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Comment on Coelacanth: Lessons from Doom (2010)parent

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That was part of the point: back then things weren't supposed to be easy nor documented and investing months to really learn how the intricate details of a Doom map worked paid off in giving us years of fun creating our own levels and episodes.

Oh come on. I think they just weren't user friendly tools. I doubt they developed them with the intention of being obtuse.

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