List of levels with completion issues
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The following table lists levels that have problems being fully completed either by design or by accident. On this page, a level is considered fully completed when the following four statements are true:
- Kills: All monsters that count towards the kills percentage (except those spawned by the Icon of Sin) are dead.[1]
- Items: All items that contribute to the items percentage are collected.
- Secrets: All secrets must be registered as visited.[2]
- The exit can be reached.
- ↑ This rule is shared with the UV max speedrun category. The final kills percentage shown in the level exit screen may show 100% or even surpass it while monsters are still alive, but all eligible monsters must be dead for a full completion.
- ↑ If a sector acquires the secret effect after the level is already loaded, it must be registered also. This surpasses 100% when shown in the level exit screen.
Completion category key[edit]
Each level has kills, items and secrets (K, I, S, respectively) categories that may have problems.
There are no significant problems in this category. | |
N | No workaround is known to exist. |
D | There is a demo-compatible workaround for this problem (such as by using a rocket jump). |
ND | There is a non-demo-compatible workaround for this problem without the use of cheats (such as by saving and reloading the game). |
Cause key[edit]
Some causes are common and are listed here. Uncommon causes may be left blank or not elaborated on, suggesting a visit to the level's page for further information.
CL | Disagreements in compatibility level or source port behaviour make it unclear how to play the level correctly. |
Closet | A monster closet malfunctions and fails to open. |
CM | There is more than one computer area map in singleplayer. |
Co-op | The item is in a co-op-only area but appears outside of co-op. |
Deleted | The secret sector gets deleted after the level has already loaded, but is still required for full completion. This can sometimes be worked around by just being quick. |
DM | The item is in a deathmatch-only area but appears outside of deathmatch. |
Extreme | The player can not be reasonably expected to complete the level fully due to overwhelming odds, such as if there is a large amount of cyberdemons and no weapons. TAS may be required. |
MX | The level forks into separate paths of no return, and some items are mutually exclusive. |
OOB | The item is placed out of normally playable bounds, e.g. in the void or in an unreachable room. |
POL | A teleport (such as in a teleporter trap) failed because of a new point-on-line algorithm implemented by the source port. Zandronum is affected and has no way to configure this. ZDoom/GZDoom is affected unless the level is recognised as requiring the original algorithm. |
Thin | The secret sector is too thin to stand on. To register a secret sector as having been visited, a player must have their center point on top of it. The workaround is often to use the flicker glitch or a squeeze glide. |
Trap | A teleporter trap malfunctions and fails to teleport something. |
Trickle | A room with monsters that is difficult for them to leave requires excessive amounts of manipulation from the player moving around the level to herd them towards the room's exit. |
Unused | A secret sector exists in map data but is not placed anywhere in the level. The game counts it regardless, making for an unreachable secret. |
X | Something important is exclusive to certain skill levels or modes, such as Commander Keens required to open a secret but not appearing in no monsters mode. |