MAP07: Identity Check (NDCP)

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Revision as of 18:54, 4 September 2018 by Eris Falling (talk | contribs) (Current records)


NDCP maps 01-11

(01 - 11)
12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32

This level occupies the map slot MAP07. For other maps which occupy this slot, see Category:MAP07.

MAP07: Identity Check is the seventh map of the Newdoom Community Project. It was designed by Fatal.

Walkthrough

Map of Identity Check
Letters in italics refer to marked spots on the map. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally.

Essentials

This is a very interesting level where crossing through frames with red lights may indicate something bad might happen, and crossing frames with blue lights will generally mean you are safe.

For the quick way of reaching the blue key, head up from the start and go down the long hallway until you find the first door on your left. You will end up in an area with concentric hallways. Here, do not go through any frames with red lights on them. If you do, the doors will close and you will not access the key (the first time you do this, you will also release a number of monsters as well). You can only open doors going outwards at this point. If and when you mess up, press the switch in the southeast corner of the outermost hallway to reset the puzzle. Go through the blue-lit paths progressively towards the center in order to get the blue keycard. For the quick solution, take the south, the east, and then the south frame in order to successfully reach it. When you get the key, you do not have to worry about taking the wrong frame at that point.

Now go back to the hallway and keep going until the next passage on your left. If you go through the red frame, a closet behind you with a cacodemon opens up. Here is another maze-like section. Your goal here is to get through the bars in the northwestern section of the maze. To do so quickly from the start of the maze, take the right path and go up the stairs in front, then turn left and hit the switch to open the bars. Through the bars is a prison-like area with the blue door straight ahead. Hit the switch next to the compartment to open it, allowing you to get the yellow keycard. The switch also reveals several switches which opens the prison cells. Hit these if you want to kill some more monsters and get two stimpacks, otherwise backtrack to the main hallway. In the hallway, keep going eastward, making sure to go through the blue-lit passages lest you want barons of Hell to ambush you. When you see the big gray door up ahead, there is a small passage to your right. Go down this passage to the yellow door. Inside is a large computer room, with the switch that opens the big gray door. The hallway behind this door leads to the exit.

Secrets

  1. The southeast corner of the map holds a chainsaw. (sector 45)
  2. In the southwesternmost room, use the switch on the northeast wall to lower a column, and stepping on this column lowers the next one in front of you. Go across each column as they lower and the southeast wall will lower as well, revealing ammo, medikits, and a green armor. (sector 165)
  3. At the westernmost bend of the C-shaped hallway is a door. Near the door is a lift that only lowers if you head to the southernmost end of the hallway towards the lift, or if you go through the closest blue frame to the north of the door. Upon triggering this lift to go down, quickly run to it and ride it up. A few rockets and stimpacks are up here. The lift in the center of this hall leads to a rocket launcher as well as a box of shotgun shells (which only appears on Hey, Not Too Rough or lower). (sector 98)
  4. In the maze-like area at the north end, head around to the middle of the maze until you see a set of steps. Take them up and jump across. Two lost souls are in front of a switch. After flipping this switch, go back to the southwestern part of this maze, and at the end will be another switch to use. After using it, go back a little to find another switch, which will lower the lift near the previous switch. The lift leads down to a sewer where you will eventually find a soul sphere. (sector 85)

Bugs

A Hell knight (Thing 259) has no flags set for any of the three difficulty classes, so it does not actually appear in the level.

Areas / screenshots

Speedrunning

Routes and tricks

Current records

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

Run Time Player Date File Notes
UV speed
NM speed
UV max 10:21 Serge Marudov (Never Again) 2010-03-29 ndcpmax.zip 1
NM100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

Last updated on April 3, 2013.

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

Statistics

Map data

Things 299
Vertices 4776*
Linedefs 4998
Sidedefs 8157
Sectors 972
* The vertex count without the effect of node building is 3976.

Things

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

Inspiration and development

External links