain skill levels. This allows the map designer to place a key in a more challenging spot for higher levels of difficulty. The original games include a couple of instances. In E3M6: Mt. Erebus, the blue skull key can be found quite effortlessly in the center area when playing on the easiest levels. If played on Hurt Me Plenty or higher, the key is instead hidden inside one of the buildings. Thus, in addition to being attacked by a larger population of monsters, the player also has to explore more areas to find the key. In MAP06: The Crusher, the blue keycard will appear at one of three possible locations in the great crusher hall. The more difficult the skill level is, the bigger effort the player has to make to obtain the key.

In multiplayer deathmatch games, all keys are removed from each map, and players spawn carrying all keys.

Enhancements

  • Ultimate Doom and Final Doom introduced "locked" switches, which cannot be activated without a key of the appropriate color. However, the feature was limited only to toggles that open fast doors permanently. Such switches were already supported in Doom II but the level designers never used them in the game.
  • Boom introduced door types that require the key to be of the right type and not just the right color. Such doors are supported in most source ports.
  • Certain source ports (including Boom) also allow the use of locked doors requiring multiple keys, a situation sometimes approximated in the original games by placing several locked doors in front of each other (e.g. E2M6: Halls of the Damned).
  • Doom 64 introduced a key-activated, or "locked", tripwire in MAP30: The Lair; the player needs to be in possession of the yellow key and pass through the tripwire in order to lower a switch on the wall. If the player does not possess the key the switch will not lower, the Marine will "Mmmph!" and the line "You Need The Yellow Key" will appear on the top of the screen. (Boom also has this feature).

Data

The yellow keycard in MAP02 of Alien Vendetta
The red skull key in MAP09 of Alien Vendetta
Blue keycard data
Thing type 5 (decimal), 5 (hex)
Appears in Shareware Doom
Registered Doom
Ultimate Doom
Doom II/Final Doom
Radius 20
Sprite BKEY
Class Key
Pickup
Red keycard data
Thing type 13 (decimal), D (hex)
Appears in Shareware Doom
Registered Doom
Ultimate Doom
Doom II/Final Doom
Radius 20
Sprite RKEY
Class Key
Pickup
Yellow keycard data
Thing type 6 (decimal), 6 (hex)
Appears in Shareware Doom
Registered Doom
Ultimate Doom
Doom II/Final Doom
Radius 20
Sprite YKEY
Class Key
Pickup
File:E4m1 nin and blue skull.png
The blue skull key in E4M1 of Doom
The blue keycard in ATTACK.WAD from the Master Levels
Blue skull key data
Thing type 40 (decimal), 28 (hex)
Appears in Registered Doom
Ultimate Doom
Doom II/Final Doom
Radius 20
Sprite BSKU
Class Key
Pickup
Red skull key data
Thing type 38 (decimal), 26 (hex)
Appears in Registered Doom
Ultimate Doom
Doom II/Final Doom
Radius 20
Sprite RSKU
Class Key
Pickup
Yellow skull key data
Thing type 39 (decimal), 27 (hex)
Appears in Registered Doom
Ultimate Doom
Doom II/Final Doom
Radius 20
Sprite YSKU
Class Key
Pickup

Appearance statistics

The IWADs contain the following numbers of keys:

Blue keycard

Game ITYTD and HNTR HMP UV and NM
Ultimate Doom 11 11 11
Doom II 14 14 14
TNT: Evilution 17 17 17
Plutonia 11 11 11

Red keycard

Game ITYTD and HNTR HMP UV and NM
Ultimate Doom 7 7 7
Doom II 11 11 11
TNT: Evilution 18 18 18
Plutonia 7 7 7

Yellow keycard

Game ITYTD and HNTR HMP UV and NM
Ultimate Doom 9 9 9
Doom II 9 9 9
TNT: Evilution 14 14 14
Plutonia 8 8 8

Blue skull key

Game ITYTD and HNTR HMP UV and NM
Ultimate Doom 15 15 15
Doom II 8 8 8
TNT: Evilution 8 8 8
Plutonia 11 11 11

Red skull key

Game ITYTD and HNTR HMP UV and NM
Ultimate Doom 12 12 12
Doom II 8 8 8
TNT: Evilution 10 10 10
Plutonia 12 12 12

Yellow skull key

Game ITYTD and HNTR HMP UV and NM
Ultimate Doom 11 11 11
Doom II 8 8 8
TNT: Evilution 8 8 8
Plutonia 14 14 14

Doom RPG

Keycards appear in Doom RPG, but skull keys do not.

See also

External links