As I only have five living brain cells left, anything I type here as a description will make absolutly no sense.
See, I told you.
Points of Interest LOCKOUT HALLWAY
The very large hallway which starts at the west and east of the main room can be operated in such a way as to lock out other players while you are inside. There is a bank of switches located just inside each of the entery points which are used to close the bars to both entry points, locking yourself into the hallway. The two switches in the very south portion of the hallway are used to repoen one or both of the gates.
If you've already run DOOM with this level to check it out, you will have noticed that all the player and deathmatch starts are located on raised platforms. This is done for a reason. Any time someone dies and restarts on a platform, walking off the platform will reopen both gates of the lockout hallway. This is done to insure that the hallway cannot become locked out forever.
In the control room (the room with the Baron of Hell behind the desk) there is a row of switches and a row of silver poles. Any time a cell door is opened, the pole representing that cell will lower to reveal a red bar. You can then hit the related switch and lock the other player into the cell. The cell alerts were originally set up so that when someone was actually in a cell they would activate, but I encountered resistance from DOOM to the way in which I tried to do this, so I changed it.
GAS CHAMBER EXIT
That's right, someone must be executed to end this level, and it takes two players to achieve. To end the level, have one player stand outside of the west door in the room just north of the cell block. The second player will then go through the eastern door, and hit the switch which will open the western door. When the first player steps into the gas chamber, he will suffer down to 10% health and the level will end. This was originally an electric chair, but I had problems making doom raise a floor and match it's type to the required type.
Superb firework display of thousands of fireballs seeming in slow motion because of the vastness - mostly avoidable as they land where you were ages ago; but worth playing just to see it. A HUGE square surrounded by tiers with hundreds of imps and a few others, plus a blockhouse you can enter first to collect ammo. Fighting through the hundreds of monsters when you get onto the tiers is another matter, overwhelming at UV. I cheated to finish so at least I could review. Some HOM bugs.
Insanity, with voodoo dolls (see second screenshot). I get the idea of a shooting gallery if that rocks your boat, but 6000 monsters behind railings- as far as the eye can see, FFS! My PC crawled when I looked towards the invuln spheres (someone said 32 k of them and you can't avoid picking up thousands at a time). In the end I cheated with god mode and no-clipping, and waded in among the chaingunners until I got bored.
Simple, clearly a first wad. All on the flat with big, brightly lit, and architecturally implausible rooms. The first map has two rooms, the second map one, and the third map one plus a kind of exit lobby. You can do one of two things - just run past the monsters and finish (I did it in 35 seconds), or have a bit of fun killing the monsters first. No noticable bugs. I hope the author will go on (or went on) to greater things.