MAP04: Combine (PlayStation Final Doom)
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| PlayStation Final Doom maps | ||||
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Master Levels episode
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| TNT episode | ||||
| Plutonia episode | ||||
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MAP04: Combine is the fourth map of PlayStation Final Doom, and the fourth map of the Master Levels episode. It is based on the DOS version of MAP01: The Combine from the Master Levels for Doom II, with modifications to accommodate the PlayStation's framerate and storage capacity limitations and add enhancements such as colored lighting. It uses the music track "Larva Circuits".
This level is known as The Combine on DOS and its author was Christen Klie. Changes for the PlayStation port were authored by Tim Heydelaar.[1]
Contents
Walkthrough[edit]
Essentials[edit]
You begin in a courtyard with an X-shaped pool. Enter the corridor east of the pool and look north to see a shotgun guy guarding a door, then go through it to enter a room with a staircase and five more doors. Collect the megaarmor at the top of the stairs, then go through the northern door on the west side to reach a bridge, then go down the stairs on the north side of the bridge to find another door. Open the door and kill any zombies waiting behind it, collect the rocket launcher then go down the steps to collect the blue skull key. Go back to the six-door room and open either door on the north side, drop into the nukage river to collect a radiation shielding suit, then follow the river north and west past some imps to a set of narrow steps. Climb the steps and open either blue door at the top to reveal a red teleporter, which will send you to the plinth with the red skull key.
Go back to the six-door room and open the eastern door to enter a room with a narrow walkway, follow it south to a supercharge then continue on to another door which leads to a long hall; do not fall in the nukage on the west side of the hall as you will not be able to escape. Go to the south end of the hall and climb down the steps here to a narrow ledge with a button, press it then go back to the red key area and open the south door to see the yellow skull key on a plinth ahead. Step through the opening in the east wall to see the wall ahead open and reveal a skull switch. Press the switch to open a second switch in the south-west corner of the room, then press that switch as well to lower the plinth with the yellow key for a few seconds. If you miss the key or either of the switches, walk through the doorway again to reveal the first switch again.
Go back to the starting courtyard and open the south-western door, kill any waiting imps then shoot the switch through the southern window to lower one of the two doors blocking the exit switch. You can now open the yellow door at the north end of the room and flip the switch behind it to end the level.
Other points of interest[edit]
- Armor, a super shotgun and three sets of shotgun shells can be found in the north-east corner of the starting courtyard. Approaching the items causes three (depending on skill level) zombiemen, shotgun guys or chaingunners to teleport behind you.
- Behind the western door on the north side of the six-door room is a button. Pressing it lowers a platform to the north for a few seconds, which has a chaingun on it.
- A plasma gun is placed on a pad west of the red key. Taking the weapon may trigger a crusher trap above it; this can be avoided by approaching the plasma gun slowly so that you just touch it.
- A partial invisibility can be found in the south-east corner of the area with the red key. To get to it, enter the alcove with the three energy cells to open the back wall, then go through it to find a lift that goes up to the powerup.
Secrets[edit]
- The sector in which you begin the level is flagged as secret, and is thus impossible to miss. (sector 0)
Bugs[edit]
Comparison of versions[edit]
Room design[edit]
- All switches use a skull switch on metal wall texture.
- Scrolling silver textures are replaced with computer textures which do not scroll.
- The computer textures used in the alcoves overlooking various rooms are replaced with dark screens.
- The round staircase north-east of the starting area has fewer steps.
- The height of the central room (with two large staircases) is slightly reduced.
- The blue skull key is placed on a raised plinth with a rapidly flashing light.
- The height of the tall outdoor area (south-west of the red skull key) is slightly reduced.
- The narrow walkway behind the eastern red door is wider.
- The long room east of the starting area is shorter, removing the level's only chainsaw pickup. The ledge leading to the switch at the end of this room is wider, and a teleporter is added to the nukage pit so that players can escape if they fall in.
- The room with the yellow skull key only requires two switches to be pressed instead of five.
Monster placement[edit]
- An imp is removed from the room with the narrow walkway, behind the eastern red door.
- The level's only spectre, found in the south-eastern corner of the level, is removed without replacement due to that room being shortened.
- Comparison of maps
Areas / screenshots[edit]
Deathmatch[edit]
Player spawns[edit]
This level contains four spawn points:
- facing south-west. (thing 28)
- facing east. (thing 37)
- facing north. (thing 40)
- facing west. (thing 42)
Statistics[edit]
Map data[edit]
| Things | 191 |
| Vertices | 883* |
| Linedefs | 872 |
| Sidedefs | 1239 |
| Sectors | 188 |
Things[edit]
This level contains the following numbers of things per skill level:
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Technical information[edit]
Inspiration and development[edit]
Trivia[edit]
References[edit]
- ↑ Heydelaar, Tim (21 January 2019). "Early and unused DOOM 64 Level Designs." Doomworld Forums. Retrieved 22 January 2019.
