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Spectre

Hidden map(s) in Brutal Doom

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I'm really not sure where to post this, so I figured this would be a decent place.  I'm in the process of writing a review for Brutal Doom's recent beta, and while playing through Doom II, I found a hidden exit in Level 16: Suburbs, leading to level 58: The Mansion.  I tried to use codes to get to this level (IE idclev58) but it didn't work, so I can't test to see if there are more hidden levels like this.  I looked up the level on the Doom wiki (actually I just googled it, but yea), and apparently The Mansion is a Playstation Doom map, hidden in Level 44... Suburbs.  My first thought was to check and see if this was just something added to the ZDoom source port that I had never noticed, so I went back through the level without the mod, and it's not there, so it's definitely a mod exclusive map.

 

Now this mod seems to have a good number of secrets, including 2 weapons not even available via cheatcode, and one (seemingly) only available through cheat code, so it wouldn't surprise me if this mod has secret levels too.  Now, my question is, has anyone else accessed any of the Playstation Doom levels, or any other hidden levels from the Brutal Doom mod?

 

If it helps, here are a few useful links to help you see what I'm talking about:

http://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-v21-beta

http://doom.wikia.com/wiki/MAP58:_The_Mansion_(PlayStation_Doom)

 

Also fun fact, I now think that I need to replay through the game because I didn't realize there were two more updates, I had the February update.  Dang.

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19 hours ago, Spectre said:

I tried to use codes to get to this level (IE idclev58) but it didn't work, so I can't test to see if there are more hidden levels like this.

 

Use "warp" in the console, or look through the wad in slade.

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On 5/13/2018 at 4:46 PM, Spectre said:

I tried to use codes to get to this level (IE idclev58) but it didn't work, so I can't test to see if there are more hidden levels like this.

 

You can also use the "listmaps" command to see the avaliable maps.

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I used the listmaps command in the console and there's like 6 more maps (well 7, but I already found the second secret map within the first one).  I'll use Slade to see what levels lead to them.  Is it possible to just see which levels have secret exits, or do I need to actually find them in the levels themselves?

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On 5/15/2018 at 2:19 AM, AbsorbedHatch said:

I always looked at the maplist in slade3

image.png.85c70936445f07eb8f13115aeab10b55.png

I think I found the maplist, and there's a lot of them, but I can't figure out how to get to them.  Is there a way to see in Slade which maps lead to the secret maps?

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There is, thats where I found that there were more maps, but I couldn't find anything that said how to get to them, just where those maps ended going to.  Even the Suburbs map didn't have an entry in the mapinfo lump as far as I could tell, but it went into the mansion map.  I can't get into Slade now, I tried opening it and it crashed, and it's since crashed 5 times since I tried to open it, so idk I probably need to restart my computer so I'll try getting into it tomorrow to look more.

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Posted (edited)

Here's what I found in the MAPINFO lump of the April version of BD v21 beta.


map PSMAP58 "The Mansion"
{
next = "MAP17"
secretnext = "PSMAP59"
//sky1 = "SKYCIT1"
sky1 = "SKYEAR3"
cluster = 1
//par = 60
music = D_ROMERO
}

map PSMAP59 "Club Doom"
{
next = "MAP17"
sky1 = "SKYCITH"
cluster = 1
par = 60
music = D_STALKS
}

map PSMAP29 "Twilight Descends"
{
next = "MAP15"
secretnext = "PSMAP57"
//sky1 = "SKYCIT1"
sky1 = "SKYEAR3"
cluster = 1
//par = 60
music = d_in_cit	
}

map PSMAP57 "The Marshes"
{
next = "MAP15"
secretnext = "MAP15"
//sky1 = "SKYCIT1"
sky1 = "SKYEAR3"
cluster = 1
//par = 60
music = d_shawn	
}

map PSMAP16 "Hellgate"
{
next = "MAP15"
secretnext = "PSMAP57"
//sky1 = "SKYCIT1"
sky1 = "SKYHEL2"
cluster = 1
//par = 60
music = d_in_cit	
}


map PSMAP17 "Blood Citadel"
{
next = "MAP15"
secretnext = "PSMAP57"
//sky1 = "SKYCIT1"
sky1 = "SKYHEL2"
cluster = 1
//par = 60
music = d_in_cit	
}

map MAP13B lookup "HUSTR_13"
{
	titlepatch = "CWILV12"
	next = "MAP14"
	secretnext = "MAP31"
	sky1 = "SKYCIT1"
	cluster = 7
	par = 210
	music = "$MUSIC_DOOM"
}

map MAP15B lookup "HUSTR_15"
{
	titlepatch = "CWILV14"
	next = "MAP16B"
	secretnext = "MAP31"
	sky1 = "SKYCIT1"
	cluster = 7
	par = 210
	music = "$MUSIC_RUNNI2"
}

map MAP16B lookup "HUSTR_16"
{
	titlepatch = "CWILV15"
	next = "MAP17B"
	secretnext = "MAP17"
	sky1 = "SKYCIT1"
	cluster = 7
	par = 150
	music = "$MUSIC_DEAD2"
}

map MAP17B lookup "HUSTR_17"
{
	titlepatch = "CWILV16"
	next = "MAP18B"
	secretnext = "MAP18"
	sky1 = "SKYCIT1"
	cluster = 7
	par = 420
	music = "$MUSIC_STLKS3"
}



map PSXMAP16 "Hellgate"
{
	next = "MAP18"
	secretnext = "MAP18"
	sky1 = "SKYHEL1", 0.1
	cluster = 7
	par = 420
	music = "$MUSIC_STLKS3"
}



map PSXMAP57 "The Marshes"
{
	next = "PSXMAP58"
	secretnext = "PSXMAP58"
	sky1 = "SKYEAR3", 0.1
	cluster = 7
	par = 420
	music = "$MUSIC_ADRIAN"
}


map PSXMAP58 "Twilight Descends"
{
	next = "MAP15"
	secretnext = "MAP15"
	sky1 = "SKYEAR3", 0.1
	cluster = 7
	par = 420
	music = "$MUSIC_ADRIAN"
}

So these maps have been redefined, it seems, but how you're supposed to get to them without the console is beyond me.

What's really strange is the syntax changes, like the latter maps were added in later, or perhaps earlier?

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1 minute ago, Aquila Chrysaetos said:

Here's what I found in the MAPINFO lump of the April version of BD v21 beta.



map PSMAP58 "The Mansion"
{
next = "MAP17"
secretnext = "PSMAP59"
//sky1 = "SKYCIT1"
sky1 = "SKYEAR3"
cluster = 1
//par = 60
music = D_ROMERO
}

map PSMAP59 "Club Doom"
{
next = "MAP17"
sky1 = "SKYCITH"
cluster = 1
par = 60
music = D_STALKS
}

map PSMAP29 "Twilight Descends"
{
next = "MAP15"
secretnext = "PSMAP57"
//sky1 = "SKYCIT1"
sky1 = "SKYEAR3"
cluster = 1
//par = 60
music = d_in_cit	
}

map PSMAP57 "The Marshes"
{
next = "MAP15"
secretnext = "MAP15"
//sky1 = "SKYCIT1"
sky1 = "SKYEAR3"
cluster = 1
//par = 60
music = d_shawn	
}

map PSMAP16 "Hellgate"
{
next = "MAP15"
secretnext = "PSMAP57"
//sky1 = "SKYCIT1"
sky1 = "SKYHEL2"
cluster = 1
//par = 60
music = d_in_cit	
}


map PSMAP17 "Blood Citadel"
{
next = "MAP15"
secretnext = "PSMAP57"
//sky1 = "SKYCIT1"
sky1 = "SKYHEL2"
cluster = 1
//par = 60
music = d_in_cit	
}

map MAP13B lookup "HUSTR_13"
{
	titlepatch = "CWILV12"
	next = "MAP14"
	secretnext = "MAP31"
	sky1 = "SKYCIT1"
	cluster = 7
	par = 210
	music = "$MUSIC_DOOM"
}

map MAP15B lookup "HUSTR_15"
{
	titlepatch = "CWILV14"
	next = "MAP16B"
	secretnext = "MAP31"
	sky1 = "SKYCIT1"
	cluster = 7
	par = 210
	music = "$MUSIC_RUNNI2"
}

map MAP16B lookup "HUSTR_16"
{
	titlepatch = "CWILV15"
	next = "MAP17B"
	secretnext = "MAP17"
	sky1 = "SKYCIT1"
	cluster = 7
	par = 150
	music = "$MUSIC_DEAD2"
}

map MAP17B lookup "HUSTR_17"
{
	titlepatch = "CWILV16"
	next = "MAP18B"
	secretnext = "MAP18"
	sky1 = "SKYCIT1"
	cluster = 7
	par = 420
	music = "$MUSIC_STLKS3"
}



map PSXMAP16 "Hellgate"
{
	next = "MAP18"
	secretnext = "MAP18"
	sky1 = "SKYHEL1", 0.1
	cluster = 7
	par = 420
	music = "$MUSIC_STLKS3"
}



map PSXMAP57 "The Marshes"
{
	next = "PSXMAP58"
	secretnext = "PSXMAP58"
	sky1 = "SKYEAR3", 0.1
	cluster = 7
	par = 420
	music = "$MUSIC_ADRIAN"
}


map PSXMAP58 "Twilight Descends"
{
	next = "MAP15"
	secretnext = "MAP15"
	sky1 = "SKYEAR3", 0.1
	cluster = 7
	par = 420
	music = "$MUSIC_ADRIAN"
}

So these maps have been redefined, it seems, but how you're supposed to get to them without the console is beyond me.

I know that The Mansion is able to be entered from The Suburbs, and Club Doom from The Mansion, so they're definitely in the game and accessible, so at this point I'm guessing the only way to figure it out is to run through every level with the finest of tipped combs.

 

I can only guess that maps like PSXMAP58 Twilight Descends can be entered from Map 14 (I forget which map that is), since it ends on 15... but I searched that map up and down and even used noclip and couldn't find a thing.

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I've no clue. It looks like Sgt Mark IV is intending to add the PSX levels to Brutal Doom, and there's a reference in MAPINFO to a map file called EDAY01, but as best as I can tell, no such map exists.

 

Also, judging by the MAP13B and other names like that of maps that don't exist yet, I think he's trying to modify the base Doom II levels to accommodate these extra levels.

 

If that's the case, then he may be intending to assimilate the Hell on Earth compaign into Brutal Doom proper, but that's going to be a massive issue, it's not hard to see, because people will want to play other maps with this mod as they already do.

 

On top of that, it looks like he's trying to add support for Zandronum because there are a few deathmatch maps in there and there's also reference to a "Horde Mode" that may or may not be invasion.

 

Going by that, I'd say these levels aren't hidden so much as clues pointing to an ultimate plan for Brutal Doom v21.

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On 5/17/2018 at 9:53 PM, Aquila Chrysaetos said:

there's a reference in MAPINFO to a map file called EDAY01, but as best as I can tell, no such map exists.

EDAY01 is the first map of Extermination day. There's a map called EDAY34 and it's really a broken version of the remake of SEWERS.WAD that Mark released back in 2016.

 

 

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