Aleks, on 26 August 2021 - 01:23 AM, said:
All that mystery surrounding Oblivion triggers myself to a sado-masochistic urge to play it
As for figuring obscure layout/progression stuff that is cryptic even when looked at in Mapster, remember that holding left Shift over an activator/touchplate/switch etc. will show orange lines linking to the other sprites with same channel (hitag/lotag value), so it might be a good solution for some nasty switch-and-unmarked-door-at-other-end-of-the-map stuff.
Believe me, I was using that functionality all evening and could not make heads or tails of the "Military Station" map.
There appeared to be no sensible location where the hidden pipemaze in that map begins or ends -- my best guess would be inside the room that contains the switch to open the path to the exit (marked by a 9).
That room contains a door that is not opened when continuing through the rest of the pipe maze, and is hence likely the entrance. But even then I could not find the trigger that opens it.
From what the others have mentioned, it seems likely though that Zaxtor not only connected his maps in a nonlinear fashion, but also directly intertwined map progression with CON code. It is very probable that activating that "Shield" switch in the alternate path of "Military Station" sets a flag which causes later maps to behave differently.
In fact, the hidden "fifth" episode even reaches across episode definitions. The mentioning of a time machine therefore makes sense -- perhaps you are even meant to return to the oblivion108.map from a later episode, with a specific gamevar set that causes the map to play out differently.
Edit: Looking at the CON code, I can confirm that the door I mentioned above is controlled by the scripts, and not by anything in the map. If you want to open it, type the command `setvar ANOMALITY1 1` into the console.
From the looks of it, this variable is most likely set by the Episode 5 cube level, as the code references returning from said cube. I do not know when or how this occurs however, but the text messages that appear once this variable is set seem to confirm that this involves returning to this map from a later episode.
(as a sidenote, the cube level seems completely impossible to complete. Not only do you get stuck in an inescapable part of the map through a silent teleporter; but one of the keycards required to exit the level is wedged between two types of rooms that are certain death.)