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Onslaught Six

Secret levels: What are my options?

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Working on a vanilla compat (or maybe limit removing, not sure yet) Doom 2 level set; the intention is for it to not be very long, maybe capping out at 10-12 levels. I want to have at least one secret level but I obviously can't have it exit from MAP15.

What are my options? I know I can use MAPINFO (and the derivatives thereof) but that still won't work in, say, Boom. Is there a DEHACKED option I don't know about? Or am I just screwed?
Rearranging the maps themselves to work around MAP15 won't work either because one of my maps relies on MAP07 behaviour.

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No such DEHACKED option. You're indeed screwed - unless you don't mind to have a secret map accessible only via cheating / warping to the secret slot.

Well, you can have some placeholder maps somewhere between MAP07 and MAP15, but players won't be pleased.

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You can give keen death special (open doors tagged 666) to any monster type. maybe that will allow you to place map07 in another slot.

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Grain of Salt said:

lol, there are loads of ways to have pre-map15 secret levels in complevel 2 :0)

Lol, what are you talking about? :)

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The most obvious example being: on the final regular map, the normal exit is "W1 Exit (goes to secret level)" a second, hidden exit is "W1 Exit". Looping back to an old map at the end of a project lacks a certain elegance, but really any ending to a mapset with less than 30 maps is going to be a bit unceremonious, so I doubt it really matters.

There are at least two more, but you'll have to wait for me to finish the project I'm using them in :))))

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Grain of Salt said:

but you'll have to wait for me to finish the project I'm using them in :))))


well color me curious...

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Make a credit map after your "final" map and hide an exit in it. That's what I'm going to do.

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purist said:

Make a credit map after your "final" map and hide an exit in it. That's what I'm going to do.


Stuff like this isn't so much of the solution I'm looking for; I mostly just have an already-made level that's being merged into this project that happens to already have a secret exit.

At this point, I think I'll just trash it and put the secret level in normally.

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A helpful reminder

Along with the Wolfenstein SS and Keen actors you can replace with other things, there is also a deadlostsoul actor.

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You could double up on a map slot, which would technically just be lots of optional secret areas with a second exit and both would lead to the same next level.

You can do something similar and make the hidden map only reachable in certain difficulties or in co-op

You could hint at both the above by putting a clue in the automap name.

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