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Map by rafael_farofa on Doomworld: https://www.doomworld.com/forum/post/... Check out the project here: https://www.doomworld.com/forum/topic... Review: Played through Arch-District. I like it! It definitely feels unusual compared to the other E1 levels, and I like the idea of locking the BFG within secret levels (at least up until E3 or so). I was worried looking at the size that the experience wouldn't be substantial, but I was pleasantly surprised by how much fun I had with this short, little challenge. It didn't feel impossible, but it also feels a step above the other E1 maps in terms of difficulty, which I think is a great balance for the first secret level. My main critiques are small: DOORTRAK textures (such as on lines 489 and 491) are not lower unpegged, so they move up and down as doors close. Might be an intentional touch, but this is typically considered a mapping mistake since DOORTRAK textures are almost always lower unpegged. While the buildings all look pretty good and have a good level of detail, other areas like the hell growths at the ends of the street are a little plain. It would also be cool to incorporate more of the road/city planning into the hell growths. Maybe have the road continue through but have teeth chomping on it, blocking the way. Just throwing ideas out there. UV could use a bit less ammo. I'd swap out some cells for rockets on UV on the BFG platform, but I also understand if you want to reward the player for finding the secret area. The level is a little cramped. It's definitely not impossible to fight and move around, but I did find myself getting stuck on geometry inside the building (particularly, the southwest building). While I think using a custom midi would be more in-line with the rest of the wad, I also kinda like hearing "The Demon's Dead" used in this map. It gives the map a classic feel. #doom #retrogaming #fps #gaming #gameplay