Sector 60, tagged as a secret, has a nukage floor. Since this is Vanilla and not Boom, you can only tag a sector as secret OR damage, but not both. Since the sector doesn't cause damage, the floor should probably be changed to something non-nukage or make the floor damaging but put the Soul Sphere on a larger 8-unit high platform and make that platform the secret (a platform large enough so you have to get up on the platform and activate the secret before you can grab the sphere). Sector 60 is also 136 units high which means the nukage trim at the bottom of the PIPE6 wall texture is 8 units above the nukage floor.
Sector 46 next to it is also not tagged as damaging.
I have to say, the cramped feeling of the tunnels and the rooms fits the level title beautifully (and I really appreciate falling liquid that isn't impassable and you can actually walk through), but every time I tried to blaze through it I kept dying. I thought, "A Baron, seven Hell Knights, a bunch of Cacos and a lot of Spectres in dark rooms? This level is WAY too hard for MAP05." Then one time through I got a phone call just as I grabbed the Red Key. I figured I was going to die so I just stood there and let the game run as I talked. A funny thing happened. I didn't die. I realized that one group of Spectres had run into the area just below the Red Key room and I could pick them off from there. A second group couldn't get up the diagonal stairs to the Red Key room (16 unit-high steps and the Cacos could only enter one at a time), so I could pick them off, and the third set couldn't get into the diagonal hallway (sector 107, also 16 unit height difference), again, letting me pick them off. In the last room if you hit the switch to release the Spectres and the Cacos, then run back into the curved tunnel, you're pretty safe. The width of the tunnel is 64 units. They can enter the first section of the tunnel, but not make the turn. You can pick them all off or get them to in-fight pretty easily. Playing slowly and patiently peeking around corners let me kill things one at a time, even the two in-your-face-Hell-Knights-with-nowhere-to-run just past the Red Key door. So - having monsters too tough for a normal MAP05 but not letting them attack you or letting you kill them from a distance (the Baron with rockets from across the room and out the door) - that requires you to think, strategize and play differently. That's damn nice design work. At least I hope it was intentionally designed that way. If it was just chance, then the author should probably just smile, nod his head and say "Yep. Glad you got what I intended."
Last edited by EffinghamHuffnagel on Apr 21 2014 at 23:19