Level 11

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The endless cityscape.
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==Description==
Level 11 is a sprawling, desolate cityscape of monolithic buildings and winding asphalt roads. The architectural design of the structures in Level 11 varies moderately; buildings typically appear to follow the architectural style of the modern urban West, but explorations further into the level have shown instances of differing architectural styles.Most notably, the appearance of post-Soviet and Brutalist designs have been reported. This alteration in design appears to be correlated to one's relative "entrance" point; the further one travels from where they initially enter the level, the more varied and disorderly its architecture seems to become. The architecture of Level 11 is thought to be dynamic and ever-changing, influenced by both time and individual wanderer interaction. 
The scattered cityscape of Level 11 appears to have been haphazardly constructed and added onto with little regard for aesthetic uniformity or habitability. Its infrastructure is largely unstable and non-Euclidean; it has been deemed impractical to properly map or navigate due to its inconsistent layout and geometry. Attempts to explore the level in a linear or direct fashion have all failed in some capacity on account of its confusing architecture, with several explorers noting a strange inability to map out any significant distance without becoming lost or disoriented. Strangely, despite its lack of life, hints of past human occupancy are scattered throughout Level 11, such as litter and graffiti. These discoveries have prompted questions amongst wanderers regarding the level's past, and while nothing has been concretely established, many theories have arisen.
Long and winding roads subdivide the masses of empty structures into dense, unclear sections. The traffic lights sparsely present on street corners frequently flip between green, yellow, and red, lacking any clear pattern in their sequences. The roads themselves are often cracked and worn, with nonsensically labeled street signs standing inanely at their junctions. The metallic creaks and groans of the towering buildings exposed to the elements mix with the gentle sound of wind to create an uneasy ambience. Analysis of the level's infrastructure has revealed the use of shoddy materials and construction methods, leading to the steady degradation of the roads and buildings; in fact, the gaps between buildings are often less than a meter wide, creating an almost mazelike environment.
The unventilated interiors of the level's structures contain bizarre, often nonsensical layouts, twisting and winding into confusing corridors with odd, out-of-place furnishings. The interiors appear to follow no logical architectural pattern: staircases often end abruptly, doors frequently lead to flat walls behind them, and hallways tend to loop back to their origin, lead to dead ends, or extend on seemingly endlessly. Their labyrinthine designs are often difficult to navigate, causing confusion and disorientation in those who decide to venture into their senseless heights.In some cases, despite the presence of exterior doors and windows, certain buildings have been found to be completely solid on the inside, or conversely, completely hollow, leading to even greater speculation as to how or why such structures exist.
Those who have remained in Level 11 for an extended period of time have commonly reported feeling a lingering sensation of being watched or followed; though these feelings are commonly interpreted as being psychosomatic in nature, the level has been described as having an almost intangible, ambient "pressure" emanating from within its core. Additional investigation into the level's climate has revealed significant amounts of pollutants in the air, such as carbon monoxide and various nitrogen oxides, contaminants that commonly result from vehicular and industrial activity. The presence of these pollutants is highly peculiar due to the barren nature of Level 11, but regardless of their origin, they have raised concerns about the safety of prolonged occupancy within the level. Further studies have indicated the presence of differing gravitational and magnetic properties in certain areas, implying that the level may have a non-uniform distribution of mass, or suggesting the existence of structures with extremely high densities.
==Colonies and Outposts==
Level 11 appears to be entirely devoid of life. The majority of those who have explored the level and returned have described it as large enough to house hundreds of thousands or even millions of residents; despite this, such reports also detail the complete lack of any apparent life within it. Even plant matter, such as grass and trees, remains in a dead or decomposed state, bereft of leaves or foliage. The exact cause of this phenomenon is unknown, in addition to how such plant matter initially grew to begin with. Strangely, experiments involving the manual introduction of foreign florae into the environment of Level 11 have revealed that plants exhibit an inexplicably accelerated rate of decomposition, with all vegetation decomposing and withering within a matter of minutes.As this effect does not appear to apply to human life within the level, it has not been deemed a safety hazard.
==Entrances and Exits==
===Entrances===
*Following a dirt road for a prolonged period of time in Level 10 may eventually lead one to this level;
*More open areas of Level 84 may lead to this level.
===Exits===
*Certain alley streets may connect to a long dirt road, eventually leading to Level 10;
*Removing a manhole cover and descending downward may lead to Level 2;
*Particularly worn and decrepit city blocks may lead one to Level 75;
*Exceedingly cramped areas of the level may transport one to Level 84;
*Large, empty highways may lead to Level -69.
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Author: Egglord1
Old archived version can be found here.
Ported from The Backrooms Fandom Wiki to The Backrooms: Convergence by Mctoran, with additional revisions.
Category:Levels