Uploaded January 2019 | Updated September 2026, 2 days ago
Just kidding. It barely qualifies as an enemy.
Don't have to do a damn thing here except avoid a slow collision. As long as you don't somehow crash into something, you win!
(Of course the real difficulty is getting here in the first place.
This is one of the most ridiculously unforgiving games of its type, with all those extra lives being effectively *worthless* after even very early progress, because if you die just once after the first stage, you're left with a shitty one-shot weapon and little to no hope of regaining enough upgrades to make it through whatever obstacles are coming up.
Basically, after the first 30 seconds, finishing this game is a 15-minute no-second-chances nightmare that'll shave 15 years off your lifespan in return.)
Just kidding. It barely qualifies as an enemy.
Don't have to do a damn thing here except avoid a slow collision. As long as you don't somehow crash into something, you win!
(Of course the real difficulty is getting here in the first place.
This is one of the most ridiculously unforgiving games of its type, with all those extra lives being effectively *worthless* after even very early progress, because if you die just once after the first stage, you're left with a shitty one-shot weapon and little to no hope of regaining enough upgrades to make it through whatever obstacles are coming up.
Basically, after the first 30 seconds, finishing this game is a 15-minute no-second-chances nightmare that'll shave 15 years off your lifespan in return.)

![Doom Doesnt Have Enough Spider Masterminds
Said nobody, ever.
Because it certainly does have enough if this is what generally happens when theyre used liberally.
Cant imagine 32 maps of this sort of ammosink trudge being a fun experience really.
Music: Midnight Wandering [Metal Slug 3, Mission 2] Doom Doesnt Have Enough Spider Masterminds](https://i.ytimg.com/vi/6qDZkmayISo/mqdefault.jpg)
![To Absolutely Nobodys Surprise [Doom 64]
With an engine based on PSX Doom, its really nothing unexpected that Doom 64 features the same Self-Telefrag behaviour & exploit potential for PWADs. Nothing new to mention here.
One thing that caught my attention while making this utterly shit demonstration map though: why the FUCK do Imps in Doom 64 have such unbelievably huge collision boxes?
https://i.imgur.com/25z26d4.png
Jesus H. Christ!
(On another note about D64 mapping, G1/GR type Door Open triggers on one-sided lines are apparently really bad news for D64 and will make your game explode even when tagged correctly to another sector, despite this this sort of trigger being a thing since the PC original. So dont do it.) To Absolutely Nobodys Surprise [Doom 64]](https://i.ytimg.com/vi/7VLiOL4u7Xk/mqdefault.jpg)







