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The Top 25 Most Nefarious Secret Sectors of All Time


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Wow, only now i know what that texture in Eternal Doom meant. That's some great attention to detail.

 

Awesome thread btw!

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Interesting list; I'm surprised there wasn't more Eternal Doom maps mentioned here - namely Bob Evans' maps, but it seems he left many secrets unmarked. I can certainly think of at least one sector oddity:

 

On MAP21: Bloody Garden of TNT: Revilution, sector 303 can lose its secret effect because the floor lowers (changes texture) when grabbing the yellow key, which merges the floor with the surrounding sector and makes 100% secrets impossible if this happens. This drove me crazy looking for that last secret in my first playthrough until I caved in and checked what was happening in the editor. This happened when playing in PrBoom+, but it doesn't seem to be an issue in GZDoom.

 

[EDIT] I should mention I don't believe this was the author's intent, it was likely just a bug that slipped through. Either way it was definitely a secret that tripped me up, despite having technically found it.

Edited by valkiriforce

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It's not technically counted as a secret so you don't get any indication if you missed it; but there's a super-secret super-backpack in ZDCMP2; picking it up increases your ammo capacity beyond the normal maximum (800 bullets and cells, 300 shells, 200 rockets, 500 nails, 200 grenades, 500 napalm). It starts out in the void, outside of map geometry, so you have to do special steps to get it teleported to a place you can reach it. These steps involve finding ridiculously small patches of yellow COMPBLUE in three hard-to-notice places, and punching/shooting them. Note that you need mouseaim for any and all of them. You'll hear a computer boop (more like a bwoop in fact) telling you something happened. Find (and hit) all three and the wonder backpack's moved to a place you can actually grab it!

Spoiler

The first is in the computer station before specimen control. You can get to it once you have the blue keycard. Climb on the upper work area and look at this computer in particular:

XZawEsF.png

Notice a little weird detail in the techwall? Little yellow blob inside a tiny hole in an O-shaped detail? Yep, that's it.

 

 

The second is in a completely optional area linking back from the eastern complex (corrupted cave techbase) to the central junction (cybie fight arena). There's no monster in there, only some goodies if you're running low on ammo. And it's not really signposted at all either, since you don't really need to go through it. See those vines? Burn them.

jlA20sE.png

 

You'll get to a small tiered warehouse. The yellow patch is easy to see here:

GIqARnM.png

 

 

The last is the hardest to notice. It's in a small sloped tunnel so you can only see it from a specific angle at a specific place. You can reach it at the dig site. You'll want to climb on this rock here:

97Qo660.png

 

Once there, look in this direction:

L040Dhg.png

Notice it? Zoom. Enhance.

oSnKxDC.png

Again.

gwAnutO.png

Yeah.

 

 

Once you have gotten your three computer bwoops, now you can go to Hell for your reward! It's right next to the entrance. Just take a left, that little dirt mound does not block the way.

Csraw4U.png

 

But first you'll need the blue skull key.

ANRcnrt.png

 

At last, you can claim the treasured bag of holding more! You can visit this area without finding the three patches, but the green backpack won't be there.

WNOHqKO.png

Oh yeah, when you take it some cheeky monsters may take offense.

 

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These sort of things should be a feature for this year's Cacowards. It's really neat.

 

Also, @Gez What! The! Actual! Fuck! How did you find out about that?! That is seriously mindblowing!

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These high-effort, huge research threads could be a page from the Cacowards book (Both this one and @Jimmy's Ships) thank you.

 

@NuMetalManiak Curious little trivia for the Super Sonic Doom one:

When released, it used its own custom ZDoom build (2.0.94f) to actively support all the advanced portals and scripting hacks the mod has. Though SSD is playable on modern ZDoom/GZDoom versions, as far as i know, the specialized build is still the only version that plays it fully supported (Modern ZDoom versions break compatibility in a significant way).

 

More info on that here.

 

Thanks for this massive thread!

 

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3 minutes ago, Redneckerz said:

These high-effort, huge research threads could be a page from the Cacowards book (Both this one and @Jimmy's Ships) thank you.

 

@NuMetalManiak Curious little trivia for the Super Sonic Doom one:

When released, it used its own custom ZDoom build (2.0.94f) to actively support all the advanced portals and scripting hacks the mod has. Though SSD is playable on modern ZDoom/GZDoom versions, as far as i know, the specialized build is still the only version that plays it fully supported (Modern ZDoom versions break compatibility in a significant way).

 

More info on that here.

 

Thanks for this massive thread!

 

 

I am aware of this. I remember playing it in a modern ZDoom version and one of the end bosses at the midpoint or so was like nearly impossible to hit, while in another, some of the 3d platforms and springs didn't go far enough.

 

1 hour ago, valkiriforce said:

On MAP21: Bloody Garden of TNT: Revilution, sector 303 can lose its secret effect because the floor lowers (changes texture) when grabbing the yellow key, which merges the floor with the surrounding sector and makes 100% secrets impossible if this happens. This drove me crazy looking for that last secret in my first playthrough until I caved in and checked what was happening in the editor. This happened when playing in PrBoom+, but it doesn't seem to be an issue in GZDoom.

 

This reminded me of a secret on MAP29 of Requiem (Downer), which has the same issue.

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15 minutes ago, Salahmander2 said:

Also, @Gez What! The! Actual! Fuck! How did you find out about that?! That is seriously mindblowing!

I believe he was the one that set it up. The symbol it appears on is the letters G E Z on top of each other.

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13 minutes ago, Eris Falling said:

I believe he was the one that set it up. The symbol it appears on is the letters G E Z on top of each other.

I was wondering what that symbol on the floor was about, and I was also wondering why that room was devoid of monsters.

Edited by Salahmander2

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Yeah, we were all encouraged to make a "signature room" so this is mine.
 

Spoiler

The room design is patterned after the first iteration of the great hall in Hell -- it was quickly overhauled into something a lot grander-looking.
BE5mBwP.png

zMTjboG.png

Do1cd23.png

Wood, marble, and metal theme; with a bullet hell reception from shadows, imps, and cacodemons in the cages.

 

The signature room used to be just the dead end of the corridor:

e3Fhwg7.png

 

 

The three places with the hidden patches are the areas I worked on especially. The computer room, before I got to it, was just this:

BohAK7i.png

fsRzUSu.png

Pretty dull. So I made the upper area, complete with its reinforced windows (including on the ceiling), the computers, and a lot of outside details including the weird buttresses and that little reservoir tower.

K06PcJ5.png

ywWhzF5.png

QK19lkm.png

ubWMDrY.png

gYrqVHw.png

It's funny that the lower area of the computer room still fits the original undetailed room shape.

 

The dig site/fort was another area I originally made, though it was greatly enhanced by Vader IIRC. The basic concept was "let's storm a castle, the enemies have the upper ground and you've got to get rid of them, but you do have some cover". It was, of course, a bad idea and one that was universally panned. I'm not a good level designer. (Seriously, I challenge you to find one review of ZDCMP2 that doesn't say the fort siege is awful. :p Heh.) Fun fact, it used to be free-standing so you had to run all around it to find all the angels of death. Putting it next to a cliff face allowed to halve the tediousness.

4dmdsIn.png

B9mFDTf.png

 

Also fun fact, the direct teleporter between Hell and the surface that is created when you go there:

mIALWeO.png

 

used to be in the eastern complex area. It was moved to the corridor leading to the dig side and replaced by a lift to the eastern complex itself.

uY6coFE.png

I was very into the green marble and green fire theme for Hell, I guess.

 

As for the warehouse, it just didn't exist at first. At some point I decided that the area that had been called "central junction" ought to actually deserve its name and serve as a junction, so adding a passage to the east was justified. (There was already the passage to the north blocked by demonic gunk.) I moved a bit Starscream's Easter egg to do so, since it used to take the place of the eastern doorway:

hn4ehKC.png

And of course there was nothing on the eastern complex's side either:

yRLfPdK.png

 

And if we had to go through the eastern complex because the direct path between central junction and dig site was blocked, that means that there was a need to show that there used to be a path, too, so I added this thing:

myFt9MH.png

Fun fact: this gentle slope corresponds to the slope it should have to reach the height level of the central junction. Because I don't want to ruin anyone's immersion in the extremely coherent and verisimilar simulation of reality that is Doom!

rPu7KqN.png

 

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Dang! Thanks for the shout out of three of my secrets! I certainly tried to milk the DOOM engine for all it was worth in NEIS. I will never forget in DOOM e2m2 stepping on a random slightly brighter corner of a room, and then having a soul sphere lower, raise, and then be inaccessible forever. I tried to chanel that spirit with NEIS, for better or for worse. I wouldn't have been surprised to see NEIS e1m3 using monsters to lower platforms and e3m7 mini icon of sin over e3m1. E4m2 I totally get :) Thanks for the shout out!!

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I think the chicken secret from the Wayfarer bears some mention here. Really there were quite a few really innovative and different secrets in that wad which probably could have made such a list.

 

Also I cried a bit that the worm I made for tht didn't make it onto this list 😋😭

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8 hours ago, valkiriforce said:

This happened when playing in PrBoom+, but it doesn't seem to be an issue in GZDoom.

 

ZDoom changed the way sector property changes work to not affect the "secret" property. I know this because years ago I asked for (and was refused) a compatibility option for this because a few secrets in my upcoming Mordeth award candidate megawad actually rely on the vanilla behaviour. (I'll make my way onto this list yet!)

Edited by Foxpup
typo

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5 hours ago, Fonze said:

I think the chicken secret from the Wayfarer bears some mention here. Really there were quite a few really innovative and different secrets in that wad which probably could have made such a list.

Yeah; having to morph an enemy into a chicken and then lure them to some tiny tunnel so they can trip something is not exactly the most intuitive secret.

 

Also in Heretic, there's Optional Escort Mission from Unbeliever. You have to protect a monster from stray shots as you guide it from room to room; if it survives to the end the secret exit is opened. (If it was killed before reaching that point, either from enemy fire or from an expeditious player, only the normal exit is available.) REKKR has the kinda the same idea with its secret puppies, but at least they're not shootable so you don't have to worry about getting them killed on the way.

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@Gez Very impressed with that ZDCMP2 secret sequence. I worked on some of your map portions (particularly Hell) and never realised what was going on there! Unfortunately my signature room never made it in when people edited Hell after me, but never mind...

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13 minutes ago, Phobus said:

Unfortunately my signature room never made it in when people edited Hell after me, but never mind...

Don't you still have the fireball fountain above the icon head? I remember originally the fountain was in the middle of the room instead of hidden away on the roof, but it survived.

L06GYRW.png

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I didn't realise it was up there. I thought it'd been moved off to a separate sector to be reintegrated later. Maybe a subsequent revision to the one I played included it...

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I knew there was bound to be some more secrets that even I managed to miss on this list. It's been a while since I played both REKKR and THT, so I forgot about the worms and bunnies. Plus I haven't played ZDCMP2 or Wayfarer.

 

Others I can think of that I missed are the 30-second door in MAP15 of D2TWID and the 5-minute door in E1M9 of 2002ADO (although the hint for this one was easier IMO). And Phobus has that newly-released megawad that uses every single linedef and sector action, so there's the secrets in that too. There's quite a lot of cool ideas for secrets being thrown around.

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21 hours ago, valkiriforce said:

Interesting list; I'm surprised there wasn't more Eternal Doom maps mentioned here - namely Bob Evans' maps, but it seems he left many secrets unmarked. I can certainly think of at least one sector oddity:

 

On MAP21: Bloody Garden of TNT: Revilution, sector 303 can lose its secret effect because the floor lowers (changes texture) when grabbing the yellow key, which merges the floor with the surrounding sector and makes 100% secrets impossible if this happens. This drove me crazy looking for that last secret in my first playthrough until I caved in and checked what was happening in the editor. This happened when playing in PrBoom+, but it doesn't seem to be an issue in GZDoom.

 

[EDIT] I should mention I don't believe this was the author's intent, it was likely just a bug that slipped through. Either way it was definitely a secret that tripped me up, despite having technically found it.

Yeah these sector oddities sometimes slip through the cracks it seems - from memory I can recall MAYhem 2020 MAP26 and Community Chest 4 MAP29 (if you find the easter egg before triggering the secret in question) have secret sectors that can lose the effect.

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I am disappointed in the lack of mention of Hell to Pay's megasphere on this one level, where if you dont get it in a certain time frame, there is an actual texture taunting you, and the item is displayed in front of you, forever unreachable.

 

Also, no mention of the method to reach the secret level of END2.wad by NaturalTvventy? Then again, his secrets are insane enough to be on the list multiple times just from No End in Sight. Finding all the secrets in E1 of NEIS, and all of the ones in END1 and END2, I really got a look into how his mind works with secrets.

Edited by Devalaous

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Interesting write-up I am glad to see someone was inspired by Jimmy's sector ships post! Some of these seem convoluted just for the sake of being complicated, like the five minute timer or the Doom the Way Id Did long range shotgunner secret.

Edited by Denim Destroyer

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Don't remember which Community Chest was done but, remember the one secret on map 15, which you need a PINKY to open a locked door inside a maze to reach the secret exit?

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1 hour ago, leodoom85 said:

Don't remember which Community Chest was done but, remember the one secret on map 15, which you need a PINKY to open a locked door inside a maze to reach the secret exit?

Community Chest 3. Never really bothered me, but having to open up all the hidden doors so it can run it's course isn't really intutive.

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  • 3 weeks later...

Haha, thanks (?) for the 25th on Timegate! I never timed it to figure out if the editor info of "5 minutes" was actually correct - just trusted the editor info on it.

 

No mention of this hot mess tho?? ;]

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On 11/9/2020 at 9:53 AM, NuMetalManiak said:

And Phobus has that newly-released megawad that uses every single linedef and sector action, so there's the secrets in that too. There's quite a lot of cool ideas for secrets being thrown around.

The Secret exit to MAP32 in 25 Years on Earth could have been here easily.

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2002ADO E2M4's super secret exit requires finding unmarked doors and lots of backtracking. Once all hidden switches are activated the secret exit should be revealed behind the the regular exit room.

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It was a great article. Of course, I disagree with many of them, as I found them legit (so they must be obvious), but still, well done!

 

My picks:

Artifact by Paul Schmitz, you have a chaingun, rocket launcher and plasma rifle on display, each in an alcove. If you pick up the chaingun first (that you already possess), you can get all three weapons and all the secrets. If you choose RL or plasma first (being greedy?), you can only have either rocket launcher or plasma.

 

D2Reload MAP13 soulsphere secret. It's in a tunnel which is briefly accessible when a big portion of nukage is lowering.

 

Armor bonus is your reward in FCFF MAP02. You need to do platforming, and shoot an imp with a rocket. Or the other way round... That was a nasty one.

Ah, of course, also the one from MAP01! It contains nothing. To get it, you need to rocket jump yourself.

 

yakfak's secrets can be really obscure, the secret exit from Dedicated to Francisco Pizarro, my max demo doesn't show it as it is not a sector but an exit. I don't remember if in the end I figured it out or not. Also, Odessa series.

Edited by vdgg

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12 hours ago, pcorf said:

2002ADO E2M4's super secret exit requires finding unmarked doors and lots of backtracking. Once all hidden switches are activated the secret exit should be revealed behind the the regular exit room.

This was another I had thought of. I put E1M6's secret though because that one has you finding a crate with a switch behind it, and then going someplace you wouldn't think of. Both E1M6 and E2M4 have a boatload of backtracking but I found E2M4's secret exit easier mostly because you backtrack a lot more there so there's a higher chance you'd find something new in a place to backtrack.

12 hours ago, Master O said:

@NuMetalManiak Are you gonna make a "Top 25 Most Nefarious Doomworld Threads" at some point too?

 

:)

No because I don't revel in forum drama.

11 hours ago, vdgg said:

It was a great article. Of course, I disagree with many of them, as I found them legit (so they must be obvious), but still, well done!

 

My picks:

Artifact by Paul Schmitz, you have a chaingun, rocket launcher and plasma rifle on display, each in an alcove. If you pick up the chaingun first (that you already possess), you can get all three weapons and all the secrets. If you choose RL or plasma first (being greedy?), you can only have either rocket launcher or plasma.

 

D2Reload MAP13 soulsphere secret. It's in a tunnel which is briefly accessible when a big portion of nukage is lowering.

 

Armor bonus is your reward in FCFF MAP02. You need to do platforming, and shoot an imp with a rocket. Or the other way round... That was a nasty one.

Ah, of course, also the one from MAP01! It contains nothing. To get it, you need to rocket jump yourself.

 

yakfak's secrets can be really obscure, the secret exit from Dedicated to Francisco Pizarro, my max demo doesn't show it as it is not a sector but an exit. I don't remember if in the end I figured it out or not. Also, Odessa series.

Honestly a lot of the D2Reload secrets really do belong here in hindsight. I just had to pick the two nastiest ones overall (MAP24's multi-step BFG still stumps me). MAP13's secret is certainly a nefarious one due to being perma-missable and you'd not think to look for the entrance there. Plus the "monster-only" doors in one of the MAP32 secrets and in MAP14.

 

Actually forgot about The Artifact. Is that the one with that secret room tied to the weapons or something? And yakfak's secrets! In truth, actually getting them once you find them may actually not be as hard, but yakfak is so confusing with his maps regardless. I don't remember that much of the DMP map you mentioned, but Flompster Condo (in 2048 Unleashed) was quite a nasty one too because you really get confused as to where you're going almost all the time (goes for the whole level moreso than the secrets here).

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