Chaag, the Deathmatch version. It looks almost exactly the same, but now has no Ring of Shadows floating in midair mysteriously (past all monsters in the Singleplayer release I might add). Well, for completionist reasons, that means this level is entitled to a second video.
In the previous video, I said that this level appeared to have been designed more as a Deathmatch level due to most items only being acquired after everything is dead. Of course, even as a Deathmatch level, there are some massive shortcomings.
This level is somewhat linear. Oddly enough we get great interconnectivity between the first and second room of the map, but the latter two rooms have only one path (with the Lava area reconnecting with the first room). Connectivity isn't too bad due to the small number of rooms, but there is some sections that feel quite inhibiting and have only one chosen path.
Buttons are still needed to trigger various Elevators in the level. This makes the level more linear, as you need to be on the Thunderbolt platform to hit the Button that will allow you to return to it (basically meaning the level forces you in one direction until this stuff is triggered). Most platforms aren't as bad as the one near the Thunderbolt, though we still have the problem of them being hidden. It becomes harder to get on an Elevator that you can't see when people are firing at you with Rockets.
Also, I don't exactly get the point of having two Quad Damages in one area. You need to get to one Quad Damage to get to the second one, so why does the second one exist at all?
Also, the Lava is not as harmless as previously thought. To knock home this point, I kill myself in it at the end of this video. Jumping in it is a bad idea, as would possibly getting hit by a Rocket.