MAP21: Shaman's Device (Community Chest 4)
|Community Chest 4 maps 21-30|
- 1 Walkthrough
- 2 Areas / screenshots
- 3 Speedrunning
- 4 Deathmatch
- 5 Statistics
- 6 Technical information
- 7 Inspiration and development
- 8 Trivia
- 9 See also
- 10 Sources
- 11 External links
Other points of interest
- In the area with the staircase past the crushers, head down the steps to the lighter gray floor. Inspect this area for a lever switch, then head back up to find a chainsaw in an open secret. (sector 433)
- In the northern area with the walkways, head for the staircase leading down and follow the trail of health bonuses to a secret with medikits and a megaarmor. (sector 794)
- Just before the hall with spikes, a wall opens up behind you with some monsters inside. There is a blocked-off passage to the north. To reach it, head for the two steps, but be careful as there are crushers already active on these steps. Climb them and jump out of the ledge to hear a lift lowering, then quickly head through the passage to obtain a plasma gun and an energy cell pack. (sector 1352)
- On the walkway's at the southern part of the main area, use the lift to go upwards and then jump to the red-bordered platforms. Manuever to the teleporter and take it to appear near a switch. If you look to the north, you will find a section of walkway with a teleporter that you can jump to. Take the teleporter and you will be able to obtain energy cells, a soul sphere, and a megaarmor. (sector 718)
Areas / screenshots
The records for this map at the Doomed Speed Demos Archive are:
This information was last verified in its entirety on January 23, 2018.
This level contains its own, separate deathmatch arena based on Kassap's MAP25: Kass duel tower from 32in24 III: DUEL CORE. The most notable changes are that the exit portal has been replaced with a simple switch; the exit sign is moved from the floor to the ceiling and has had its triggers removed, meaning it does not block the exit-opening trigger anymore; and the trigger to open the exit is no longer untagged. The last two of these changes allow the level to be exited outside of ZDoom. Two start locations that originally spawned players without a shotgun unlike the others are now given shotguns for better balance. This version also removes several unnecessary sectors that were left over from raising sectors to the ceiling to create zero-height sectors rather than deleting them. It is otherwise identical to the original map.
Near the start of the level, gates made of pillars slide away when approached, stopping perfectly in alcoves made to store them. This is accomplished using a combination of a dummy sector and Boom action 248.
The gate itself is made of tall techno pillar things. The sector the pillars are on is tagged to a line in a control sector with Boom action 248: "Scroll floor and move things when sector height changes". That control sector is placed next to another control sector at a target height. A walkover line triggers the first control sector to lower to the second control sector's height. Hence, due to the line with action 248, the sector with the pillars scrolls while the control sector lowers, creating the effect of a sliding gate that quickly stops.
Floating See-through Platforms
At several parts of this map, floating see-through platforms, with their edges marked by red lines of light, can be seen. Some can even stepped on.
These sectors are created conventionally and have their floors raised to the required height. All sidedefs of the sector are given specialised middle textures, which are transparent images of the lines of light. The middle texture is offset so that its top edge aligns exactly with the floor of the sector. Next, the sector is subject to a "create fake ceiling and floor" action (Boom action 242), with the control sector's ceiling height and floor height exactly the same as the surrounding area. Thus, while the "actual" floor height remains exactly the same, action 242 draws a fake ceiling and floor similar to that of the surrounding area, causing the lower texture of the sector not to be drawn. The sector thus blends in with the surrounding area. All that is left are the middle textures, creating a floating see-through platform that can be stepped on.
For some of these floating objects that never need to be stepped on at all, all that has been done is to place linedefs where the lines of light need to be, give both sidedefs the specialised middle texture, and offset the texture to the appropriate point in midair.
The outline of some of these platforms is much brighter than the surroundings. This is done giving the platforms and a surrounding sector light levels of 255. However, the ceiling and floor of the platforms and the surrounding sector are set to the light level of the surrounding area by use of Boom actions 261 and 213 respectively. Hence, the only surfaces affected by the light level of 255 are the middle textures representing the outline of the platforms.
Of note is that this method works only where the floating platform never needs to be both stepped on and crossed under (while the visual element of the platform stays still). To do both requires the use of a self-referencing sector to create an invisible platform that raises when the player proceeds to cross it, and lowers when the player needs to cross under it.
Green Sparks in Northern Area
In the northern area, green sparks can be seen in the gaps of some pillars. This uses a particularly clever implementation of teleporters.
Every gap where the a spark needs to be present is a tiny sector with a teleport landing; all the sector's linedefs are teleport lines to the next gap in the sequence. However, each sector is also an extremely high-speed scrolling floor. A candle is placed on one of the gaps; it will begin moving and teleport to the next pillar, and so on. Due to the extreme speed of the scrolling floors, this happens so fast that all that is seen is the green teleport fog left behind with each teleport, creating the effect of sparks between all of the gaps in these pillars.