Doom ii
Содержание:
Gameplay[edit]
Doom II CD from the Depths of Doom collection.
In terms of gameplay, Doom II is similar to the first game, adding only incremental changes to its formula in the form of new monsters and a new weapon. To progress, the player must still navigate non-linear levels, find keys, and unlock new areas while defending against an onslaught of demons. Technologically and graphically the game is identical, though due to more complicated levels and larger fights the base system requirements for the game were higher.
One of Doom II’s most significant changes over its predecessor is that it takes place over a single linear sequence of levels — the episode-based structure of the first game was abandoned, as was the map shown on intermission screens; this means that the player no longer has to find new weapons at the start of each episode. Occasional textual interludes are used to advance the story, in the same fashion as the first game’s episode endings.
While Doom II’s level design is ostensibly based on structures and locations on Earth, in practice it retains much of the abstract design of the first game. Early levels present a techbase theme representing the military starport. The mid-game presents levels with an urban city theme that the player navigates attempting to find the origin of the demonic invasion. The later levels are intended to represent Hell merging with reality, and therefore have a style reminiscent of the Inferno episode of the first game.
Doom II’s new monsters include the heavy weapon dude, Hell knight, mancubus, revenant, arachnotron, pain elemental, arch-vile, and Icon of Sin. The SS trooper from Wolfenstein 3D appears in a cameo in two secret levels which reproduce maps from Wolfenstein 3D. Commander Keen also appears, albeit in effigy. According to Sandy Petersen, the new monsters of Doom II had originally been intended for the first game and had been left incomplete — this is corroborated by the timing of their sculpting by Gregor Punchatz as well.
Also introduced is the super shotgun, a more powerful double barreled version of the shotgun from the first game. The Megasphere is additionally introduced as a more powerful version of the Supercharge power up, offering a maximum amount of both health and armor.
v0.5
- Main article: Doom v0.5
- Compiled May 22, 1993.
- Thirteen levels are present, including a version of MAP10: Refueling Base.
- Platforms now function.
- The player can die.
- The player can be harmed by damaging floors.
- Various items are present and can be picked up.
- Health kits will heal the player, but use graphics from Wolfenstein 3D.
- Clips supply the player with ammo.
- Keys and bonus (point scoring) items are present.
- The inactive monsters will disappear when shot.
- The player has a rifle bayonet for melee attacks.
Press release beta
- Main article: Doom press release beta
- Compiled October 4, 1993.
- Functionally is fairly close to the commercial release.
- Includes three levels.
- The plasma gun fires red as well as green shots.
- The BFG9000 fires many plasma gun shots in a wide field in front of the player.
Trivia
- Various screenshots on the back cover of the original game box display scenery — possibly an early version of MAP15 and sky from the first game — and an Arachnotron sprite which are not found in the officially released game. These were likely screenshots from a pre-release version of Doom II which had differing level structure and graphics than what was included in the official commercial release. These unconventional screenshots have been later used in various Doom II re-releases, including the Doom95 repackaging in 1995, the Steam release in 2007, and on id Software’s own Doom II page.
- The was drawn by occult/fantasy artist Gerald Brom.
- A modified version of the cover art also makes an appearance in Jazz Jackrabbit 2 as the image of the shareware episode. The typeface is also similar to that of Doom.
- Doom II was the first Doom game to be commercially released to the retail market. The original Doom could only be purchased through mail order, and an updated version, The Ultimate Doom, wouldn’t be released until April 30, 1995.
Gameplay
Doom II is not a dramatically different game from its predecessor. There were no significant technological developments and no major graphical improvements; gameplay still consists of the player navigating non-linear levels, picking up keys to unlock new areas, and killing as many monsters as possible.
Unlike Doom, Doom II takes place over a single continuous sequence of linked levels, with brief textual interludes in order to advance the story, whereas the original Doom separated eight levels each into three episodes and a bonus fourth episode with a text interlude shown after beating the eighth level of each episode. The intermission screens following each level show a simple background image instead of a map. The player can carry his weapons throughout the entire game (unless he is killed, of course), rather than starting from scratch several times as one
episode ends and another begins.
The level design, as with Doom, is only loosely based on the areas the player is supposed to travel through. The initial third of the maps have a techbase theme as the player moves through the different military installations of the starport. Afterwards, as the player roams the cities and residential areas searching for the source of the infestation, the levels have an urban look and somewhat resemble terrestrial locations. Toward the end of the game, Hell has begun to merge with reality, and the final levels take place in a nightmarish, Dante-esque subterranean miasma of flowing lava and hot springs.
New enemies include the Heavy Weapon Dude (a.k.a. Chaingunner), Hell Knight, Mancubus, Revenant, Arachnotron, Pain Elemental, Arch-vile, and a new final boss. Being far more varied and innovative than the original Doom monsters, these dramatically changed the single-player gameplay.
The Wolfenstein SS from Wolfenstein 3D appears in the two secret levels, which are throwbacks in design (and music) to the Wolfenstein 3D. Also, a Commander Keen figure makes a cameo in the second secret level.
The player’s only new weapon is the super shotgun (double-barreled shotgun). There is also one new powerup, the megasphere, and a few new decorations, including a burning barrel, a couple of lamps, six hanging mutilated corpses, and three other small pieces of gore.
Doom II required slightly more powerful hardware than its predecessor, due to having larger and more complicated maps with a larger amount of enemies.
Trivia[edit]
-
-
Lump names Size CRC-32 D_DDTBLU 64571 629660ef D_DDTBL2 and D_DDTBL3 64808 6ab6cf4e
-
- Audible differences:
- A cymbal crash can be heard at the very beginning of D_DDTBL2 and D_DDTBL3, which is absent from D_DDTBLU.
- The intro passage is an extra measure long in D_DDTBL2 and D_DDTBL3.
- The instrument on the descending tones that repeat every two bars throughout the song is changed for the sixth «repeat» of the song in D_DDTBLU (to a kalimba), and is not for D_DDTBL2 and D_DDTBL3 (where it remains the instrument from the fifth repeat — FX 2 (soundtrack)).
- The final note in the song’s lead melody is the correct length in D_DDTBLU, while in D_DDTBL2 and D_DDTBL3 it appears to be of infinite length (in General MIDI this is defined as 546 bars and 15 tics). In-game it will either play for the length of the whole final measure, or hang indefinitely; in the latter cases it will either prevent the song from looping, or the note will persist across all further loops of the song.
- It can perhaps be surmised that D_DDTBLU is the «correct» version of the track.
- «Waiting for Romero to Play» was used instead of «Dark Halls» for E1M3 in an unreleased beta, as seen during a Visit to id Software.
- In the version of Doom II included in Doom 3: BFG Edition, D_EVIL and D_ULTIMA are copies of D_DOOM. The «Doom» song is therefore used in both secret levels and during the cast sequence.
Levels[edit]
Doom II’s levels are divided into three «episodes», though these are not official. The sky texture for each episode is different, and an intermission screen describes the progress in story in transitioning between them. There are also two secret levels. There are further story interludes before level 7, before each of the secret levels, and after finishing the game. Old versions of SETUP.EXE give names for these episodes, though this was later removed.
Episode 1: «The Space Station»
- Level 1: Entryway
- Level 2: Underhalls (Exit to secret level; Xbox only)
- Level 3: The Gantlet
- Level 4: The Focus
- Level 5: The Waste Tunnels
- Level 6: The Crusher
- Level 7: Dead Simple
- Level 8: Tricks and Traps
- Level 9: The Pit
- Level 10: Refueling Base
- Level 11: ‘O’ of Destruction!1
- 1: Known as Circle of Death on the intermission screen.
Episode 2: «The City»
- Level 12: The Factory
- Level 13: Downtown
- Level 14: The Inmost Dens
- Level 15: Industrial Zone (Exit to secret level)
- Level 16: Suburbs
- Level 17: Tenements
- Level 18: The Courtyard
- Level 19: The Citadel
- Level 20: Gotcha!
Episode 3: «Hell»
- Level 21: Nirvana
- Level 22: The Catacombs
- Level 23: Barrels o’ Fun
- Level 24: The Chasm
- Level 25: Bloodfalls
- Level 26: The Abandoned Mines
- Level 27: Monster Condo
- Level 28: The Spirit World
- Level 29: The Living End
- Level 30: Icon of Sin
Secret levels:
- Level 31: Wolfenstein2(Exit to super secret level)
- Level 32: Grosse2
- 2: These two levels do not appear in the German version.
Bonus Xbox level:
Level 33: Betray
The new episode, No Rest for the Living, originally designed for the :
- Level 1: The Earth Base
- Level 2: The Pain Labs
- Level 3: Canyon of the Dead
- Level 4: Hell Mountain (Exit to secret level)
- Level 5: Vivisection
- Level 6: Inferno of Blood
- Level 7: Baron’s Banquet
- Level 8: Tomb of Malevolence
- Level 9: March of the Demons (Secret level)
Data
Attributes | |
---|---|
ID # | 67 (decimal), 43 (hex) |
Hit points | 600 |
Speed | 8 map units per frame(70.0 map units per second) |
Width | 96 |
Height | 64 |
Reaction time | 8 |
Pain chance | 80 (31.25%) |
Pain time | 6 tics |
Mass | 1000 |
Bits | 4194310 |
Bits list |
---|
1: Obstacle 2: Shootable 22: Affects Kill % |
Sprites & sounds | |
---|---|
Sprite name | FATT |
Alert sound | DSMANSIT |
Action sound | DSPOSACT |
Pain sound | DSMNPAIN |
Death sound | DSMANDTH |
Ranged attack | |
---|---|
Type | Projectile |
Speed | 20 map units per tic(700 map units per second) |
Damage | 8-64 (per fireball)48-384 (total) |
Width | 6 |
Height | 8 |
Sprite name | MANF (in flight)BEXP (impact) |
Sound | DSMANATK (loading)DSFIRSHT (firing)DSFIRXPL (impact) |
Damage done by a full fireball volley (all six fireballs hit)
Fireballs needed to kill1 | Mean | Min | Max | |
Player (100%health, no armor) | 3.37 | 0.88 | 2 | 6 |
Player (100%health, security armor) | 4.78 | 1.04 | 3 | 8 |
Player (200%health, combat armor) | 11.68 | 1.70 | 8 | 16 |
Barrel | 1.27 | 0.51 | 1 | 3 |
Trooper | 1.27 | 0.51 | 1 | 3 |
Sergeant | 1.44 | 0.60 | 1 | 4 |
Wolfenstein SS | 2.04 | 0.77 | 1 | 5 |
Imp | 2.25 | 0.76 | 1 | 5 |
Chaingunner | 2.56 | 0.73 | 2 | 5 |
Lost Soul | 3.37 | 0.88 | 2 | 6 |
Commander Keen | 3.37 | 0.88 | 2 | 6 |
Demon | 4.78 | 1.04 | 3 | 8 |
Spectre | 4.78 | 1.04 | 3 | 8 |
Boss Brain2 | 7.66 | 1.32 | 5 | 11 |
Revenant | 9.04 | 1.46 | 6 | 13 |
Cacodemon | 11.68 | 1.70 | 8 | 16 |
Pain Elemental | 11.68 | 1.70 | 8 | 16 |
Hell Knight | 14.55 | 1.88 | 10 | 19 |
Arachnotron | 14.55 | 1.88 | 10 | 19 |
Mancubus3 | ||||
Arch-vile | 20.10 | 2.11 | 14 | 25 |
Baron of Hell | 28.43 | 2.43 | 23 | 34 |
Spiderdemon | 84.14 | 2.60 | 79 | 93 |
Cyberdemon | 112.12 | 2.48 | 107 | 117 |
- This table assumes that all calls to P_Random for damage, pain chance, impact animations, and backfire checks are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as ). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of «consecutive» calls.
- Assumes that direct hits are possible, which does not occur in any stock map.
- Hardcoded exception to infighting negates damage (excepting indirect damage caused by exploding barrels).
Игровой процесс
Хотя геймплей особенно не отличается от того, который был в первой части этой игровой серии, все же некоторые новшества и дополнения вы здесь увидите. Например, введено большое количество новых врагов: пулеметчик, рыцарь Ада, Арахнотрон, элементаль боли, Ревенант, Манкубус и Архвайл. Устрашающие имена и еще более страшные способности. Каждый монстр неповторим и имеет свои возможности. Например, Рыцарь Ада может метать убийственные сгустки энергии, Элементаль боли испускает потерянные души, Манкубус имеет очень большой запас здоровья и стреляет двумя огромными пушками. Самым же страшным врагом является Архвайл, который мало того что сам имеет большой запас здоровья, так еще и может воскрешать других монстров. Победить его с помощью оружия практически невозможно, но от него можно спастись, уйдя из поля зрения. Время для этого обычно есть, пока он готовится к атаке. Вообще количество стандартных монстров во второй части удвоилось по сравнению с предыдущей, а те, что были боссами, здесь теперь попали в разряд обычных. Помимо практически бесконечных драк с противниками вашему герою надо по обыкновению собирать разноцветные ключи — синий, красный и желтый, чтобы открывать ими нужные двери. Если вы заинтересовались, тогда мы настоятельно советуем вам Doom 2: Hell on Earth скачать торрент.
Особенности Doom 2: Hell on Earth
Какие еще особенности этого сиквела можно отметить?
- Новый вид оружия. Здесь ваш герой может вооружиться двустволкой, которая стреляет двумя патронами. Есть аналогия с уже знакомым вам дробовиком, но только тут один выстрел – это двадцать дробей. Но при этом скорость стрельбы ниже.
- Игра состоит из одного большого эпизода, поделенного на тридцать уровней. На каждом уровне есть секретные места, и при этом вы можете открыть еще два секретных уровня. Так что сюрпризов будет много.
- Огромные карты. По сравнению с первой частью, в этой серии карты и локации были сильно увеличены и количество врагов на них, соответственно, тоже повысилось.
- Мультиплеер. У любого игрока есть возможность разделить тяжкую ношу спасения Земли вместе со своими друзьями или же, наоборот, сразиться против них. В любом случае помните, что вы не одни.
- Сложнейший последний уровень. Он действительно самый сложный, ведь там вам предстоит убить последнего, но очень коварного босса, да еще и в крайне неудобных условиях. Вы будете сидеть на столбе, висящем над бурлящей токсичной жидкостью и двигающемся вверх-вниз. При этом вам нужно попасть в противника, что достаточно сложно в этом положении.
На этой странице по кнопке ниже вы можете скачать Doom 2: Hell on Earth через торрент бесплатно.
Список уровней[править]
В отличие от первой части игры Doom, уровни не разделены по эпизодам. В Doom II 32 уровня, из них два — секретные. Уровни сгруппированы по этапам, между которыми игроку предлагаются к прочтению текстовые описания сюжета: MAP01—MAP06 — подвалы и помещения космопорта, MAP07—MAP11 — «адская застава», MAP12—MAP20 — город, MAP21—MAP30 — внутри ада. Особняком — секретные MAP31 и MAP32.
Как и в первой части, в DOOM II каждый уровень имеет своё имя:
- MAP01: Entryway («Парадный вход»).
- MAP02: Underhalls («Подземные залы»).
- MAP03: The Gantlet («Вызов брошен»).
- MAP04: The Focus («Фокус»).
- MAP05: The Waste Tunnels («Сточные туннели»).
- MAP06: The Crusher («Крушитель»).
- MAP07: Dead Simple («Убийственно простой»).
- MAP08: Tricks and Traps («Уловки и ловушки»).
- MAP09: The Pit («Преисподняя», с учётом артикля — «та самая всем известная Яма», как называют её католики).
- MAP10: Refueling Base («Заправочная станция»), происходит из технической альфы Doom.
- MAP11: O of Destruction! («Круг разрушения», известный также как Circle of Death на межмиссионной заставке).
- MAP12: The Factory («Фабрика»).
- MAP13: Downtown («Центр города»).
- MAP14: The Inmost Dens («Глубочайшие логовища»).
- MAP15: Industrial Zone («Промышленная зона», выход на секретный уровень 31).
- MAP16: Suburbs («Пригород»).
- MAP17: Tenements («Общаги»).
- MAP18: The Courtyard («Двор»).
- MAP19: The Citadel («Цитадель»).
- MAP20: Gotcha! («Попался», сокращение от «I’ve got you»). На этом уровне за первой же дверью находится в середине большой прямоугольной комнаты платформа с кибердемоном и пауком-предводителем, которых можно заставить столкнуться в смертельной схватке. Победителем может выйти любой из них.
- MAP21: Nirvana («Нирвана»).
- MAP22: The Catacombs («Катакомбы»).
- MAP23: Barrels o’ Fun («Целые бочки веселья»).
- MAP24: The Chasm («Пропасть»).
- MAP25: Bloodfalls («Кровопады»).
- MAP26: The Abandoned Mines («Заброшенные шахты»).
- MAP27: Monster Condo («Дом монстров»).
- MAP28: The Spirit World («Мир призраков»).
- MAP29: The Living End («Конец живого»).
- MAP30: Icon of Sin («Икона греха»).
- MAP31: Wolfenstein (нем. «Волчий камень», секретный, выход на секретный уровень 32).
- MAP32: Grosse («Гросс», нем. «Большой», фамилия обыгранного в уровне босса Wolfenstein 3D, секретный). Два секретных уровня являются первым и последним уровнями из первого эпизода игры Wolfenstein 3D. Уровни выполнены максимально похожими на свои оригиналы, вплоть до секретных комнат (хотя их стало больше), но на новом уровне графики. Выход на 31-й уровень секретный и находится на 15-м уровне Industrial Zone, выход на 32-й уровень так же скрыт и находится на 31-м уровне. В Германии Doom II вышел без них из-за присутствия запрещённой нацистской символики, причём при попытке перейти на 31 и 32 уровни посредством читкода игра аварийно завершается. Однако доступное по интернету обновление игры возвращает эту символику на уровни (достаточно взять WAD-файл от английской версии).
В версии для Xbox добавлен 33-й уровень:
MAP33: Betray («Предай их»).
Legal issues in Germany[edit]
According to the German Strafgesetzbuch section 86a, the usage of unconstitutional symbols is forbidden outside of certain contexts such as research, teaching and others. Because the two secret maps Wolfenstein and Grosse use swastikas, the German version does not contain these maps to prevent the game from being the subject of search and seizure procedures (as Wolfenstein 3-D had been). This means that it is forbidden to sell, hire or otherwise give the game to anybody, although merely owning the game is legal.
On 31 December 1994 (date of official announcement), however, the game was put on the Index of the Bundesprüfstelle für jugendgefährdende Schriften (Medien), which means only that the game can not be advertised, sold, rented, or otherwise given to minors.
This restriction applies to all versions of the game, except for the Game Boy Advance version.
The German release is engine version 1.666, and doom2.wad is a little bit smaller than is standard. Under MS-DOS, when the player attempts to use the level warp cheat for either of the secret maps, the game instantly crashes.
On the 4th of august 2011 the Bundesprüfstelle für jugendgefährdende Medien deleted Doom from the Index on request by ZeniMax Media.[dead link]
However, the official announcement state, that not all versions are delisted.
«Lediglich die amerikanische Fassung von ‘Doom II — Hell on Earth’ wurde in der Liste belassen, da diese zwei zusätzliche Level mit Darstellungen aus dem indizierten und bundesweit beschlagnahmten Spiel ‘Wolfenstein 3D’ enthält.»
Translated: «Only the American version of ‘Doom II — Hell on Earth’ has been left in the list, because it contains two additional levels with representations from the indexed and nationwide-seized ‘Wolfenstein 3D'».
Tactical analysis
Mancubi are dangerous opponents, but have a number of exploitable weaknesses. They are slow, and make large targets, so are easy to kill with rapid-fire weapons. Much like Cacodemons, Mancubi have a high pain chance and generally aren’t able to fire when under attack from a chaingun or plasma rifle. The rocket launcher is possibly the most effective weapon against the Mancubi. Furthermore, because they pause briefly before attacking, and also give out their distinctive «come tomorrow» battle cry before firing, it is pretty easy to prevent them from attacking using slower weapons, even the super shotgun. When they do attack, it is helpful to attempt to keep one’s distance. Otherwise, the player might end up taking two fireballs instead of just one. When dodging from a greater distance, it is important to avoid over-dodging. With the first two attacks from the Mancubus, one fireball will go straight toward the player while the other will fly off diagonally to the other side (left or right, depending on the player’s location); in the third volley, one will go left and one right. This pattern can be figured out and used to avoid Mancubus attacks.
Once a Mancubus has begun to attack its target, it continues to fire (if it remains unhurt while firing) until all six bursts have been discharged, even if the target has moved out of its sight. This characteristic of their attack can be abused to cause monster infighting. Their huge build and high pain chance can afford a player an opportunity to conserve ammo and health by using a Mancubus as a «living shield». This tactic can be risky, but in a situation of other monsters, especially when there are Chaingunners or Arachnotrons lurking near a Mancubus, it can work to the player’s advantage.
Сюжетная линия
Сюжетная линия Doom 2 описывает события, произошедшие после первой части, когда Палачу Рока удалось разобраться с большим количеством монстров и демоном в подземном царстве мертвых. Теперь вам тоже предстоит побороться с силами зла и наконец искоренить этих тварей раз и навсегда, и вернуть их в Ад. Здесь вы играете за того же морского котика, как и раньше. Имя его — Палач Рока, хотя, по сути, оно тут никогда так прямо и не называется. Вы возвращаетесь после длительной экспедиции на Марсе на свою родную Землю и видите, что она стала заселена полчищами внеземных тварей. Теперь вам придется расчехлить свою старую пушку, которая завалялась в пыли, и пойти убивать этих монстров, которые, видимо, в первый раз так ничего и не поняли. Впрочем, теперь игра будет развиваться не в Аду, а на Земле. Ведь людям нужна помощь. Они без вас не справляются и умирают. У вас будет всего 30 полноценных уровней, в которых нужно уничтожить все силы зла и вернуть, по возможности, их обратно в Ад. Пусть лучше жарятся в раскаленных котлах, чем портят вам жизнь на планете Земля. Кстати говоря, когда пройдете все уровни, вам откроется дополнительные 2 секретные задания. Выполните их и получите потрясающее оружие, которым можно убить практически всех оппонентов и даже самых страшных боссов. Правда, на него никогда нет боеприпасов, а искать их приходится только в нескольких секретных местах, но ничего, оно того стоит. Добейтесь успеха на своем поприще и искорените силы зла, пусть уходят из нашей планеты и возвращаются к себе в Ад. Впрочем, все равно в конце вы должны убить главного дьявола, который впоследствии разрушит весь Ад. Скачать торрент Doom 2 следует всем любителям и ценителям добротных игр, с изумительным сюжетом и уникальным геймплеем.
Levels
The levels can be divided up into three episode-like sections, defined by their corresponding sky texture and separated by a textual intermission in addition to the standard intermission screen; as well as two secret levels. Additional textual interludes appear before MAP07, before each of the secret levels, and at the conclusion of the game.
MAP01 to MAP06; subterranean/outpost levels:
- Level 1: Entryway (Petersen)
- Level 2: Underhalls (McGee; exit to secret level; Xbox only)
- Level 3: The Gantlet (McGee)
- Level 4: The Focus (McGee)
- Level 5: The Waste Tunnels (McGee)
- Level 6: The Crusher (McGee)
- Level 7: Dead Simple (Petersen and McGee)
- Level 8: Tricks and Traps (Petersen)
- Level 9: The Pit (Petersen)
- Level 10: Refueling Base (Petersen and Hall)
- Level 11: ‘O’ of Destruction!1(Romero)
- 1: Known as Circle of Death on the intermission screen.
MAP12 to MAP20; city levels:
- Level 12: The Factory (Petersen)
- Level 13: Downtown (Petersen)
- Level 14: The Inmost Dens (McGee)
- Level 15: Industrial Zone (Romero; exit to secret level)
- Level 16: Suburbs (Petersen)
- Level 17: Tenements (Romero)
- Level 18: The Courtyard (Petersen)
- Level 19: The Citadel (Petersen)
- Level 20: Gotcha! (Romero)
MAP21 to MAP30; Hell levels:
- Level 21: Nirvana (Petersen)
- Level 22: The Catacombs (McGee)
- Level 23: Barrels o’ Fun (Petersen)
- Level 24: The Chasm (Petersen)
- Level 25: Bloodfalls (Green)
- Level 26: The Abandoned Mines (Romero)
- Level 27: Monster Condo (Petersen)
- Level 28: The Spirit World (Petersen)
- Level 29: The Living End (Romero)
- Level 30: Icon of Sin (Petersen)
MAP31 and MAP32; secret levels:
- Level 31: Wolfenstein2(Petersen, exit to super secret level)
- Level 32: Grosse2(Petersen)
- 2: These two levels do not appear in the German version.
MAP33; bonus Xbox level:
Level 33: Betray (Michael Bukowski)