The 9th map, and yet another one with an extra intense and unrelenting gimmick. In this one, you're taking damage. Non stop. Unless you're standing in water, but there's almost no water, so that doesn't help much. The water thing was mostly just to easily make secret sectors, really. You just gotta run, collect health, and run some more. It was hard to predict how this one was going to feel for other players, cause when every step you take hurts, knowing the layout beforehand makes a REALLY big difference. That's why I decided to be pretty forgiving and health stuff is all over the place. That should give you a chance to survive as you try to find your way through the not entirely linear level. I mean, you have to press a fairly inconspicuous switch just to escape the first area.
The ending is similarly non-obvious. You have to find a secret wall with a switch behind it, which temporarily uncovers another switch, which after being pressed enough times can let you reach the way out. Maybe it will be slightly easier now that I added a very similar looking lift pillar on MAP05... if anyone remembers that after 24 maps, that is. Either way, it doesn't feel straightforward at all, and that's for the narrative first and foremost. This level is supposed to be the protagonist's inescapable punishment brought upon him by the big demon in charge, and similarly to MAP08 it tries to evoke the feeling that you're not meant to succeed.
Firs, the hero gets tricked with a fake techbase. This bit (right at the start, appropriately enough) might be the most unforgiving - the health is scarce, you have little in the way of armor, and then there's also a whole bunch of hitscanners ruining your day, taking advantage of your initial lack of weapons. The room is confusing even despite its tiny size, forcing you to jump over some crates just to get to the exit. And when you do, the facade melts away and you find yourself in a hellish cave with no exit.
The lack of exit, of course, is greatly exaggerated. One of the skulls on the wooden boxes is a noticeable switch, which opens a nearby wall. Not very hidden, but certainly not the most obvious either. Past that, you reach a somewhat more spacious location. With a lift on the other side of the canyon not yet ready, you can either jump in and find the secret on the far side, or follow another tunnel to the castle. With the last three maps still having the city sky enforced by vanilla doom, I had to resort to tricks if I wanted to create the impression of hellish outdoors - and after MAP28, I opted for more artistic solutions, instead of technical ones. In this case, the castle area simply happens to be brightly lit, and topped by the one and only, glorious CEIL4_1 - the ultimate dark sky substitute, utilized even by Romero in Sigil. The castle area has a whole bunch of different paths - you can take the very literal path or follow the trail of medikits and stimpacks, you can take a detour to grab some cell ammo, you can approach the staircase from the front, or from the back if you fancy an extra berserk. I love rushing up those stairs, letting the imp at the top stop me from overshooting, and rewarding them with a super-accelerated fist to the face. Up there, you can simply drop down, or maneuver your way to the plasma gun first, or jump further to get the invulnerability secret, or even run across the entire castle wall until you reach a teleporter that skips you all the way to the other side of the lift. The last part is so secret, it doesn't even count as a secret.
On the other side of the ravine, there's more paths to take. You can either go through one of the two obvious doors, or take a sidepath to grab a blue armor, and blow up a bunch of zombies early. The right door leads to a shotgun you can pickpocket from a revenant, inside a really cool-looking room with a bunch of cages and corpses. I really love the way it turned out, and it's one of the few things that make me wish the player wasn't forced to run everywhere. Maybe I'll reuse that design in another wad somewhere. I kinda did in MAP05's backpack secret, but that variant was not quite as good.
Anyway, the left door is the way forward, and it leads to you a fiery courtyard that contains another creative replacement for the sky - bright FIRELAVA walls above the regular bricks, topped with a blood ceiling. It goes great together, and looks considerably more 3D than either of the two alone. The courtyard also comes with another selection of paths. Two of them converge soon after to lead further into the level, and require both the red and blue skull either way. A shorter tunnel on the opposite side only requires one key (either red or blue), and lets you lower the central pillar with the megaarmor and the hell knight/revenant/arch-vile (depending on skill level). Finally, there's two paths that let you obtain the two keys needed. The blue key path contains a little taste of The Chasm, with the walkway actually getting progressively thinner as you walk alongside it. It also contains the wad's only instance of a secret hidden behind a waterfall. The red key path contains crushers... as well as something else.
It starts with a chain of secrets, that's inspired by wolf3d more than anything. The wolf3d engine doesn't offer many options when it comes to designing secrets, and one common way to spice it up was secrets inside secrets. Inside secrets. I loved that as a kid, and I still do. my favorite bit was in E2L3, in which you keep opening secrets with more and more valuable riches inside, culminating in a few 1ups. If that's still not enough for you, you get treated to a crowd of soldiers pouring out on you, as if to punish you for your greed. I already implemented this once in this megawad, in the yellow key area of MAP17, where you can open a series of closets with a medikit, shells, rockets, and finally a chaingunner. That one is a double subversion though, as you can get the blue armor after that. On MAP29, though...
This whole secret was the last thing I added to this map, after the megawad's initial release actually. MAP29's name is obviously a reference to yakfak's map of the same name, but then I thought that aside from the love/hate factor, my map doesn't really live up to its namesake. And so I decided I should add at least one big, dangerous and unnecessary secret area.
So you open up a wall to reveal a stimpack, and that in turn may lead you to open up more walls after that one. You find a medikit, then a soulsphere, and then what? The answer is: a one-way dropoff, and a bunch of radsuits. It's time to make a run through a long branching tunnel that encircles nearly the entire map.
To begin with, you pass a bunch of pillars, with one stimpack to the side of each of them. You may want to memorize their positioning if you want to avoid some nasty surprises along the way.
Surprise number one - a boring old fork in the road, with the wrong path terminating quickly.
Surprise number two - a mundane fork again, but this time the wrong path goes on for a little longer before you get to realize you've wasted your time.
Surprise number three - this time, the wrong path ends with a little loop to confuse you.
Surprise number four - the wrong path goes back to wrong path number three, through a fake wall.
Surprise number five - this one's less confusing but still plenty time-wasting, as you get mocked with a barred pathway.
Surprise number six - this one's real interesting. Two dark paths, both of which seem equally valid... until you take the wrong one, and get set back all the way to the castle at the other end of the ravine. Hope you left a few medikits over there!
Surprise number seven - the grand finale, starting with another dropoff, but this time you get the see the bars from the start... guess what. The bars are intangible, and the seemingly better path has an invisible wall. The only way out of that is through a fake wall, and an entire maze to get through on the other side. I also reused the maze as a deathmatch arena initially, which turned out to be... a terrible idea? Well, not really I'd say. But still less than ideal.
After all those forks, there's still a long bit of path that squeezes the last bits of durability from your radsuit before you reach one of the very few areas of the level free from constant pain. Your reward is three medikits, three cellpacks, a computer area map... and a tantalizing view of a radsuit that could actually help you with the level proper. Then it's back to the grind...
So you got both of those keys, destroyed the zombies on the other side, and what to you get? A tantalizing view of a hole labeled "EXIT", and a maze. At least there's a radsuit secret nearby… though my daring beta-tester Joe Ilya had to suffer without it. The maze is short, but it does its best to mess with you - forcing you to go inside and then outside of the metal walls, making you pass by a grate that looks just like a dead end… well, eventually you can make it through and drop in. You drop in, land in a wet hole, and it no longer hurts. Congratulations, you win.
What? That's not a happy enough ending for you? Fine, have it your way. You can press the exit sign to lower a chunk of the floor. The pain is back as soon as you step forward, and after the eerie silence of the maze you're greeted with more demons to kill or be killed by, again. At least this time, there's plenty of health, ammo and armor to assist you, and after painstakingly waiting for some stairs to raise, you finally get to reach the good old exit door, and press a switch behind it.
No, wait, that's not it. What happens is the floor collapses under you, you hear a demonic greeting, and you get looped back to the beginning of the big room, as it gets refilled with demons all the while. Enjoy your eternity.
Alternatively, you may find the secret switch that lets you raise a certain lift (much like the one on MAP05), and keep pressing it until it's raised high enough to let you slip away. At last... you have escaped the grasp of your oppressor, and got to save your loved one. Too bad you're running on fumes at this point...
As you can see from this wall of text, I've put a whole lot of thought into this map. Most of 3IAC's maps is just a bunch of good old demon-shooting action with gimmicks sprinkled here and there, but this? This is a whole experience. With an intense-ass narrative I wouldn't compromise on for gameplay's sake. And same goes for MAP30, but at least that one's both shorter and more linear, so you may find it more bearable.