MAP01: Paradox (Master Levels)

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Master Levels maps

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This level has a
console version.

This level occupies the map slot MAP01. For other maps which occupy this slot, see Category:MAP01.

Paradox is a map that is part of the Master Levels for Doom II. It was designed by Tom Mustaine with help from Bob Mustaine, and is contained in the file PARADOX.WAD.

In the version for Doom + Doom II, this level uses the music track "Into Sandy's City".

This level was later ported to PlayStation Final Doom as MAP10: Paradox.

Walkthrough[edit]

Map of Paradox
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[edit]

Yellow key[edit]

The yellow key is located in the northernmost part of the map. To get there use the eastern staircase near the beginning of the level. Proceed until you reach the balcony with several metallic columns. Open the door. Go past the long hall with columns to the end. In the room grab the yellow key.

Getting the other keys[edit]

Open the yellow key door in the western side of courtyard where you began this level. Once you enter and try to approach the other end of the room, the door hiding the baron of Hell will open. Flip the switch that is accompanied by two blue torches. Flipping the switch lowers the bar that blocks the way to the room with three teleporters in the central castle-like building. Leave the room you are in and go inside that building, then ascend the staircases and enter that room with a plasma gun and the teleporters. You do not need to enter the middle one as it leads to a room containing only supplies and a berserk pack. Enter any of the other teleporters. When you enter you will be in a tower with the corresponding key and a trap with teleporting monsters. Repeat with the remaining teleporter.

Exit[edit]

The exit is located near the beginning of the level, in the eastern part of the map. Find the place with the three columns. Open the bars that block the entrance of the south-eastern tower then use the lift leading inside. Now jump over to the alcove containing the exit switch.

Other points of interest[edit]

Secrets[edit]

  1. When you walk upstairs at the beginning of the level, lower the third column, which contains a supercharge. (sector 105)
  2. Inside the central structure with three teleporters (first, you need to make it accessible) open a wall in the south-western corner. Walk around the border until you find the medikit. (sector 107)
  3. Going a bit further ahead of secret #2 will count this next secret and give you access to the parapets. (sector 72)
  4. In the very south-eastern portion of the map near the exit there is a fake wall. Walk through it and downstairs. (sector 141) In the cave grab a megasphere. Beware of the arch-vile in this area.
  5. The second step of secret #4 is counted as secret. (sector 140)
  6. The third step of secret #4 is counted as secret. (sector 142)
  7. This secret is situated in outside area in the northern part. To get there, in the yellow key room, lower the green torch. This will temporarily lower two walls containing buttons on either side behind you. Each button unlocks a corresponding wall leading outside (you do not have to press them all): The east switch opens the western side of the long column hall, the west switch opens a passage in the room with red and blue torches at the entrance to the long hall (which can also be opened from outside). When you are outside (sector 214) kill the zombiemen to get clips from them. You can get a BFG9000 in the hidden alcove in the north.

Bugs[edit]

The two inner openable layers of bars to the exit (at sector 115) may appear unresponsive when attempting to open them. This happens when a layer of already opened bars in front has back-facing sides that block use attempts. The player must walk further forward than seems necessary to press the remaining bars, surpassing the back-facing sides.

Two green torches in the central teleporter room (things 93, 94) do not appear on the hard skill levels. This has little to no bearing on gameplay and is probably an oversight. A plausible cause is the map author copying a nearby zombieman (thing 19), turning him into a torch and forgetting to change the skill flags.

One rocket launcher and some ammo are placed into a room with a deathmatch start (thing 310) which is inaccessible during normal gameplay. These items are not flagged as multiplayer-only, so they always appear.

Due to a texture pegging issue, the door to secret #2 visibly scrolls the metal texture on the floor when opened.

One deathmatch start (thing 195) is not flagged to appear on Hurt Me Plenty skill level and below, but because of special handling in the engine, it functions normally on all skill levels.

Demo files[edit]

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

The exit switch is located near the start within range of a zero press. Players have used this to complete the level in less than 7 seconds.

Current records[edit]

The records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
UV speed 0:06.43 El Juancho 2022-05-11 paradoxp006.zip Cross-listed from Pacifist
Also Reality
NM speed
UV max 3:57.89 Phoenyx 2022-05-21 para_357.zip
NM 100S 1:26.57 Jean-Charles Dorne (JCD) 2021-07-08 parns126.zip
UV -fast
UV -respawn
UV Tyson
UV pacifist 0:06.43 El Juancho 2022-05-11 paradoxp006.zip Also Reality
NoMo 0:16.34 Graham Burgess (Grazza) 2010-12-23 paradoxo016.zip

The data was last verified in its entirety on January 15, 2023.

Deathmatch[edit]

Player spawns[edit]

This level contains ten spawn points:

  1. facing west. (thing 41)
  2. facing west. (thing 109)
  3. facing north. (thing 195)
  4. facing east. (thing 196)
  5. facing south. (thing 197)
  6. facing west. (thing 198)
  7. facing north. (thing 214)
  8. facing east. (thing 230)
  9. facing west. (thing 310)
  10. facing south. (thing 315)

Statistics[edit]

Map data[edit]

Things 322
Vertices 1880*
Linedefs 1964
Sidedefs 2783
Sectors 251
* The vertex count without the effect of node building is 1559.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

See also[edit]

Sources[edit]

External links[edit]