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The mother demon uses their attacks.
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Spider Mastermind, Revenant, Arch-vile, Chaingunner, Icon of Sin, Commander Keen, SS Soldier. Yes, this answer is complete. Scoreboard switchblade - 2 points thundercunt - 2 points SilverMiner - 1 point joe-ilya - 1 pointStaying 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.
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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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40oz Can you let OPs lock their own threads?
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Thanks for the feedback joe-ilya ! Here is the updated map: Version 2Changes: -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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Spider Mastermind, Revenant, Arch-vile, Chaingunner, Icon of Sin, Commander Keen, SS Soldier.
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At the start it says "Halo Clunky Edition", but googling hasn't yielded results. Seeing the word "clunky", I'm assuming it's still in development, and hasn't been released yet. Currently just existing as a backdrop for the band.
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k
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Can you please provide a download for just the GS MIDI file? I'd like to download it with nothing else.
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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.
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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I have a suspicious the layoffs were due to Dark Ages not performing as well as Eternal did For good reason!
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The interview can be watched here
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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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SilverMiner
Don't quit now! We're still spending your money!
Jul 24, 2026 at 10:20pm
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We have quake 2
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40oz
Forum Ruiner
Jul 24, 2026 at 7:05am
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camper Yeah its the first Doom engine
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40oz
Forum Ruiner
Jul 24, 2026 at 7:05am
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lossvoise That's pretty awesome. That was a fun watch, thank you for posting it
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The Man With The Big Fucking Gun™
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made some cool gameplay on MAP09. absolutely love it!
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40oz
Forum Ruiner
Jul 23, 2026 at 7:16am
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buncha foken gooners
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Or do you mean the engine of the first Doom, and not the ID Tech 8?
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The mystery of this weapon's name has been revealed!
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I can't answer your question. However, I will note that since Microsoft owns the engine, it would be strange if they licensed the engine from a competing company.
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And it doesn't cause panic at all, unlike Doom 3, when your computer is in a dark room, and you're sitting there with headphones on, completely alone...
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