Difference between revisions of "MAP53: Monster Condo (PlayStation Doom)"

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(Comparison of versions: +1 geometry)
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'''MAP53: Monster Condo''' is the fifty-third level of the [[PlayStation]] and [[Sega Saturn]] versions of [[Doom]], and the twenty-third level of the [[Doom II (PlayStation Doom)|Doom II]] episode. It is based on the original [[MAP27: Monster Condo]], with modifications made to adapt the map to the consoles' limitations. The author of the original map is [[Sandy Petersen]].
 
'''MAP53: Monster Condo''' is the fifty-third level of the [[PlayStation]] and [[Sega Saturn]] versions of [[Doom]], and the twenty-third level of the [[Doom II (PlayStation Doom)|Doom II]] episode. It is based on the original [[MAP27: Monster Condo]], with modifications made to adapt the map to the consoles' limitations. The author of the original map is [[Sandy Petersen]].
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 +
Completing this level takes the player to [[MAP54: Redemption Denied (PlayStation Doom)|MAP54: Redemption Denied]], which is exclusive to consoles. [[MAP28: The Spirit World]], [[MAP29: The Living End]] and [[MAP30: Icon of Sin]] do not appear in the console games.
  
 
== Walkthrough ==
 
== Walkthrough ==
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===Bugs===
 
===Bugs===
 +
*''Inherited from the PC version'': There are two [[computer area map]]s in this level which makes it impossible to get 100% items, since the player can only pick up one map per level.
  
 
== Comparison of versions ==
 
== Comparison of versions ==
{{stub}}
 
  
===Geometry differences===
+
===Room design===
The only apparent geometry difference introduced in the PSX port is the removed torch cavity in secret#1 (see above).
+
*All switches in the level use a skull switch on metal wall texture.
 +
*'''Secret #1''' no longer closes after 30 seconds (see [[#Secrets|Secrets]]). Instead, the secret starts off closed and opens when the player presses a section of wall with a light on it, adjacent to the western wall of the room.
 +
*The wall cavity in '''secret #1''' containing a red torch is removed.
 +
*Many of the decorations in the north-eastern room are replaced with meat hooks.
 +
*The exit sector uses a lava floor instead of sky.
 +
 
 +
===Monster placement===
 +
*[[Arachnotron]]s are replaced with [[revenant]]s.
 +
*[[Chaingunner]]s are replaced with [[shotgun guy]]s.
 +
*[[Pain elemental]]s are replaced with four [[lost soul]]s each on Ultra-Violence (UV) [[skill level]], and three each on Hurt Me Plenty/Not Too Rough/I am a wimp (HMP/NTR/IAAW).
 +
*[[Arch-vile]]s were removed without being directly replaced.
 +
*Multiple changes were made in the south-eastern room containing the [[yellow skull key]].
 +
**The [[demon]]s found in the eastern alcove on UV and HMP are replaced with [[nightmare spectre]]s. The [[zombieman|zombiemen]] that should be in between those spectres are absent.
 +
**The revenant on top of the bookcase between the short green pillars is replaced with a [[Hell knight]].
 +
**Two knights appear in the alcove south of the skull key on UV and HMP rather than one.
 +
*Multiple changes were made in the room containing the [[blue skull]] key, and the identical room on the west side of the level.
 +
**The [[mancubus|mancubi]] in these rooms are replaced with four knights in each room on UV and HMP, and two knights in each room on IAAW/NTR.
 +
**Two revenants can be found in each room on UV rather than three.
 +
*The number of revenants on the ledges surrounding the platform with the [[red skull key]] was reduced.
 +
**On UV, there are two revenants each on the south-west and north-east sides, and one revenant each on the south-east and north-west sides. On HMP there is one revenant on each ledge, and on IAAW/NTR there are no revenants at all on the south-east and north-west ledges.
 +
**In the PC version of the level, each ledge has three revenants on UV/NM, two on HMP, and one on ITYTD/HNTR.
 +
*The red skull key is protected by five knights on UV and three on HMP; in the PC version of the level, the key is protected by eight knights and one [[baron of Hell]] on UV/NM, and four knights and one baron on HMP. Both versions have two knights protecting the key on the easiest skill levels.
  
 
<gallery caption="Comparison of maps" perrow="2" widths="279px" heights="323px">
 
<gallery caption="Comparison of maps" perrow="2" widths="279px" heights="323px">

Revision as of 11:55, 19 December 2020

Console level navigator
PlayStation, Saturn
Monster Condo

Crystal Project computer.png

This is a console version
of a PC level.

This level occupies the map slot MAP53. For other maps which occupy this slot, see Category:MAP53.
Under construction icon-yellow.svgThis article about a map is a stub. Please help the Doom Wiki by adding to it.

MAP53: Monster Condo is the fifty-third level of the PlayStation and Sega Saturn versions of Doom, and the twenty-third level of the Doom II episode. It is based on the original MAP27: Monster Condo, with modifications made to adapt the map to the consoles' limitations. The author of the original map is Sandy Petersen.

Completing this level takes the player to MAP54: Redemption Denied, which is exclusive to consoles. MAP28: The Spirit World, MAP29: The Living End and MAP30: Icon of Sin do not appear in the console games.

Walkthrough

Map of Monster Condo
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

Other points of interest

Secrets

  1. This secret is no longer timed in this version. Cross the tiny walkway alongside the wall to get to the other side (or jump down from the walkway leading up to the rocket launcher in the center of the pit). At the far left of the wall in front of you is a door; go through and turn left. Activate the wall with the torch to reveal the goodies inside the secret. (sector 0)
  2. (sector 46)
  3. (sector 55)
  4. (sector 61)
  5. (sector 117)
  6. (sector 171)
  7. (sector 181)

Bugs

  • Inherited from the PC version: There are two computer area maps in this level which makes it impossible to get 100% items, since the player can only pick up one map per level.

Comparison of versions

Room design

  • All switches in the level use a skull switch on metal wall texture.
  • Secret #1 no longer closes after 30 seconds (see Secrets). Instead, the secret starts off closed and opens when the player presses a section of wall with a light on it, adjacent to the western wall of the room.
  • The wall cavity in secret #1 containing a red torch is removed.
  • Many of the decorations in the north-eastern room are replaced with meat hooks.
  • The exit sector uses a lava floor instead of sky.

Monster placement

  • Arachnotrons are replaced with revenants.
  • Chaingunners are replaced with shotgun guys.
  • Pain elementals are replaced with four lost souls each on Ultra-Violence (UV) skill level, and three each on Hurt Me Plenty/Not Too Rough/I am a wimp (HMP/NTR/IAAW).
  • Arch-viles were removed without being directly replaced.
  • Multiple changes were made in the south-eastern room containing the yellow skull key.
    • The demons found in the eastern alcove on UV and HMP are replaced with nightmare spectres. The zombiemen that should be in between those spectres are absent.
    • The revenant on top of the bookcase between the short green pillars is replaced with a Hell knight.
    • Two knights appear in the alcove south of the skull key on UV and HMP rather than one.
  • Multiple changes were made in the room containing the blue skull key, and the identical room on the west side of the level.
    • The mancubi in these rooms are replaced with four knights in each room on UV and HMP, and two knights in each room on IAAW/NTR.
    • Two revenants can be found in each room on UV rather than three.
  • The number of revenants on the ledges surrounding the platform with the red skull key was reduced.
    • On UV, there are two revenants each on the south-west and north-east sides, and one revenant each on the south-east and north-west sides. On HMP there is one revenant on each ledge, and on IAAW/NTR there are no revenants at all on the south-east and north-west ledges.
    • In the PC version of the level, each ledge has three revenants on UV/NM, two on HMP, and one on ITYTD/HNTR.
  • The red skull key is protected by five knights on UV and three on HMP; in the PC version of the level, the key is protected by eight knights and one baron of Hell on UV/NM, and four knights and one baron on HMP. Both versions have two knights protecting the key on the easiest skill levels.

Areas / screenshots

Crystal 128 ksnapshot.pngThis article or section is in need of license-unencumbered, unique screenshots which effectively illustrate the subject matter. Help improve the Doom Wiki by acquiring and uploading appropriate images and then adding them to this article.

PlayStation screenshots

Saturn screenshots

Music

The map uses the following music tracks:

Port Track Composer Notes
Sony PlayStation "The Slow Demonic Pulse" Aubrey Hodges See PlayStation Doom music.
Sega Saturn "A Calm Panic Rises" Aubrey Hodges See Saturn Doom music.

Deathmatch

Player spawns

This level contains eight spawn points:

  1. facing south-west. (thing 420)
  2. facing west. (thing 421)
  3. facing west. (thing 422)
  4. facing north-east. (thing 423)
  5. facing west. (thing 424)
  6. facing west. (thing 425)
  7. facing west. (thing 426)
  8. facing south. (thing 427)

Statistics

Map data

Things 453
Vertices 1003*
Linedefs 936
Sidedefs 1396
Sectors 185
* The vertex count without the effect of node building is 754.

Things

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

Technical information

Inspiration and development

Trivia

Navigation

Console Doom levels - Doom for Sony PlayStation and Sega Saturn
Ultimate Doom
Phobos:
Deimos:
Hell:
Earth:
Secret levels:
Doom II
The Star Base:
The City:
Hell:
Secret levels: