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>> No.4181338 [View]
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4181338

>>4181305
>at the tower top, actual live barons attacking from behind dead baron decoration textures was an inventive if rather counterintuitive idea, and quite dangerous. on the other hand i think having both a bfg and an invulnerability makes the single cyberdemon an easy kill.

I'll probably pull the invuln and put the sousfere in it's place or something, though prior playtests found it "okay" for the cramped space in comparison to E2M8Classic.

The barons-in-walls is a bit of a pull-and-ploy/play from Purgatory, another DOOM wad, pictured.

>earlier in the map, it seems monsters around the red key are just kind of there. they wake up and wander out of the room, leaving the player to go in later, get the key (which looks like setup for an ambush) and wonder why nothing happened, anticlimatically. although perhaps you didn't want both sides to be an ambush.

Yeeah, they really shouldn't do such. More monster block lines and a second sound blocker I guess. Not sure of what to fill room with, in ambush terms. At the same time though, having the sides come to you is part of the play.

>i don't see why so many lines around the blue key need the lower floor action. it causes an excessive amount of loud clunking.

Unfortunately, I had no other ideas on how to make the entirety of the raised key pedestal properly receed, what with being the overly large floor button that it is.

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