- This level occupies the map slot MAP32. For other maps which occupy this slot, see Category:MAP32.
- This level occupies the map slot MAP15. For other maps which occupy this slot, see Category:MAP15.
Bad Dream (MAP15 in Xbox) is a map that is part of the Master Levels for Doom II. It was designed by Sverre Andre Kvernmo (Cranium), and is a secret level contained in the file TEETH.WAD, along with The Express Elevator to Hell.
Walkthrough[]
- Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.
You start in a small room facing a chainsaw and a small door. Grab the chainsaw and open the door. Once you open the next door, a spiderdemon will be seen wedged in the doorway and helpless. Attack it just once and more cyberdemons than you can count will notice and attack you. Doing so will cause a plethora of rockets to pelt the spiderdemon, killing it in moments. This will unblock the doorway, which is actually a hidden teleporter that takes you to the small hallway on the eastern end of the large circular room with a colored door and a zombieman. The key to beating the level is getting all three keys which are situated in the large central room, but there are way too many cyberdemons to kill with what you have. The player has to find his way to the middle of the room, which has an invulnerability sphere, which will not only protect the player from the oncoming rockets, but it will also cause the ceiling to lower as a slow-moving crusher that will take care of the cyberdemons. The player must dash back into the first room and wait out the ensuing carnage (it takes a good 2-3 repetitions to kill all the cyberdemons). Once they are all dead, the player must take the teleporter back into the hallways and wait for the ceiling to go back up, then jump down and dash like mad to get the three keys; however, the crusher will continue unabated and will kill the player should he falter, but the middle platform (that had the invulnerability) is the closest safe haven from the crusher. Once all the keys are collected, the player must make his way back to the top hallway and open the doors, each one containing, in order: a hell knight, a pain elemental and a baron of hell and the exit switch. Hit it and leave the level.
Secrets[]
- In the room where you begin part of the wall in the northwest is much darker than the others. Press on this wall, and a tunnel will appear in front of you, containing a revenant, a megasphere, and a switch. (sector 6) Activating this switch will turn the lights on in the next room.
Speedrunning[]
Current records[]
The records for the original map on the Doomed Speed Demos Archive are:
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
UV max | 01:06 | TheVarian | 2010-02-21 | te32-106.zip | |
NM100S | 00:26 | TheVarian | 2010-02-21 | te32s026.zip | |
UV pacifist | 00:13 | Kimo Xvirus | 2009-12-14 | te32-013.zip |
Statistics[]
Map data[]
Things | 59 |
Vertexes | 71 |
Linedefs | 83 |
Sidedefs | 103 |
Sectors | 14 |
Things[]
Monsters | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Barons of hell | 1 | 1 | 1 |
Cyberdemons | 20 | 26 | 34 |
Hell knights | 1 | 1 | 1 |
Pain elementals | 1 | 1 | 1 |
Revenants | 1 | 1 | 1 |
Spiderdemons | 1 | 1 | 1 |
Zombiemen | 1 | 1 | 1 |
Powerups | ITYTD and HNTR | HMP | UV and NM |
Computer maps | 1 | 1 | 1 |
Invulnerabilities | 1 | 1 | 1 |
Megaspheres | 1 | 1 | 1 |
Weapons | ITYTD and HNTR | HMP | UV and NM |
Chainsaws | 1 | 1 | 1 |
Shotguns | 1 | 1 | 1 |
Rocket launchers | 1 | 1 | 1 |
BFG 9000s | 1 | 1 | 1 |
Keys | ITYTD and HNTR | HMP | UV and NM |
Blue skulls | 1 | 1 | 1 |
Red skulls | 1 | 1 | 1 |
Yellow skulls | 1 | 1 | 1 |