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==Tutorial==
 
==Tutorial==
 
The Slipgate Complex is the only level to contain a tutorial section, where the player is prompted to jump across a gap and is introduced to the idea that you need to shoot secret walls to access them, easing the transition for Doom players who would still be used to an Action/Use key to trigger such events.
 
The Slipgate Complex is the only level to contain a tutorial section, where the player is prompted to jump across a gap and is introduced to the idea that you need to shoot secret walls to access them, easing the transition for Doom players who would still be used to an Action/Use key to trigger such events.
 
* Secrets - There is a message instructing the player to attack a wall, the wall is being highlighted by a flickering light, training users to look for visual discrepancies as a motive to dig deeper. They are rewarding in this case with a box of 20 shotgun shells.
 
* Jumping - There is a message instructing the player when walking along a small step that they can jump the crossing, and if they do so, they will have access to a Green Armor.
 
* Doors - The first door is pushed into a recess, so a player cannot accidentally trigger it, thus they understand that doors typically function via proximity.
 
* Elevators and buttons - Through the door the player has a dead end with a floor texture change and a flashing button, if they continue forward they will bump into the button, which will activate the elevator, training the player on the importance of floor texture, and that buttons are not operational by proximity, but rather contact.
 
* Water - If the player ventures off the main path into the water, they can experience movement and view changes. The water becomes deep enough for the player to encounter immersion but the ground quickly slides back up, so they can escape, and also hear the gasping sound, understanding the implicit danger of water. It also introduces players to platforms and secret areas that can be stumbled upon.
 
* Ambushes - The nailgun shows the player how traps are still a part of the game world, triggered usually by items, and that they can result in environmental changes such as light levels and walls moving.
 
* Sequences - In the ramp room the player is given a series of buttons, and a door that requires all 3 be pressed to open. This trains the player via messaging and the unopened door that many things in Quake require more than one action to complete.
 
* Exits - Very simple, as the player approaches the slipgate, it is messaged that they are about to leave the level.
 
  
 
==Secrets==
 
==Secrets==

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