MAP21: Shaman's Device (Community Chest 4)

MAP21: Shaman's Device is the twenty-first level of Community Chest 4. It was designed by Chris Kassap (lupinx-Kassman) and uses a MIDI of "Against Nirvana" from .

Walkthrough

 * Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count towards the end-of-level tally.

Secrets

 * 1) In the area with the staircase past the crushers, head down the steps to the lighter gray floor. Inspect this area for a lever switch, then head back up to find a chainsaw in an open secret. (sector 433)
 * 2) In the northern area with the walkways, head for the staircase leading down and follow the trail of health bonuses to a secret with medikits and a megaarmor. (sector 794)
 * 3) Just before the hall with spikes, a wall opens up behind you with some monsters inside. There is a blocked-off passage to the north. To reach it, head for the two steps, but be careful as there are crushers already active on these steps. Climb them and jump out of the ledge to hear a lift lowering, then quickly head through the passage to obtain a plasma gun and an energy cell pack. (sector 1352)
 * 4) On the walkway's at the southern part of the main area, use the lift to go upwards and then jump to the red-bordered platforms. Manuever to the teleporter and take it to appear near a switch. If you look to the north, you will find a section of walkway with a teleporter that you can jump to. Take the teleporter and you will be able to obtain energy cells, a soul sphere, and a megaarmor. (sector 718)

Bugs
A medikit (Thing 1327) in the south has no flags set for any of the three difficulty classes, so it does not actually appear in the level.

Current records
The records for this map at the Doomed Speed Demos Archive are:

Last updated on March 31, 2013.

Miscellaneous Demos
Last updated on March 31, 2013.

Deathmatch
This level contains its own, separate deathmatch arena based on Kassap's MAP25: Kass duel tower from 32in24 III: DUEL CORE. The most notable changes are that the exit portal has been replaced with a simple switch; the exit sign is moved from the floor to the ceiling and has had its triggers removed, meaning it does not block the exit-opening trigger anymore; and the trigger to open the exit is no longer untagged. The last two of these changes allow the level to be exited outside of ZDoom. Two start locations that originally spawned players without a shotgun unlike the others are now given shotguns for better balance. This version also removes several unnecessary sectors that were left over from raising sectors to the ceiling to create zero-height sectors rather than deleting them. It is otherwise identical to the original map.