Few things to note here: - Everything in this level is a trap, except for the quick exit in case you don't want to do the level. The mega armor activates a script that makes the player get stuck and proceeds to telefrag you in place (viewed in third person lol). Picking the Supercharge makes the floor below it to lower, preventing you from leaving, as you impotently see a crusher slowly approaching you. The green armor is also a trap, but only if you access it from any angle that is not the one closest to the wall (east side). - I decided to start without the green armor in the Arachnotron Room since you'll get a berserk anyways in the Blue Key Room, and it is really necessary to keep as much armor as possible to tank the hits from the Hell Knights, as well as the darts in the Yellow Key Room if you're not careful. - You may be wondering: "Why did you corner yourself against the door at 0:42"? Good question, thing is that, for some reason, when you get there, most of the time, if not always, you get stuck against the door and cannot go back to the bridge, also it's the safest spot to use the Rocket Launcher from if you have enough Health and Armor to tank the hits - The Yellow Key room can be done a lot faster if you have full Health and Armor, but here you have to move very carefully when moving from platform to platform, each platform has a linedef that, when crossed, activates the darts, the most optimal way to approach this room is by using the rising platforms as shields, which is why I took my time until they were at the positions I needed before crossing. - The threadmill-looking like square at the center of the level inflicts damage when standing on it, which is why I dodged it, pretty much a last resort from the level to ruin your attempt if you ever beat the three rooms with very little health.
Few things to note here:
- Everything in this level is a trap, except for the quick exit in case you don't want to do the level. The mega armor activates a script that makes the player get stuck and proceeds to telefrag you in place (viewed in third person lol). Picking the Supercharge makes the floor below it to lower, preventing you from leaving, as you impotently see a crusher slowly approaching you. The green armor is also a trap, but only if you access it from any angle that is not the one closest to the wall (east side).
- I decided to start without the green armor in the Arachnotron Room since you'll get a berserk anyways in the Blue Key Room, and it is really necessary to keep as much armor as possible to tank the hits from the Hell Knights, as well as the darts in the Yellow Key Room if you're not careful.
- You may be wondering: "Why did you corner yourself against the door at 0:42"? Good question, thing is that, for some reason, when you get there, most of the time, if not always, you get stuck against the door and cannot go back to the bridge, also it's the safest spot to use the Rocket Launcher from if you have enough Health and Armor to tank the hits
- The Yellow Key room can be done a lot faster if you have full Health and Armor, but here you have to move very carefully when moving from platform to platform, each platform has a linedef that, when crossed, activates the darts, the most optimal way to approach this room is by using the rising platforms as shields, which is why I took my time until they were at the positions I needed before crossing.
- The threadmill-looking like square at the center of the level inflicts damage when standing on it, which is why I dodged it, pretty much a last resort from the level to ruin your attempt if you ever beat the three rooms with very little health.