Difference between revisions of "MAP01: Paradox (Master Levels)"

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== Walkthrough ==
 
== Walkthrough ==
[[Image:MasterLevels_Paradox_map.png|thumb|300px|Map of Paradox for the [[Master Levels for Doom II]].]]
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[[File:MasterLevels_Paradox_map.png|thumb|300px|Map of Paradox for the [[Master Levels for Doom II]].]]
 
: Letters in ''italics'' refer to marked spots on the map.  [[Sector]] numbers in '''boldface''' are [[secrets]] which count toward the [[Intermission screen|end-of-level tally]].
 
: Letters in ''italics'' refer to marked spots on the map.  [[Sector]] numbers in '''boldface''' are [[secrets]] which count toward the [[Intermission screen|end-of-level tally]].
  
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====Yellow key====
 
====Yellow key====
 
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 (''A''). Proceed until you reach the balcony with several metallic columns. Open the door. Go past the long hall with columns to the end (''B''). In the room (''C'') grab the yellow key.
 
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 (''A''). Proceed until you reach the balcony with several metallic columns. Open the door. Go past the long hall with columns to the end (''B''). In the room (''C'') grab the yellow key.
 +
 
====Getting access to all the other keys====
 
====Getting access to all the other keys====
 
Open the yellow key door in the western side of courtyard where you have began this level. Once you enter and try to apporoach the other end of the room the door containing the [[baron of hell]] will open. Flip the switch that is accompained by two blue torches. Flipping the switch lowers the bar that blocks way to the room with three teleporters in castle-like building in centre of the courtyard. Leave the room you are in and go inside that building. Then walk the staircases and enter that room with a [[plasma gun]] and the teleporters. You don't need to enter the middle one as it leads to the room containing no key but a [[berserk pack]]. Enter any of two teleporters except of the middle one. When you enter you will be in a tower with a corresponding key and a trap with teleporting monsters.
 
Open the yellow key door in the western side of courtyard where you have began this level. Once you enter and try to apporoach the other end of the room the door containing the [[baron of hell]] will open. Flip the switch that is accompained by two blue torches. Flipping the switch lowers the bar that blocks way to the room with three teleporters in castle-like building in centre of the courtyard. Leave the room you are in and go inside that building. Then walk the staircases and enter that room with a [[plasma gun]] and the teleporters. You don't need to enter the middle one as it leads to the room containing no key but a [[berserk pack]]. Enter any of two teleporters except of the middle one. When you enter you will be in a tower with a corresponding key and a trap with teleporting monsters.
 +
 
====Making way to the exit====
 
====Making way to the exit====
 
The exit is located near the beginning of the level - in the eastern part of the map. Find the place with three columns. Open the bars that block entrance of the south-eastern tower then use lift leading inside. Now jump over to the alcove containing exit switch.
 
The exit is located near the beginning of the level - in the eastern part of the map. Find the place with three columns. Open the bars that block entrance of the south-eastern tower then use lift leading inside. Now jump over to the alcove containing exit switch.
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|style="text-align: left;"|[[Chaingun]]||colspan="3"|1
 
|style="text-align: left;"|[[Chaingun]]||colspan="3"|1
 
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|style="text-align: left;"|[[Rocket launcher]]||colspan="3"|2
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|style="text-align: left;"|[[Rocket launcher]]||colspan="3"|1 + 1*
 
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|style="text-align: left;"|[[Plasma gun]]||colspan="3"|1
 
|style="text-align: left;"|[[Plasma gun]]||colspan="3"|1
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|style="text-align: left;"|[[Rocket]]||colspan="3"|2
 
|style="text-align: left;"|[[Rocket]]||colspan="3"|2
 
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|style="text-align: left;"|[[Box of rockets]]||3||3||4
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|style="text-align: left;"|[[Box of rockets]]||1 + 2*||1 + 2*||2 + 2*
 
|-
 
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|style="text-align: left;"|[[Energy cell (Doom)|Energy cell]]||colspan="3"|2
 
|style="text-align: left;"|[[Energy cell (Doom)|Energy cell]]||colspan="3"|2
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|-
 
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''* One rocket launcher and some ammo are placed into a room with a [[deathmatch start]] thing which is inaccessible during normal gameplay. These items are not flagged as [[multiplayer]]-only, so they always appear.''
 
{{col-break}}
 
{{col-break}}
 
{| {{prettytable|style=text-align: center;}}
 
{| {{prettytable|style=text-align: center;}}
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== External links ==
 
== External links ==
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[[Category:Levels by name|Paradox (Master Levels)]]
 
[[Category:Levels by name|Paradox (Master Levels)]]
 
[[Category:Tom Mustaine levels]]
 
[[Category:Tom Mustaine levels]]

Revision as of 14:22, 11 October 2016

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

Paradox is a map that is part of the Master Levels for Doom II. It was designed by Tom Mustaine, and is contained in the file PARADOX.WAD. In PlayStation Final Doom port it is the tenth level and uses the music track "Breath Of Corruption".

Walkthrough

Map of Paradox for the Master Levels for Doom II.
Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Essentials

Yellow key

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 (A). Proceed until you reach the balcony with several metallic columns. Open the door. Go past the long hall with columns to the end (B). In the room (C) grab the yellow key.

Getting access to all the other keys

Open the yellow key door in the western side of courtyard where you have began this level. Once you enter and try to apporoach the other end of the room the door containing the baron of hell will open. Flip the switch that is accompained by two blue torches. Flipping the switch lowers the bar that blocks way to the room with three teleporters in castle-like building in centre of the courtyard. Leave the room you are in and go inside that building. Then walk the staircases and enter that room with a plasma gun and the teleporters. You don't need to enter the middle one as it leads to the room containing no key but a berserk pack. Enter any of two teleporters except of the middle one. When you enter you will be in a tower with a corresponding key and a trap with teleporting monsters.

Making way to the exit

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

Other points of interest

Secrets

  1. Inside the central structure with three teleporters (first, you need to make it accessible) open a wall at the south-western corner. Walk around the border until you meet and take the medikit (sector 72).
  2. When you walk upstairs in the beginning of the level (A), lower the third column containing Soulsphere (sector 105).
  3. The border of the secret#1 you walk on is counted as secret (sector 107).
  4. In the very south-eastern portion of the map nearby the exit there is a fake wall. Walk through it and downstairs. In the cave (sector 140) grab a megasphere. Beware of the arch vile (or three chaingunners in PSX version).
  5. The first step of secret#4 is counted as secret (sector 141).
  6. The third step of secret#4 is counted as secret (sector 142)
  7. The secret is situated in outside area in the northern part. To get there, in the room where yellow key is/was (C), lower a stand with green flame. Lowering will temporarily lower two walls containing buttons on either sides behind you. Each button unlocks the corresponding wall leading outside (you do not have to press them all): The first way is opened in the western side of the long column hall (B), the second one is in the room of four red and blue torches before you enter long hall, which can also be opened from that side. When you are outside (sector 214) kill zombies to get ammo clips from them. You can get BFG9000 in the hidden alcove in the north.

Bugs

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Current records

The records for the original map on the Doomed Speed Demos Archive are:

Run Time Player Date File Notes
UV max 06:33 Ledmeister 2000-09-26 para_633.zip

Deathmatch

Statistics

Map data

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

Things

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

Technical information

Inspiration and development

Trivia

See also

Sources

External links