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Count of all Official Secrets in Doom/Doom II games

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This document provides simple quick-reference information on the number of "official" secrets that exist among the maps of Doom/Doom II games on a variety of game platforms. ("Official" secrets are those secret areas that can affect a player's "Secrets" score on a given map.) These tables also indicate a player's maximum attainable scores for finding all official secrets on each map.


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Unknown date

  
As always from Led: perfect work! 5/5 from Doomgater

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OK...... It's about to be said...... almost........ Almost........ Here it is...... THERE IS NO ####### WAD IN THE ZIP, BACAUSE IT'S A *GUIDE* TO THE SECRETS IN THE VARIOUS DOOM RELEASES. That said, this is excellent, and it's great people are documenting this stuff. 5 stars.

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Unknown date

  
Excellent reference material. A treat for OCD's with no time to spare for looking all night in levels like a idclip ghost!

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I love this guy. The whole classicdoom.com thing is precisely the kind of hyper-detailed, dead-serious scientifically thorough treatment of a trivial topic that I go for. Perhaps I am obsessive-compulsive . There's another, similar document where the chap compares different versions of Doom on different platforms; reading through it I have an urge to find a second-hand Atari Jaguar.

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  • File Reviews

    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.
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