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(If 1st type is distinct from 2nd type (as it should be), then 1st type does not necessarily have anything to do with intermission screen tally.)
(gr; slight rewording of type 9 par.)
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'''Secrets''' can mean several things:
 
'''Secrets''' can mean several things:
   
*Areas of a level that are hidden (to some extent). Usually, there is some clue about a secret area, such as an off-color [[wall]] that is actually a [[door]]. By convention, most levels are designed so that it is not necessary to find any of the secret areas to complete the level.
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*Areas of a level that are hidden (to some extent). Usually, there is some clue about a secret area, such as an off-color [[wall]] that is actually a [[door]]. By convention, most levels are designed so that it is not necessary to find any of the secret areas to complete a level.
   
*A special [[sector]] type (9), used to calculate the secrets-found percentage displayed at the end of each level. The number of type 9 sectors in the level is the total number of secrets. When a player first enters a type 9 sector, the number of secrets found is incremented by one. A secret (or "hidden") area may be any number of sectors, but for proper operation of the stats will normally contain only one sector with type 9. Some [[source ports]] use the type 9 sector to trigger an announcement such as "<small>A SECRET HAS BEEN REVEALED</small>" and to play a sound, but the original game does not give any indication until the [[intermission screen]].
+
*A special [[sector]] type (9), used to calculate the secrets-found percentage displayed at the end of each level. The number of type 9 sectors in the level is the total number of secrets. When a player first enters a type 9 sector, the number of secrets found is incremented by one. A secret (or "hidden") area may encompass any number of sectors, but will normally contain only one sector of type 9 in order to give the secrets-found percentage a straightforward interpretation. Some [[source ports]] use the type 9 sector to trigger an announcement such as "<small>A SECRET HAS BEEN REVEALED</small>" or to play a sound, but the original game does not give any indication until the [[intermission screen]].
   
 
*A [[linedef]] flag bit (5). This makes a two-sided linedef appear on the [[automap]] in red instead of yellow, that is, just like a single-sided linedef. This is used to hide entrances to secret areas on the automap, but has nothing to do with the calculation of the secrets percentage displayed at the end of each level.
 
*A [[linedef]] flag bit (5). This makes a two-sided linedef appear on the [[automap]] in red instead of yellow, that is, just like a single-sided linedef. This is used to hide entrances to secret areas on the automap, but has nothing to do with the calculation of the secrets percentage displayed at the end of each level.

Revision as of 04:25, June 20, 2005

Secrets can mean several things:

  • Areas of a level that are hidden (to some extent). Usually, there is some clue about a secret area, such as an off-color wall that is actually a door. By convention, most levels are designed so that it is not necessary to find any of the secret areas to complete a level.
  • A special sector type (9), used to calculate the secrets-found percentage displayed at the end of each level. The number of type 9 sectors in the level is the total number of secrets. When a player first enters a type 9 sector, the number of secrets found is incremented by one. A secret (or "hidden") area may encompass any number of sectors, but will normally contain only one sector of type 9 in order to give the secrets-found percentage a straightforward interpretation. Some source ports use the type 9 sector to trigger an announcement such as "A SECRET HAS BEEN REVEALED" or to play a sound, but the original game does not give any indication until the intermission screen.
  • A linedef flag bit (5). This makes a two-sided linedef appear on the automap in red instead of yellow, that is, just like a single-sided linedef. This is used to hide entrances to secret areas on the automap, but has nothing to do with the calculation of the secrets percentage displayed at the end of each level.

See also

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