I guess it is about that caco/pain elemental trap, correct? I think I can do few tweaks in that.
Eris Falling said:
MAP10 While the overall design of this level is OK, cut back on your monster count in the outdoor areas. Seriously. Also, ascending the stairs into the area with the health bonus tables looks to me like it's supposed to be one of those silent teleporters, like in MAP05 of CC4. But this isn't the case, so what I may suggest is change that transition into something a bit more teleporter friendly.
If you mean monsters on the place, without traps sprung, I don't know. I was thinking that the main area is hosted with some low-tier enemies, mostly imps, former humans and some sergeants to replenish your already low ammo supply (in UV), and give some life for that place. I think I'll delete those revenants, cacoes and mancubi from there.
Blue key area is no-go.
Note: this is beatable in UV, even without grabbing any secrets.
As for that transition staircase, I'll work out something. Actually, I think I keep that staircase... But block it, and make new room for teleporting. I think I figure something cool for there. Like some sort service teleport for stuff to move.
Also, I liked that little description. :)
And here's how I see it:
Player reaches to refueling base, in a hope to find working shuttle to get into city. But, as player enters, he notices that even if the area is still human as possible, it is slowly starting to be consumed by hellish invasion. Either way, player must fight through to escape, way or another...