Difference between revisions of "MAP08: Tricks and Traps (Doom II)"

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{{Doom II 1-11|consolever=MAP38: Tricks and Traps (PlayStation Doom)|platform=psx}}
 
{{map|slot=MAP08}}
 
{{map|slot=MAP08}}
{{Doom II 1-10}}
+
'''MAP08: Tricks and Traps''' is the eighth map of [[Doom II]]. It was designed by [[Sandy Petersen]] and uses the [[Doom II music|music]] track "The Dave D. Taylor Blues". The [[par time]] is 2:00. The map introduces a new enemy, the [[pain elemental]], who looks very similar to the [[cacodemon]].
'''MAP08: Tricks and Traps''' is the eighth map of [[Doom II]]. It was designed by [[Sandy Petersen]] and uses the [[Doom II music|music]] track "The Dave D. Taylor Blues".
 
  
==Strategy==
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The level is notable for its unusual monster encounters and design. As the name suggests, many situations are tricky, but there are ways to minimize or avoid the danger of some. Along with the player's stealthiness, [[monster infighting]] and [[Linedef types#Teleporters|teleportation]] have significant roles in the level.     
[[Image:MAP08 map.png|thumb|300px|Map of MAP08]] <br clear="left"/>
 
  
===Walkthrough===
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== Walkthrough ==
First, go through the southern door and you'll be in a room with many [[Baron of Hell|Barons of Hell]] and a [[Cyberdemon]] (A). Once the Cyberdemon sees you, he'll start firing, hitting the Barons (who at first don't see you until you decide to attack), who will fight back. While they're fighting, pick up the soulsphere here (B). If all the Barons between you and the Cyberdemon have been killed, move in front of another batch so the rockets hit them instead of you, and the fighting should continue until the Cyberdemon is killed. Once the Cyberdemon is dead or there are too few Barons left to kill him, pick up the [[invulnerability sphere]] nearby and kill the remaining enemies. Once the coast is clear, drop down to where the Cyberdemon originally was and pick up the yellow skull key (C), flipping the switch behind it in order to get back to the starting area (D). Be careful upon re-entering the center room, as some Barons may have accidentally teleported from the previous room.
+
[[File:MAP08 map.png|thumb|300x300px|Map of Tricks and Traps]]
 +
{{map spots}}
  
Back in the center room, open the yellow door and follow the path along until you reach the red skull key (E). The floor behind you will have sunk into a pit of sludge, keeping you from returning to the starting room. Arm yourself with your most powerful weapon and back into the alcove where the red skull key lies and pick it up. Once you do, the walls start lowering, unleashing a slew of enemies (F). Clear a path to the northeast corner of this room and pick up the invulnerability sphere. Clear out the rest of the enemies and flip the switch in the northwest corner of the room to raise the bridge to the center room again (G).
+
===Essentials===
 +
You appear at an octagonal room with eight nearly identical doors. First, go through the southern one to find a room with many [[Baron of Hell|barons of Hell]] and a [[cyberdemon]]. Once the cyberdemon sees you, he will start firing, hitting the barons (who ''do not'' notice you until you decide to attack), who will [[Monster infighting|fight back]]. While they are fighting, pick up the [[soul sphere]] in the room. If all the barons between you and the cyberdemon have been killed, move in front of another batch so the rockets hit them instead of you, and the fighting should continue until the cyberdemon is killed. Once the cyberdemon is dead or there are too few barons left to kill him, pick up the [[invulnerability sphere]] nearby and kill the remaining enemies. Once the coast is clear, drop down to where the cyberdemon originally was, pick up the yellow [[Keys|skull key]], and flip the switch behind it in order to get back to the starting area. Be careful upon reentering the center room, as some barons may have accidentally [[Teleporter|teleported]] from the previous room.
  
At this point you can exit, although much of the level remains unexplored (and is completely optional). Check the secrets section below for descriptions of the optional areas. Once you're ready to exit, open the red door in the center room (H). You may want to save here, as the next obstacle is easy to mess up, resulting in inescapable death. In order to reach the exit door, you must run across the platforms floating in the sludge. Once you step on one (I), however, it begins sinking, so speed is essential. Once you've successfully reached the other side, open the exit door, kill the [[demon]], and flip the switch.
+
Back in the center room, open the yellow door and follow the path along until you reach the red skull key. The floor behind you will have sunk into a pit of [[Damaging floor|slime]], keeping you from returning to the starting room. Arm yourself with your most powerful weapon, back into the alcove where the red skull key lies, and pick the item up. Once you do, walls start to lower, unleashing a slew of enemies. Clear a path to the northeast corner of the room and pick up the invulnerability sphere. Clear out the rest of the enemies and flip the switch in the northwest corner of the room to raise the bridge to the center room again.
  
 +
At this point you can exit, although many areas in the level remain unexplored. They are completely optional. Check the two sections below for descriptions of them. Once you are ready to exit, open the red door in the center room. You may want to save here, as the next obstacle is easy to fail, resulting in inescapable death. In order to reach the exit door, you must run across the platforms floating in the slime. Once you step on one, however, it begins to sink, so speed is essential. Once you have successfully reached the other side, open the exit door, kill the [[demon]] and flip the switch.
 +
 +
===Other points of interest===
 +
The northern door reveals a wide hallway of which events may be dictated by the [[skill level]]. On Hurt me plenty or lower, the hallway seems empty initially. However, when you go along it or fire your weapon, you will wake cacodemons in their alcoves. There is a [[plasma gun]] and an [[energy pack]] at the other end of the hallway for you to respond to the monsters' attacks. In addition, there is a switch that opens a doorway in the hall behind the northeastern door (see secret #2).
 +
 +
On Ultra-Violence or higher, the hallway has a difference that is more remarkable than it may look: there is a lone [[sergeant]] at the end of the steps. Actually, he is a lure for the player. If you try to kill him, the cacodemons are alerted immediately, and they make it more difficult for you to reach the end of the hallway. If you do not have enough ammunition to beat the eight cacodemons and are unable to get the cell weaponry, you just need to flee to another room and face them later.
 +
 +
The northeastern door exposes a bright hall with a [[rocket launcher]] and [[Box of rockets|boxes of rockets]] in one end. Opposite the ordnance, there are two ledges with a group of demons on both. When you are about to grab any of the items, stairs begin to form towards the ledges and, eventually, the demons are able to proceed towards you. The switch on the eastern ledge opens the door back to the center, while the switch on the other one opens a doorway near the position of the rocket launcher (secret #2).
 +
 +
The room behind the eastern door is small in comparison with its counterparts. The area includes teleporters that take you to a monitor hall isolated from the bulk of the level. Depending on the skill level, there are [[spectre]]s right in front of the landing spots. On Hey not too rough or lower, the northern teleporter offers a "spectre-free" entrance to the hall. On higher levels, both available teleporters have a lurking spectre at the other end, but there is still a way to surprise them from behind (secret #4). The monitor hall has some ammunition. Take the teleporter to leave the area.
 +
 +
Instead of the center room, you are brought to the area behind the southeastern door. You cannot return to the center, so you must face the challenge behind the corner. There is a [[shotgun]] on a ledge. A lower level has a lot of [[imp]]s standing away from you. Once alerted, they start moving towards you, but along the way, they cross a teleporter line and end up right on your other side. Unless you have weaponry to deal with them, a working tactic is to pump the existing shells to the teleported imps and then dodge their attacks until enough of them have left the lower level. It allows you to make it to the area's end, where there are two [[Box of shells|boxes of shells]] that are sufficient to quell the army of imps. Press the switch to open the door and use the teleporter the imps used to return up. On Ultra-Violence, there are some imps on the ledge as well.
 +
 
===Secrets===
 
===Secrets===
# Through the southwest door in the starting room is a long hallway with a chainsaw at the end. When the chainsaw is picked up, a secret room opens directly in front of it (J).
+
====Official====
# This one is a bit involved. First, flip the switch at the far end of the cacodemon room (K). Next, return to the starting room and enter the northeastern door. The northern wall of this room has three alcoves in it. Enter any of them to cause a staircase to rise on the other side of the room. Hit both switches at the top of the stairs to open a secret passage back in the center alcove (L).
+
# Behind the southwestern door in the starting room, there is a long hallway with a [[chainsaw]] at the end (not on Hey, not too rough or lower). When the weapon is picked up, a secret room opens directly in front of it, holding ammunition, a [[security armor]] and either a cacodemon or a baron of Hell. ('''sector 57''') Notice that once the monster crosses the adjacent doorway, it will be teleported to the door at the opposite end of the hallway, and needs to be confronted.  
# After exploring the rusty metal halls in secret #2, the diamond-shaped room adjacent to it will open up even larger, releasing several enemies. After dealing with the enemies, shoot the marble demon face wall to reveal a BFG 9000 (M).
+
# To access the secret, you need to press two switches -- one at the end of the cacodemon hallway and the other on the western ledge in the northeastern hall. They make two doors open in the center alcove of the hall. The doors reveal a long corridor with a diamond-shaped room a little way off. ('''sector 100''') Further away, there are five [[backpack]]s and a soul sphere in a branched area.  
# Through the eastern door in the starting room is a small room with a lion-faced wall and two teleports on either side. Shoot the lion face to access a third teleport taking you to a secret platform in a new area (N).
+
# When you are about to take the soul sphere, the diamond-shaped room adjacent to it will open up even larger, releasing a great amount of demons (24 on Ultra-Violence). After dealing with the enemies, strike the marble demon face wall with a [[hitscan]] attack to reveal a [[BFG9000]], the first one [[MAP07: Dead Simple (Doom_II)#Secrets|legitimately found]] in the game. ('''sector 98''')
# After passing through any of the three teleports in the lion face room, you'll be taken to an isolated area. There is a pillar with two gargoyle heads in the center of this room. Shoot the northern face of the pillar to open an alcove in the southern end of the room (O).
+
# The small room east of the starting room has a lion-faced wall and a teleporter on either side. Shoot the lion-face to access a third teleporter that takes you to a secret platform in the monitor hall. ('''sector 12''') In addition to making four [[medikit]]s and a [[box of bullets]] available, you can surprise the two lurking spectres from behind.
# Same as #5, but shoot the southern face to open an area in the northern end of the room. Be careful, as both of these secrets will reveal pain elementals in addition to the secrets (P).
+
# Near the center of the monitor hall, there is a pillar with two gargoyle-faces. Shoot the northern face of the pillar to open an alcove at the southern end of the room. ('''sector 6''') It holds a stack of ammunition.
# In the same isolated area as secrets #4-#6, drop down into the brown sludge pit and open the red wall on its northern end to access a system of slime tunnels (Q).
+
# Shoot the southern face to open an alcove at the northern end of the room. ('''sector 125''') It has a [[chaingun]]. Be careful, as both faces will reveal separate rooms with pain elementals and [[lost soul]]s in addition to the alcoves.
 +
# In the same hall, drop down into the slime pit and open the red wall at its northern end to access a system of slime tunnels. ('''sector 9''') There is a [[radiation shielding suit]] ahead. Get the [[partial invisibility]] sphere and the ammunition and go back up via a teleporter.
  
==Speedrunning==
+
====Non-official====
 +
The two devices mentioned below exist mostly for compatibility in [[multiplayer]].
  
 +
# When walking in the red key room, a teleporter will open to the left just inside the cacodemon hallway. The teleporter leads to the exit at the end of the red key room and, presumably, is there in the case of a player dying before hitting the switch to raise the floor after it lowers.
 +
# Entering the corridor leading to the exit will open a teleporter opposite the one mentioned above, which will lead to the exit room.
 +
 +
===Bugs===
 +
The lower texture on a side of one of the rising stairs ([[linedef]] 232) in the rocket launcher hall has a notably incorrect texture, BROWNHUG instead of STEP2. While not being a proper bug, it is a fairly large visual oversight.
 +
 +
A similar texture mistake seems to be present on one of the walls just inside the yellow door (linedef 598), where a single wall is textured in STONE2 instead of GRAY5.
 +
 +
A noticeable [[Hall of mirrors effect]] can be seen right behind the door leading to the chainsaw corridor. It is the result of the upper texture on linedef 101 being applied to the wrong [[Sidedef|side]].
 +
 +
Linedefs 270 and 276 are [[Linedef#Linedef flags|flagged]] to be lower unpegged. It causes the textures to scroll upward when the computer panels above them rise unleashing the pain elementals. Given that the flags make absolutely no difference to the offset of the textures in the particular case, the flags were added very likely by mistake.
 +
 +
== Areas / screenshots ==
 +
<gallery mode=nolines widths=160px>
 +
MAP08_Infighters.png|A considerable share of dirty work can be left for the monsters.
 +
MAP08_Lures.png|The shotgun guy in MAP08 and the zombieman in MAP31 of [[Evilution]] have something in common.
 +
MAP08_Browncaco.png|The "brown cacodemons" make their first appearance in the monitor hall.
 +
</gallery>
 +
 +
== Speedrunning ==
 
===Routes and tricks===
 
===Routes and tricks===
  
===Records===
+
===Current records===
The [[Compet-N]] records for the map are:
+
The [[Compet-n]] records for the map are:
 +
 
 
{| {{prettytable}}
 
{| {{prettytable}}
!Run||Time||Player||Date||File||Notes
+
! Run !! Time !! Player !! Date !! File !! Notes
 
|-
 
|-
 
|[[UV speed]]||00:22||[[Jonathan Rimmer]]||2000-04-08||{{competnftp|doom2/speed/lv08-022.zip|lv08-022.zip}}||
 
|[[UV speed]]||00:22||[[Jonathan Rimmer]]||2000-04-08||{{competnftp|doom2/speed/lv08-022.zip|lv08-022.zip}}||
 
|-
 
|-
|[[NM speed]]||00:20||[[Ian Sabourin]]||2002-05-09||{{competnftp|doom2/nmare/nm08-020.zip|nm08-020.zip}}||
+
|[[NM speed]]||00:20||[[Ian Sabourin (sslasher)]]||2002-05-09||{{competnftp|doom2/nmare/nm08-020.zip|nm08-020.zip}}||
 
|-
 
|-
 
|[[UV max]]||02:37||[[Anders Johnsen]]||2003-01-22||{{competnftp|doom2/max/lv08-237.zip|lv08-237.zip}}||
 
|[[UV max]]||02:37||[[Anders Johnsen]]||2003-01-22||{{competnftp|doom2/max/lv08-237.zip|lv08-237.zip}}||
 
|-
 
|-
|[[NM100S]]||01:24||[[Zvonimir "fx" Bužanić]]||1999-08-07||{{competnftp|doom2/nm100s/ns08-124.zip|ns08-124.zip}}||
+
|[[NM100S]]||01:24||[[Zvonimir Bužanić (fx)]]||1999-08-07||{{competnftp|doom2/nm100s/ns08-124.zip|ns08-124.zip}}||
 
|-
 
|-
|[[UV -fast]]||03:14||[[Chris "Ryback" Ratcliff]]||2000-05-06||{{competnftp|doom2/fast/fa08-314.zip|fa08-314.zip}}||
+
|[[UV -fast]]||02:46||[[Tatsuya Ito (Tatsurd-cacocaco)]]||2013-09-18||{{competnftp|doom2/fast/fa08-246.zip|fa08-246.zip}}||
 
|-
 
|-
|[[UV -respawn]]||02:04||[[David "mr.twister" Ficenec]]||2002-12-25||{{competnftp|doom2/respawn/re08-204.zip|re08-204.zip}}||
+
|[[UV -respawn]]||02:04||[[David Ficenec (mr.twister)]]||2002-12-25||{{competnftp|doom2/respawn/re08-204.zip|re08-204.zip}}||
 
|-
 
|-
|[[UV Tyson]]||10:36||[[David "mr.twister" Ficenec]]||2002-12-31||{{competnftp|doom2/tyson/ty081036.zip|ty081036.zip}}||
+
|[[UV Tyson]]||10:08||[[Jim Leonard (Xit Vono)]]||2006-01-30||{{competnftp|doom2/tyson/ty081008.zip|ty081008.zip}}||
 
|-
 
|-
|[[UV pacifist]]||00:22||[[Jonathan Rimmer]]||2000-04-08||{{competnftp|doom2/speed/lv08-022.zip|lv08-022.zip}}||
+
|[[UV pacifist]]||00:22||[[Jonathan Rimmer]]||2000-04-08||{{competnftp|doom2/pacifist/pa08-022.zip|pa08-022.zip}}||
 
|}
 
|}
  
==Statistics==
+
''The data was last verified in its entirety on July 5, 2020.''
 +
 
 +
== Deathmatch ==
 +
 
 +
===Player spawns===
 +
This level contains six spawn points:
 +
# facing north. ('''thing 4''')
 +
# facing north-east. ('''thing 230''')
 +
# facing south-east. ('''thing 231''')
 +
# facing north. ('''thing 232''')
 +
# facing south. ('''thing 233''')
 +
# facing east. ('''thing 234''')
 +
 
 +
== Statistics ==
 
===Map data===
 
===Map data===
{| {{prettytable}}
+
{{mapdata|
|[[Things]]||242
+
  things=242|
 +
  vertexes=574|
 +
  linedefs=649|
 +
  sidedefs=868|
 +
  sectors=127|
 +
  vertexbefore=524}}
 +
 
 +
===Things===
 +
This level contains the following numbers of [[thing]]s per [[Skill level#Doom and Doom II skill levels|skill level]]:
 +
 
 +
{{col-begin}}
 +
{{col-break|width=33%}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Single-player
 +
|-
 +
![[Monster|Monsters]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Shotgun guy]]||0||1||5
 +
|-
 +
|style="text-align: left;"|[[Imp]]||26||49||55
 +
|-
 +
|style="text-align: left;"|[[Lost soul]]||0||2||2
 +
|-
 +
|style="text-align: left;"|[[Demon]]||14||29||43
 +
|-
 +
|style="text-align: left;"|[[Spectre]]||1||3||3
 +
|-
 +
|style="text-align: left;"|[[Cacodemon]]||5||6||11
 +
|-
 +
|style="text-align: left;"|[[Pain elemental]]||2||2||4
 +
|-
 +
|style="text-align: left;"|[[Baron of Hell]]||17||18||20
 +
|-
 +
|style="text-align: left;"|[[Cyberdemon]]||colspan="3"|1
 +
|-
 +
![[Weapon|Weapons]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Chainsaw]]||0||1||1
 +
|-
 +
|style="text-align: left;"|[[Shotgun]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Chaingun]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Rocket launcher]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Plasma gun]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[BFG9000]]||colspan="3"|1
 +
|-
 +
![[Ammo|Ammunition]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Clip]]||colspan="3"|2
 +
|-
 +
|style="text-align: left;"|[[Box of bullets]]||colspan="3"|6
 +
|-
 +
|style="text-align: left;"|[[4 shotgun shells]]||colspan="3"|3
 +
|-
 +
|style="text-align: left;"|[[Box of shotgun shells]]||colspan="3"|4
 +
|-
 +
|style="text-align: left;"|[[Rocket]]||colspan="3"|6
 +
|-
 +
|style="text-align: left;"|[[Box of rockets]]||colspan="3"|5
 +
|-
 +
|style="text-align: left;"|[[Energy cell (Doom)|Energy cell]]||colspan="3"|4
 +
|-
 +
|style="text-align: left;"|[[Energy cell pack]]||colspan="3"|1
 +
|-
 +
![[Item#Doom games|Health & Armor]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Stimpack]]||colspan="3"|10
 +
|-
 +
|style="text-align: left;"|[[Medikit]]||colspan="3"|5
 +
|-
 +
|style="text-align: left;"|[[Armor]]||colspan="3"|2
 +
|-
 +
!Items!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Supercharge]]||colspan="3"|2
 +
|-
 +
|style="text-align: left;"|[[Backpack]]||colspan="3"|5
 +
|-
 +
|style="text-align: left;"|[[Invulnerability]]||5||3||2
 +
|-
 +
|style="text-align: left;"|[[Partial invisibility]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Radiation shielding suit]]||colspan="3"|2
 +
|-
 +
![[Key|Keys]]!!1-2!!3!!4-5
 
|-
 
|-
|[[Vertices]]||574
+
|style="text-align: left;"|Red skull key||colspan="3"|1
 
|-
 
|-
|[[Linedefs]]||649
+
|style="text-align: left;"|Yellow skull key||colspan="3"|1
 
|-
 
|-
|[[Sidedefs]]||868
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
|[[Sectors]]||127
+
|style="text-align: left;"|[[Teleporter|Teleport landing]]||colspan="3"|10
 
|}
 
|}
 
+
{{col-break}}
===Things===
+
{| {{prettytable|style=text-align: center;}}
{| {{prettytable}}
+
!colspan="4"|Multiplayer
!Monsters||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
+
|-
 +
!Monsters!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|Shotgun guy||0||1||5
 +
|-
 +
|style="text-align: left;"|Imp||26||49||55
 +
|-
 +
|style="text-align: left;"|Lost soul||0||2||2
 +
|-
 +
|style="text-align: left;"|Demon||14||29||43
 +
|-
 +
|style="text-align: left;"|Spectre||1||3||3
 
|-
 
|-
|[[Sergeant]]s||0||1||5
+
|style="text-align: left;"|Cacodemon||5||6||11
 
|-
 
|-
|[[Cyberdemon]]s||1||1||1
+
|style="text-align: left;"|Pain elemental||2||2||4
 
|-
 
|-
|[[Spectre]]s||1||3||3
+
|style="text-align: left;"|Baron of Hell||17||18||20
 
|-
 
|-
|[[Imp]]s||26||49||55
+
|style="text-align: left;"|Cyberdemon||colspan="3"|1
 
|-
 
|-
|[[Demon]]s||14||29||43
+
!Weapons!!1-2!!3!!4-5
 
|-
 
|-
|[[Baron of Hell|Barons of Hell]]||17||18||20
+
|style="text-align: left;"|Chainsaw||0||1||1
 
|-
 
|-
|[[Cacodemon]]s||5||6||11
+
|style="text-align: left;"|Shotgun||colspan="3"|1
 
|-
 
|-
|[[Lost Soul]]s||0||2||2
+
|style="text-align: left;"|Chaingun||colspan="3"|1
 
|-
 
|-
!Powerups||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Rocket launcher||colspan="3"|1
 
|-
 
|-
|[[Backpack]]s||5||5||5
+
|style="text-align: left;"|Plasma gun||colspan="3"|1
 
|-
 
|-
|[[Stim pack]]s||10||10||10
+
|style="text-align: left;"|BFG9000||colspan="3"|1
 
|-
 
|-
|[[Medikit]]s||5||5||5
+
!Ammunition!!1-2!!3!!4-5
 
|-
 
|-
|[[Soul sphere]]s||2||2||2
+
|style="text-align: left;"|Clip||colspan="3"|2
 
|-
 
|-
|[[Green armor]]s||2||2||2
+
|style="text-align: left;"|Box of bullets||colspan="3"|6
 
|-
 
|-
|[[Invulnerability|Invulnerabilities]]||5||3||2
+
|style="text-align: left;"|4 shotgun shells||colspan="3"|3
 
|-
 
|-
|[[Partial invisibility|Invisibilities]]||1||1||1
+
|style="text-align: left;"|Box of shotgun shells||colspan="3"|4
 
|-
 
|-
|[[Radiation suit]]s||2||2||2
+
|style="text-align: left;"|Rocket||colspan="3"|6
 
|-
 
|-
!Weapons||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Box of rockets||colspan="3"|5
 
|-
 
|-
|[[Shotgun]]s||1||1||1
+
|style="text-align: left;"|Energy cell||colspan="3"|4
 
|-
 
|-
|[[Chaingun]]s||1||1||1
+
|style="text-align: left;"|Energy cell pack||colspan="3"|1
 
|-
 
|-
|[[Rocket launcher]]s||1||1||1
+
!Health & Armor!!1-2!!3!!4-5
 
|-
 
|-
|[[Plasma gun]]s||1||1||1
+
|style="text-align: left;"|Stimpack||colspan="3"|10
 
|-
 
|-
|[[Chainsaw]]s||0||1||1
+
|style="text-align: left;"|Medikit||colspan="3"|5
 
|-
 
|-
|[[BFG 9000]]s||1||1||1
+
|style="text-align: left;"|Armor||colspan="3"|2
 
|-
 
|-
!Ammunition||ITYTD and HNTR||HMP||UV and NM
+
!Items!!1-2!!3!!4-5
 
|-
 
|-
|[[Bulk Cell]]s||1||1||1
+
|style="text-align: left;"|Supercharge||colspan="3"|2
 
|-
 
|-
|[[Ammo clip]]s||2||2||2
+
|style="text-align: left;"|Backpack||colspan="3"|5
 
|-
 
|-
|[[Shell]]s||3||3||3
+
|style="text-align: left;"|Invulnerability||5||3||2
 
|-
 
|-
|[[Rocket]]s||6||6||6
+
|style="text-align: left;"|Partial invisibility||colspan="3"|1
 
|-
 
|-
|[[Box of rockets|Rocket boxes]]||5||5||5
+
|style="text-align: left;"|Radiation shielding suit||colspan="3"|2
 
|-
 
|-
|[[Energy cell]]s||4||4||4
+
!Keys!!1-2!!3!!4-5
 
|-
 
|-
|[[Box of ammo|Ammo boxes]]||6||6||6
+
|style="text-align: left;"|Red skull key||colspan="3"|1
 
|-
 
|-
|[[Box of shells|Shell boxes]]||4||4||4
+
|style="text-align: left;"|Yellow skull key||colspan="3"|1
 
|-
 
|-
!Keys||ITYTD and HNTR||HMP||UV and NM
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
|[[Red skull]]s||1||1||1
+
|style="text-align: left;"|[[Multiplayer#Cooperative|Cooperative start]]||colspan="3"|4
 
|-
 
|-
|[[Yellow skull]]s||1||1||1
+
|style="text-align: left;"|[[Deathmatch start]]||colspan="3"|6
 
|-
 
|-
 +
|style="text-align: left;"|Teleport landing||colspan="3"|10
 
|}
 
|}
 +
{{col-end}}
 +
 +
== Trivia ==
 +
* All four secrets in the level that require [[hitscan]] attacks to become revealed have a common sign; whichever the first secret found by the player was, the three remaining are easily detected after the find. 
 +
* The map is somewhat similar to [[E2M9: Fortress of Mystery]] because the focus of both is clearly on gimmicky gameplay instead of visual appearance.
 +
* Later on, [[MAP31: Pharaoh (TNT: Evilution)|MAP31: Pharaoh]] of [[Evilution]] would feature a similar "human lure" in the outdoor area with the red keycard. Shooting a [[zombieman]] would cause a horde of cacodemons to be awaken.
 +
* {{French level name|Ruses et pièges}}
  
==External links==
+
== External links ==
* [http://www.doom2.net/~compet-n/database/cn.cgi?map:doom2:08 MAP08 demos from the Compet-n database]
+
* {{competnmap|2|208|MAP08}}
* [http://ian-albert.com/misc/doom2maps.php Top-down perspective view of all Doom II levels] by Ian Albert
+
* {{dsda|id=945|mapid=208|title=MAP08 demos}}
 +
* [http://ian-albert.com/games/doom_2_maps/ Top-down perspective view of all Doom II levels] by Ian Albert
  
[[Category:Levels by name|Tricks and Traps (Doom II)]]
 
 
[[Category:Sandy Petersen levels]]
 
[[Category:Sandy Petersen levels]]

Revision as of 09:18, 5 July 2020

Doom II 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

Sony-PlayStation-5501-Console-FL.png

This level has a
console version.

This level occupies the map slot MAP08. For other maps which occupy this slot, see Category:MAP08.

MAP08: Tricks and Traps is the eighth map of Doom II. It was designed by Sandy Petersen and uses the music track "The Dave D. Taylor Blues". The par time is 2:00. The map introduces a new enemy, the pain elemental, who looks very similar to the cacodemon.

The level is notable for its unusual monster encounters and design. As the name suggests, many situations are tricky, but there are ways to minimize or avoid the danger of some. Along with the player's stealthiness, monster infighting and teleportation have significant roles in the level.

Walkthrough

Map of Tricks and Traps
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

You appear at an octagonal room with eight nearly identical doors. First, go through the southern one to find a room with many barons of Hell and a cyberdemon. Once the cyberdemon sees you, he will start firing, hitting the barons (who do not notice you until you decide to attack), who will fight back. While they are fighting, pick up the soul sphere in the room. If all the barons between you and the cyberdemon have been killed, move in front of another batch so the rockets hit them instead of you, and the fighting should continue until the cyberdemon is killed. Once the cyberdemon is dead or there are too few barons left to kill him, pick up the invulnerability sphere nearby and kill the remaining enemies. Once the coast is clear, drop down to where the cyberdemon originally was, pick up the yellow skull key, and flip the switch behind it in order to get back to the starting area. Be careful upon reentering the center room, as some barons may have accidentally teleported from the previous room.

Back in the center room, open the yellow door and follow the path along until you reach the red skull key. The floor behind you will have sunk into a pit of slime, keeping you from returning to the starting room. Arm yourself with your most powerful weapon, back into the alcove where the red skull key lies, and pick the item up. Once you do, walls start to lower, unleashing a slew of enemies. Clear a path to the northeast corner of the room and pick up the invulnerability sphere. Clear out the rest of the enemies and flip the switch in the northwest corner of the room to raise the bridge to the center room again.

At this point you can exit, although many areas in the level remain unexplored. They are completely optional. Check the two sections below for descriptions of them. Once you are ready to exit, open the red door in the center room. You may want to save here, as the next obstacle is easy to fail, resulting in inescapable death. In order to reach the exit door, you must run across the platforms floating in the slime. Once you step on one, however, it begins to sink, so speed is essential. Once you have successfully reached the other side, open the exit door, kill the demon and flip the switch.

Other points of interest

The northern door reveals a wide hallway of which events may be dictated by the skill level. On Hurt me plenty or lower, the hallway seems empty initially. However, when you go along it or fire your weapon, you will wake cacodemons in their alcoves. There is a plasma gun and an energy pack at the other end of the hallway for you to respond to the monsters' attacks. In addition, there is a switch that opens a doorway in the hall behind the northeastern door (see secret #2).

On Ultra-Violence or higher, the hallway has a difference that is more remarkable than it may look: there is a lone sergeant at the end of the steps. Actually, he is a lure for the player. If you try to kill him, the cacodemons are alerted immediately, and they make it more difficult for you to reach the end of the hallway. If you do not have enough ammunition to beat the eight cacodemons and are unable to get the cell weaponry, you just need to flee to another room and face them later.

The northeastern door exposes a bright hall with a rocket launcher and boxes of rockets in one end. Opposite the ordnance, there are two ledges with a group of demons on both. When you are about to grab any of the items, stairs begin to form towards the ledges and, eventually, the demons are able to proceed towards you. The switch on the eastern ledge opens the door back to the center, while the switch on the other one opens a doorway near the position of the rocket launcher (secret #2).

The room behind the eastern door is small in comparison with its counterparts. The area includes teleporters that take you to a monitor hall isolated from the bulk of the level. Depending on the skill level, there are spectres right in front of the landing spots. On Hey not too rough or lower, the northern teleporter offers a "spectre-free" entrance to the hall. On higher levels, both available teleporters have a lurking spectre at the other end, but there is still a way to surprise them from behind (secret #4). The monitor hall has some ammunition. Take the teleporter to leave the area.

Instead of the center room, you are brought to the area behind the southeastern door. You cannot return to the center, so you must face the challenge behind the corner. There is a shotgun on a ledge. A lower level has a lot of imps standing away from you. Once alerted, they start moving towards you, but along the way, they cross a teleporter line and end up right on your other side. Unless you have weaponry to deal with them, a working tactic is to pump the existing shells to the teleported imps and then dodge their attacks until enough of them have left the lower level. It allows you to make it to the area's end, where there are two boxes of shells that are sufficient to quell the army of imps. Press the switch to open the door and use the teleporter the imps used to return up. On Ultra-Violence, there are some imps on the ledge as well.

Secrets

Official

  1. Behind the southwestern door in the starting room, there is a long hallway with a chainsaw at the end (not on Hey, not too rough or lower). When the weapon is picked up, a secret room opens directly in front of it, holding ammunition, a security armor and either a cacodemon or a baron of Hell. (sector 57) Notice that once the monster crosses the adjacent doorway, it will be teleported to the door at the opposite end of the hallway, and needs to be confronted.
  2. To access the secret, you need to press two switches -- one at the end of the cacodemon hallway and the other on the western ledge in the northeastern hall. They make two doors open in the center alcove of the hall. The doors reveal a long corridor with a diamond-shaped room a little way off. (sector 100) Further away, there are five backpacks and a soul sphere in a branched area.
  3. When you are about to take the soul sphere, the diamond-shaped room adjacent to it will open up even larger, releasing a great amount of demons (24 on Ultra-Violence). After dealing with the enemies, strike the marble demon face wall with a hitscan attack to reveal a BFG9000, the first one legitimately found in the game. (sector 98)
  4. The small room east of the starting room has a lion-faced wall and a teleporter on either side. Shoot the lion-face to access a third teleporter that takes you to a secret platform in the monitor hall. (sector 12) In addition to making four medikits and a box of bullets available, you can surprise the two lurking spectres from behind.
  5. Near the center of the monitor hall, there is a pillar with two gargoyle-faces. Shoot the northern face of the pillar to open an alcove at the southern end of the room. (sector 6) It holds a stack of ammunition.
  6. Shoot the southern face to open an alcove at the northern end of the room. (sector 125) It has a chaingun. Be careful, as both faces will reveal separate rooms with pain elementals and lost souls in addition to the alcoves.
  7. In the same hall, drop down into the slime pit and open the red wall at its northern end to access a system of slime tunnels. (sector 9) There is a radiation shielding suit ahead. Get the partial invisibility sphere and the ammunition and go back up via a teleporter.

Non-official

The two devices mentioned below exist mostly for compatibility in multiplayer.

  1. When walking in the red key room, a teleporter will open to the left just inside the cacodemon hallway. The teleporter leads to the exit at the end of the red key room and, presumably, is there in the case of a player dying before hitting the switch to raise the floor after it lowers.
  2. Entering the corridor leading to the exit will open a teleporter opposite the one mentioned above, which will lead to the exit room.

Bugs

The lower texture on a side of one of the rising stairs (linedef 232) in the rocket launcher hall has a notably incorrect texture, BROWNHUG instead of STEP2. While not being a proper bug, it is a fairly large visual oversight.

A similar texture mistake seems to be present on one of the walls just inside the yellow door (linedef 598), where a single wall is textured in STONE2 instead of GRAY5.

A noticeable Hall of mirrors effect can be seen right behind the door leading to the chainsaw corridor. It is the result of the upper texture on linedef 101 being applied to the wrong side.

Linedefs 270 and 276 are flagged to be lower unpegged. It causes the textures to scroll upward when the computer panels above them rise unleashing the pain elementals. Given that the flags make absolutely no difference to the offset of the textures in the particular case, the flags were added very likely by mistake.

Areas / screenshots

Speedrunning

Routes and tricks

Current records

The Compet-n records for the map are:

Run Time Player Date File Notes
UV speed 00:22 Jonathan Rimmer 2000-04-08 lv08-022.zip
NM speed 00:20 Ian Sabourin (sslasher) 2002-05-09 nm08-020.zip
UV max 02:37 Anders Johnsen 2003-01-22 lv08-237.zip
NM100S 01:24 Zvonimir Bužanić (fx) 1999-08-07 ns08-124.zip
UV -fast 02:46 Tatsuya Ito (Tatsurd-cacocaco) 2013-09-18 fa08-246.zip
UV -respawn 02:04 David Ficenec (mr.twister) 2002-12-25 re08-204.zip
UV Tyson 10:08 Jim Leonard (Xit Vono) 2006-01-30 ty081008.zip
UV pacifist 00:22 Jonathan Rimmer 2000-04-08 pa08-022.zip

The data was last verified in its entirety on July 5, 2020.

Deathmatch

Player spawns

This level contains six spawn points:

  1. facing north. (thing 4)
  2. facing north-east. (thing 230)
  3. facing south-east. (thing 231)
  4. facing north. (thing 232)
  5. facing south. (thing 233)
  6. facing east. (thing 234)

Statistics

Map data

Things 242
Vertices 574*
Linedefs 649
Sidedefs 868
Sectors 127
* The vertex count without the effect of node building is 524.

Things

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

Trivia

  • All four secrets in the level that require hitscan attacks to become revealed have a common sign; whichever the first secret found by the player was, the three remaining are easily detected after the find.
  • The map is somewhat similar to E2M9: Fortress of Mystery because the focus of both is clearly on gimmicky gameplay instead of visual appearance.
  • Later on, MAP31: Pharaoh of Evilution would feature a similar "human lure" in the outdoor area with the red keycard. Shooting a zombieman would cause a horde of cacodemons to be awaken.
  • The official French name of this level is Ruses et pièges (accents are not reflected in the game itself due to technical limitations).

External links