MAP25: Vile Arterium (NOVA: The Birth)

MAP25: Vile Arterium is the twenty-fifth map of NOVA: The Birth. It was designed by Cyriak Harris (mouldy), Mars Jurich (Death Egg) and Darryl Steffen (dobu gabu maru), and uses the music track "Rebellion in Dreamland," by, arranged for MIDI.

Essentials
This map has no keys to gather at all. As long as you continue to head east, no matter what path you choose, you'll eventually reach a large room with a structure in the center. Two cyberdemons will spawn as you approach it, but after they're killed you can just get on the teleporter and leave.

Secrets

 * 1) The large skull at the eastern end of the map holds a megasphere. To lower the bars to the megasphere, head to the ledge behind the large skull, where an arch-vile (revenant on Hey, Not Too Rough or lower) will guard a terminal. Press this terminal to lower the bars to the megasphere. (sector 1082)
 * 2) In the middle of the map where the chaingun is, a lift lowers to your left revealing revenants. Behind them, press the bloody wall to find an energy cell pack. You may have to lower the lift again to get the secret after getting rid of the revenants. (sector 1290)
 * 3) The room with the three arachnotrons has several routes of travel. Take the northeastern one, looking at the marble faces as you go across the blood. One of the marble walls lacks a face. Press on it to find a computer area map. (sector 1326)

Current records
The records for the map at the Doom Speed Demo Archive are:

The data was last verified in its entirety on January 14, 2022.

Player spawns
This level contains seven spawn points:
 * 1) facing north. (thing 895)
 * 2) facing south-east. (thing 896)
 * 3) facing south-west. (thing 897)
 * 4) facing north-west. (thing 899)
 * 5) facing west. (thing 900)
 * 6) facing north-east. (thing 901)
 * 7) facing west. (thing 908)

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

Inspiration and development
Death Egg intentionally designed the map's layout so that there would be no keys to collect whatsoever, and the player could choose any route to get to the end that they wanted to. In addition, aside from the door blocking the cacodemon from shooting you at the very start, the map was intentionally designed to have no other doors.