Final Doom - E24: Where I go when I die
It's interesting to think about the impact that certain mechanics might have on secret hiding practices. In this game, from what I've observed, any wall can be an unmarked door or a switch; some opaque walls aren't solid; any location can be a teleporter destination; any floor might rise or fall in response to the player being at a certain location. It seems like it's been up to individual map authors to establish their own language for what marks a hidden spot, and when a pack of levels is made by different authors, I don't get the chance to hone in on one single language. I feel like there are ways to hide things more satisfyingly than what Doom secrets have ended up being in the levels I've played so far, but given the age of the game, it's perfectly understandable that it is how it is.
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