This is my favorite level in A Friend In Need, making it was a lot of fun, from the very beginning I wanted a map where you need to get a key that spawns in a random spot in the level, the map uses an enemy and teleporters to create the randomness of the key's location (today I would have simply used a custom actor to do it). In this map you have to kill enemies carefully by letting the enemies follow you to an area so you can fight them without waking other enemies to make the situation worse, going to places you haven't been while fighting is a deadly mistake

.
Level geometry is very basic, a bunch of blocks together and that's it

, I find it amazing that I became comfortable doing terrain with tessellated cubes before I learned to make blocky rooms more interesting, Texture alignment was horrible in version 1.0 (which you can see by looking at this map's screenshot), when I made version 2.0 one of the most important things I had to fix was the alignment and choice of textures, I can't believe I broke the cardinal rule of never using the same texture for the walls and the floor of the same room

. I learned to use Trigger Lights in this map and I fell in love with them

, so many cool sequences you can do with them, unfortunately I also learned its limitations especially online, where Trigger Lights don't work properly until you get close to them ruining the effect. This map has many interesting details, like the toys in the room where the Krall are sleeping, or the structure that can be shoot so it falls killing everything in its path (which you can use to kill an annoying pest in Unreal difficulty

), the door that's locked which is a hint of a very important secret and the torch that doesn't ignite in the hallway before the prison.
Gameplay was my top priority in AFIN and this level is the culmination of that, you can use different approaches in combat and also take full advantage of the many shortcuts in this map, but the most important part for me is the secret hunt, every level I make is full of secrets and this map is no exception, the campaign comes with a ReadMe that contains the location of all the secrets but I prefer if people leave that as a last resort because I enjoy people exploring the map trying to find all of the secrets, now some of them can be very difficult to get, like the secret that requires you to get the Force Field so you can use it as a platform or the secret where you have to use either the razorjack/RocketLauncher secondary fire to guide the projectile in a specific direction (you have to shoot, aim to the right, aim up and then aim behind you). This map is a very different experience depending on the difficulty you play, the higher the difficulty the more enemies you have to deal with, also the final fight is absolutely insane in the highest difficulty, makes you fell like you are playing EXU2 or Monster Hunt, also the final boss is also affected by difficulty, so if you think he's easy then you should try fighting him in Unreal difficulty

.
Also this map has a very well hidden easter egg near the secret with all of the weapons, fans of RTNP will really appreciate it

.
This map uses two songs, one is called The Dark Moon Media Theme and I found it while exploring Mod Archive, I really like the playful nature of the song which in my opinion reflects the nature of this map, a present full of surprises and action. The second one is Gomorra which is a very popular custom song in MH maps in UT99, I used it because the final battle really remind me of playing a MH map with all the non-stop action. This map, just like the others in AFIN, uses sounds from UT99 and UT2004 when you get secrets, I just wanted to incorporate some elements from the other games in this mappack.
The story of this map is total tone whiplash when you compare it how it begins and how it ends, at the start you (Stardust) are very confident and certain of your mission and this fortress infiltration isn't any different from the many things you had to do during your time in NaPali, however if you paid attention at the first map you know that things are not what they seem and in this map you get more clues that this is not just a group of Skaarj minions located underground for some malicious reason, message after message your perception starts to change until the culmination of the story where you get to read Vulnere's journals and you finally learn the truth. I made sure that you only get to read Vulnere's journals after you killed him, not only to add a sense of regret for what you just did but also to illustrate the main theme of the campaign and that is Tragedy, to add insult to injury you know from the next map that the Fortress was going to be invaded anyway, so it really nails the point that this renegade group of Kralls were doomed from the start, however maybe, maybe they could have stood a chance if you decided to help them instead of killing everyone, but your priorities were elsewhere......and at the end you pay the prize for that.
Now for the issues in this map:
-The alternative entrance/exit doesn't work that well in Coop, players always spawn in the same spot independently of what happened in the previous map.
-The part where you get trapped and have to shoot at the floor to escape was poorly executed, not only players will think that something when wrong and get stuck but this whole scripted sequence doesn't work in Coop if you shoot at the crack on the floor before you talk to the Nali, soft-blocking the map.
-The Cloak behaves a little strangely in 227j, it plays the sounds incorrectly.
-Some decorations bleed in 227, this is because I used a pawn to simulate a decoration with health, in hindsight I should have made a new decoration instead.
-Version 2.0 of AFIN has a glitch in the 227 mutator it has, if you grab the CarRifle in the box you will have two CarRifles, oops.
-The randomness of the key's location isn't perfect, there are some spot that the key will very rarely appear and that's because of strange behavior of teleporters with multiple exits.
-In some versions of Unreal and UT99 enemies can see you through movers when playing online, which can make this map 10 times more difficult.
-The doors can be very problematic in the middle of a fight, still I don't know what's the best approach to fix that issue.
-This map, alongside the others, use Blank.umx, which causes audio glitches with the OpenAL audio driver of the 227 patch.
-If you open any map from AFIN in the editor of UT99 436 you will notice that all actors disappear, also in any editor you will get an error message about some data missing, this is because I wanted AFIN to be playable in pre-226 Unreal, however the process of porting the levels is incomplete.
Also Fun Fact, if you copy the geometry of this map and paste it in map 1 or 3 you will notice that they almost fit perfectly, some very small adjustments and you could combine both maps into one

Somewhere in Nevada...