The player is often able to see a larger area and monsters may cross these boundaries. The only exception is where an exit line lies close to the edge of the square, possibly allowing the players' toes to cross over before the exit is triggered.
I've also followed the intermission scheme breaking it into three eps, though the theme in the final ep is not as consistent as it could be for reasons outlined below.
All maps were developed and tested to be played in UV from a pistol start. Playing through should be possible but health may be very tight. Pacifist is at least theoretically possible but space is often meager and you may have a hard time moving forward without clearing a path.
This was originally intended to be released in Early 2007 but got left to waste after a hard disk cock-up meant half the maps were corrupted. However a couple weeks ago i was forced to take a few days bed rest due to a minor operation and, laptop close at hand, had nothing to do but catch up on some Dooming. So i resurrected the working maps, rebuilt some others and have spent another few evenings since polishing it off. Enjoy!
Lutrov, creator of the original 1024 concept, and 1337 Doomer for the hilarious 64.wad