Single Status Update
A small ZDoom minisode that won't play well in post-2001 ZDoom iterations because it messes up the teleporter script of the first level, won't transition to the second, and breaks the altered gravity / jumping out of water mechanics for the third. All of this will function exactly as intended in the version it was built for... provided that you can run it. The second level is one of the wildest, most disorienting things I've ever experienced in Doom. It's frustrating to "learn" (especially the revenant track) but its portrayal of the teleporter transition is unique. I'm not as fond of the island of oppression in MAP03 or the concluding boss fight but the opening techbase is fine enough if slow to start.