w00t, I'm gonna look for that now just so I can tear it a new one, thanks
Imagine loads of rooms designed linearly in uniformity (same floor, same ceiling, same textures) broken by only inexplicable 64- or 128-pixel width loads of either LITE5 or LITEBLU4, or blandly designed doors with a 128-pixel texture forced onto a 192-pixel-wide upper texture, and that it was positioned into the center of the 64-pixel doorway of only 8 textures, thus having the FLAT20 door ceiling "split". No "E1" organic forms, most of the geometry being either orthogonal or diagonal, design is random like bullshit, no offsets, no texture unpegs concerning aesthetics. 12-pixel stair steps with 8-pixel step textures on lower and either STEP3 or STEPTOP on upper side (from the top of the staircase). Sometimes not even be able to go down a particular staircase (due to ceiling height incompetency), even if was able to go up on the same staircase. Bland, dull, not eye-pleasing at all, have the same texture all over (this being mainly STONE2, METAL1, CEMENT* or GSTONE1). Superfluous ammo, random monster and thing placement, sometimes Ultra-Violence being about a thousand times more challenging than Hey, Not Too Rough. Now, try to match this with a 16-year-old first Doom mapper who wants to get stuff drawn at the age of 12 realised. Complete mess.