![]() Monsters are not affected by this.īarrels will also teleport if they cross a teleport line, e.g. All sides of a teleporter usually teleport to the same place, but again this is not required: some levels attempt to confuse the player by sending them to different places depending on which side the teleporter is entered from.ĭoom teleporters do not conserve momentum and after the player teleports, there is a delay of 18 tics (about half of a second) before they can move again. In the room before the fake exit, the left wall reveals a rocket launcher.A teleporter in use on E2M1: Deimos AnomalyĪ teleporter moves players and monsters from one location on the map to another, almost instantly, with a flash of green fog and a whoosh noise.Ĭonventionally, a teleporter is constructed as a 64- unit square with a distinctive floor texture however, this is not a technical requirement.It appears to the right of the first gate you saw, replacing the switch that would close the first gate. With the red key, you can head to the exit. If you enter the alcove that contained this enemy, the alcove will open further with three Barons of Hell, and a supercharge. As you do, a baron of hell will approach. When you attack, you will alert a large number of zombie sargents, which can be eliminated by the BFG collected earlier. When you return to the start, head into the pathway, and you will be teleported behind a few cacodemons. The starting location has a new pathway opened. The room leading to the shotgun now has a BFG revealed - jump in the lava, and run around the left hand side. The next room has cacodemons and a plasma gun. Flipping the switch also releases more specters. ![]() Press the switch on the platform to lower it, and access the health, armor, invulnerability and chainsaw. The corridor of demons has a side opening that has specters approach from the sides of the raised platform. To proceed back to the corridor, you will need the blue skull key. Past the nukage is a set of lost souls, and a berserk pack, a chaingun, and a radiation suit. The next room opened to reveal a baron of hell. In the gray imp room, the east wall opens to reveal two cacodemons. Now that the surprise was triggered, the map changes slightly. You will need to grab the blue skull key, but are free to either engage or avoid the cyberdemon. Stepping on what appears to be the exit will lower the walls, revealing several boxes of rockets, supercharge, invisibility, invulnerability, and a cyberdemon. The room before the exit has imps, the secret rocket launcher, and the final room appears to be the exit teleporter. The corridor contains a few demons, and it leads to a small room with health and armor bonuses. Proceed into the corridor take a left to grab the shotgun (running across the platforms), or a right to proceed to the end of the run. Press the switch on the left to open the door, and draw the cacodemon out into the courtyard, and try to get them fighting each other. Press the switch to head to the ground level, and encounter a few imps. If you do, don't run under the gate as it closes, because it will make the level unwinnable.Īs with the first time you were here, follow the same tactic. It is possible to close the gate by using the right-hand switch.
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