Dark Forces is great so far, but what idiot worked on Mission IV? Even with peek-a-boo tactics, the Imperial turrets can do massive amounts of damage directly to my health meter, more so than even the Dianogas and Droids in the previous map. Now, Mission III also keeps the player stocked well with medikits and shields in places, not just in secrets; supposing that secrets aren't required to stay alive in the Imperial base (which they shouldn't), there simply aren't enough medikits relative to the quantity and Blood Cultist-tier hitscan rate and accuracy of the turrets. I mean, at least Blood Cultists can permanently stunned with the Tommy gun...these things aren't hard to hit with preparation, but can catch players by surprise, and so I lost two of my extra lives to these things.
I'm certain this is a flaw of the map itself, since good medikit placement should alleviate these troubles. There's this one totally useless little room, with 4 rectangular floors at different elevations, that has nothing and feels like it should contain a cache of medikits for players to ration. Most of the level itself is well-designed, with interesting sector-over-sector ideas, a good amount of challenge, some basic puzzling introduced, &c. But the hitscan-to-medikit ratio is unforgiving, especially if someone wasn't doing a continuous playthrough (speaking of which: how might I do pistol starts in Dark Forces DOS?).