MAP28: Maelstrom (Sunlust)

MAP28: Maelstrom is the twenty-eighth map of Sunlust. It was designed by Zachary Stephens (Ribbiks) and Daniel Jakobsson (dannebubinga), and uses the music track "Gate of the Ancients" from the game.

Other points of interest
This level has two exits. One is easily accessible (skipping much of the level) with the blue and yellow keys, but kills the player, forcing a pistol start of the next level. The other requires the player to get the red key and go through all of the level, but does not kill them.

Secrets

 * 1) In the blue key area, there are goop steps immediately behind the point you teleport into the area. Climb them to reach a teleporter to a secret. (sector 2581)
 * 2) In the blue and yellow key areas, there are yellow and blue key switches. Activating all of these will eventually grant the red key; this can then be used by going through the green teleporter in the starting area and pulling a red key switch to reveal a teleporter to a very large arena fight. This arena can only be exited via the secret level exit; it is not hidden once one arrives in the arena. (sector 3398)

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

''Last updated on 15 January, 2018.

Things
This level contains the following numbers of things per skill level:

Map Commentary
[D:] The beast. Fuck me, this took me long to put together. This map has gone through the most changes in my mapping history. Phml can fill you in on how this map looked 3 years ago. I'm telling you it wasn't pretty. It feels like this map is the whole reason for all the mappers block I've suffered through since this project started. I actually think this started out as an entry for Slaughterfest or Combat Shock 3, but Ribbiks liked the aesthetics so I decided to pimp it up for Sunlust instead. 3 years later it looks nothing like the old drafts. Ribbiks made the north-eastern island by himself and the rest is more or less by me with some parts heavily tuned up by Ribbiks (like the big secret exit fight). I grew tired of drawing lighting gradient sectors, so Ribbiks fixed a lot of the gameplay tweaking to get a nice flow through out the map. And do I sense some LAG?!

[R:] What he said ^^. This map will likely be unplayably laggy when played on zdoom-derived ports, especially on lower end machines. Play on Gl-boom+ for best results!