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joe-ilya
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dr_st
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Spider Mastermind, Revenant, Arch-vile, Chaingunner, Icon of Sin, Commander Keen, SS Soldier.
Yes, this answer is complete.


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Staying on the topic of enemies:
Q7. Although the Revenant and the Arch-Vile are missing from Doom 64, their attacks are present, sort of. Explain.

joe-ilya Avatar
joe-ilya
Never shuts up
4 hours ago
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Good changes.
The mid-textures in the windows in the conveyor belt building bleed-blink into the ground, you will need to make those windows a bit taller. The glowing lights in these windows are also kind of funky, you are going to need to join the sectors to avoid them from desyncing.
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joe-ilya
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5 hours ago
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thehockster Avatar
thehockster
Doomer
8 hours ago
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Thanks for the feedback !
Here is the updated map:
Version 2

Changes:
-Adjusted brightness in PE secret. The midtex would bleed into the ground once picked up.
-Lowered windows and added midtex.
-More height variation, mainly near/in the building that needs the cog.
-Monster rebalancing.
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joe-ilya
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joe-ilya
Never shuts up
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joe-ilya
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yesterday at 8:38am
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joe-ilya
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joe-ilya
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walterc Avatar
There's butt guns here, i see... Ok, i'm sold! Hope to do something for It this time, it's again for Boom compatible right?
Yes, it's Boom compatible.

FDA for DUIBhocksterFDAjoe.lmp (51.67 KB)

Nice map. Great restrain from the shotgun.

The windows need some adjusting, because enemies cannot shoot effectively through them, when they are close to the windows, making this map too cheese-heavy. If you make the windows lower to the floor, and add an impassible midtexture, they would serve the gameplay better.
The chaingun spider clusters are too prone to infighting with each other. I suggest putting them on the ledges, and putting mancubi/archnotrons on the ground level instead.
I personally found height variation to be lacking, the player pretty much only travels on a single plane. I think you could incorporate some height variations, by putting the buildings on a higher and/or lower plane than the ground, and have staircases lead inside/outside.
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technician
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id Software co-founder Adrian Carmack stars in a 40-minute interview on the youtube channel TechJesse where they discuss the early days of id software and the creative mind behind the gruesome artwork in id Software's catalog of games.
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