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Some source ports take the other approach and display 100% in the latter case, and others display the ratio of secrets found, as Heretic does, to eliminate ambiguity at the cost of immediately giving away the total number of secrets in the level. For example, this may occur on Usenet or in documentation written by inexperienced PWAD authors.Ī secrets percentage of 0% means the player found none of the secrets, but it could also mean that the level has no secrets to find. Occasionally, the word "secret" is used in a colloquial or dictionary sense, to mean any hidden area on a map (irrespective of type 9 sectors). In addition, a linedef of type 1 (standard push door) cannot be activated by monsters if it has the secret flag, although monsters can normally open such doors. It is typically used to hide entrances to secret areas on the automap (this happens more often in stock levels than in PWADs), but has nothing to do with the calculation of the secrets percentage. This flag makes a two-sided linedef appear on the automap in red instead of yellow, that is, just like a single-sided linedef. Linedefs can also have a "secret" flag bit (bit 5). Strife, however, has a notification worth mentioning when the player triggers a secret sector, a sound effect called DSYEAH is played. In Doom, Doom II and Heretic, no indication is given in-game when a secret area is found, although some source ports have added a message and a sound to inform the user, as in Quake.
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A secret area may encompass any number of sectors, but will normally include exactly one sector of type 9 in order to give the secrets percentage a straightforward interpretation. When a player first enters a type 9 sector, the number of secrets found is incremented by one. The number of type 9 sectors in the level is the total number of secrets. Traditionally, however, secret areas are quite helpful to the player, often containing weapons and large powerups.Ī special sector type (type 9) is used to calculate the secrets percentage.
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By convention, most stock levels are designed so that it is not necessary to find any of the secret areas to reach the exit. In many cases, there is some clue to indicate a secret area, such as an off-color wall that is actually a door. Secret areas are usually hidden to some extent. At the end of each level, the percentage of secrets found is displayed on the intermission screen.
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