I played these extra levels and found them interesting in their own right. There's more to this story, however, and what I found after a bit of research is that most of the designers submitted more levels than just the 21 that made it into the compilation, and three designers' submissions in particular were part of larger series, the rest of which did see free public release. "Dr Sleep" Anderson ended up working together a few years later on Daikatana at Romero's Ion Storm studio, Chris Klie became a level designer at LucasArts, Jim Flynn played a key role on TeamTNT as a developer for the watershed source port Boom, Tom Mustaine later co-founded Dallas area game studio Ritual Entertainment, and Tim Willits went on to become no less than studio director of id Software until 2019. Nearly all of the designers who contributed to Master Levels soon went on to have some sort of career in games: Sverre André Kvernmo and John W. The compilation was released on December 26th, 1995. id's Shawn Green reached out to a few notable community level designers and arranged to have them contribute never-before-released maps to a new, official compilation, to be sold at retail as "Master Levels for Doom II". So they decided to, in John Romero's words, "give them a run for their money". But id saw the sales of products like D!ZONE - unauthorized retail CD-ROM compilations of user-created levels, from which they (much less the levels' creators) didn't see a cent in royalties - as an act of bad faith. In 1995 id Software was busy building Quake, and riding high from the success of Doom and Doom II: Hell on Earth, and more generally from Doom as a cultural phenomenon with millions of players and thousands of people creating their own add-ons with freely available tools. To play, you will need to own Ultimate Doom, Doom II, and Master Levels for Doom II, combine them all with WadSmoosh, and run with the advanced source port GZDoom. The included readme explains how.ĪLSO NOTE: This is a compilation of other peoples' fine work - distributed with the permission of the surviving authors - and I'm merely the curator, so all payments have been disabled. NOTE: Absolutely no retail game content is included in this compilation. Go through and hit the Switch to complete the level.A "Deluxe Edition" of the Master Levels for Doom II Shoot the switch behind the counter to open the second door. Take out the Imps and use the Yellow Key to open the exit door. Make your way back to the starting area and this time go through the door to the west. Quickly run back to pick up the Yellow Key before the pedestal lifts up again. Flip all the Switches as they lift up to lower down the pedestal with the yellow key. Go through the new passage to the left but watch out for the Chaingunner. Make your way all the back to the other Red Door and go through. Hit the Switch to the right to open up a door in the room with the yellow key. Open the door at the end and run down the narrow room to the end. If you fall off anywhere but the area with the teleporter you won’t be able to get back up again. You’ll also find a SoulSphere about half-way down. Watch out for the Shotgun Guy who likes to teleport behind you. This takes you to a room with a strange walkway through an acid pool. Instead head back to the room with the stairwell and go through the Red Door at the bottom. The Red Door on the lower level takes you to the yellow key but you can’t pick it up yet. When you step onto the teleporter you’ll be taken to the ledge with the Red Key. Climb up the very narrow steps and open the Blue Bar. Pick up the Radiation Suit and run to the western side. Take one of the doors to the north and drop into the acid pool. Head back to the bridge and go east to the room with the stairwell. Clear out the enemies and pick up the Blue Key hiding in the corner. I find it easier to clear out the western area around the red and yellow keys now even though you can pick them up yet.ĭrop off the bridge and go through the door to the north. Both the doors leading further west also lead to the same area but on different levels. The two doors to the west lead to the same room, one to stairs leading down and the other to a bridge. Watch out for the Chaingunner on the other side and make your way up the steps. The door to the south west leads to the exit and the door to the north is where we need to go to progress with this map. You can either take out the Chaingunners from here or run to one of the side passages and pick them off from there. Quickly dash across to the other side of the room to pick up the Shotgun. As soon as you begin the map you’ll trigger Secret 1.
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