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Tell me some mapping sins


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- Secrets that become unreachable after a certain point; whenever it's because of no backtrack options (Please stop doing this shit too), or other gimmicks such as secrets open for a limited time before been close forever: Even as a gimmick, I never found myself enjoyed searching for hidden micro-button that might open it, to eventually give up and check on doomwiki, to discover that it's one of those time-limited secrets (And I'm sorry, I'm not gonna play the entire map just for that! idclip it is then).

- Also again: Slow and long elevators, because they keep appearing over and over again even in modern wads, despite almost 30 years of Doom!

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Besides the obvious stuff, like a map just being broken or incompletable, softlocks, etc... and the stuff outside of the actual design (not crediting people properly), this stuff is pretty subjective. The only thing that I personally consider a "sin" in design is friction effects. Leave my movespeed alone. I have never once seen a single example of increasing (or decreasing) friction that isn't completely obnoxious and unnecessary.

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Copy pasting or making symmetrical rooms, thus making the player to do the exact same shit over and over again

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