Thread:Deathstalker666/@comment-1915529-20150523192506/@comment-3547390-20150529060213

Heh, it ain't easy, especially when the Shambler isn't projectile based.

Basically, that could be the case. This level has plenty of visual glitches due to being excessively large in size, if you are looking down a corridor you will just see a bunch of visual glitches due to the rendering engine not being able to take it. Teleporters are pretty sensitive, the Secrets are pretty sensitive (it is already documented that you basically need to leap back onto a platform for a Secret to count). Oh, yeah, there also is about 30 Zombies in one room which when you gib causes the Quake engine to basically fail to render any more models in something known as a Packet Overflow (me and Rottweiler used to see it unnaturally by doing silly things in the vanilla game like eliminate velocity and allow an infinite number of Vore pods to spawn). This is the first time I have caused a Packet Overflow just from playing the level.

Heh, it would be interesting to respond to this level with another level. This level is terrible enough, this makes E3M1 of Aftershock appear painless (speaking of which, I realized in my video I actually hindered myself quite a bit and took a lot more damage than was needed due to trying to swim up with the jump key, not holding it seems to make you swim faster). This level is pretty sadistic, I barely got all the enemies with saves :P (doing it without trying to kill all the Enemies wouldn't be too bad as I wouldn't need to waste ammo sniping Shamblers).

I can't stand terrible Doom levels, though I was never a fan of Doom II's levels either. This level can be pretty bad too, it is extremely dark and mazelike.