The trick with this level (making it, not playing it) is/was making it "fair" and also hard as hell. I will consider the suggestions made, such as placing a closer pattern buffer and refining the monster count in the PB room, but I WANT this level to be one of the hardest...you're assaulting a defensive bunker! It may take a while to fine tune it, and one of my problems with creating scenarios is play testing. I am not an excellent marathoner; normal is about as high as I go and I know everybody plays with a different style. Would it be possible to send either you Steve or John newer versions of this level (standalone, with added ammo and weapons at start to simulate achievements made in prior levels) so that you could play them and give me your opinion?
I can also reduce the width of the lava cracks. I never had monsters fall in, but I did have problems with the aliens not crossing and I *think* I fixed those problems before releasing the game.
I can also move the inner gate switch so that it can be tabbed and have it lock. That recessed switch is more of a remnant of an earlier version. Heck, if I had more polys I would have made the outside of the bunker larger and more open; but yet again the limitations of the engine come into play.
-matt