Editing MAP33: Title (Doom 64)

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The purpose of the map is solely to serve as a dramatic introduction to the game. A cinematic camera started by a [[macro]] in the map follows a set path created by node objects while monsters fight with numerous AI-controlled [[Marine (Doom 64)|Marine]]s, who face overwhelming odds and are for the most part slaughtered well before the sequence is finished.
 
The purpose of the map is solely to serve as a dramatic introduction to the game. A cinematic camera started by a [[macro]] in the map follows a set path created by node objects while monsters fight with numerous AI-controlled [[Marine (Doom 64)|Marine]]s, who face overwhelming odds and are for the most part slaughtered well before the sequence is finished.
  
The camera pans around and over what initially appear to be four large multiple-tiered buildings, each covered with [[arachnotron]]s and [[mancubus|mancubi]], as a [[cyberdemon]] standing fixed in the center of the map fires rockets toward the camera. Going behind the buildings, the camera swoops through a narrow alleyway between two of them toward the cyberdemon, giving a view of one of the marines being [[Gibs|gibbed]] by the cyberdemon's rockets. It then flies up and pivots to face the ground. All of the monsters and marines are removed from the level and the platforms begin to lower. After a few moments, it becomes obvious that the level's geometry forms the familiar Doom logo. The ground is changed to a sky flat in order to remove it and leave the logo isolated as the sky texture changes from stars to a pentagram. The level then automatically ends and the game proceeds into the demo loop.
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The camera pans around and over what initially appear to be four large multiple-tiered buildings, each covered with [[arachnotron]]s and [[mancubus]]es, as a [[cyberdemon]] standing fixed in the center of the map fires rockets toward the camera. Going behind the buildings, the camera swoops through a narrow alleyway between two of them toward the cyberdemon, giving a view of one of the marines being [[Gibs|gibbed]] by the cyberdemon's rockets. It then flies up and pivots to face the ground. All of the monsters and marines are removed from the level and the platforms begin to lower. After a few moments, it becomes obvious that the level's geometry forms the familiar Doom logo. The ground is changed to a sky flat in order to remove it and leave the logo isolated as the sky texture changes from stars to a pentagram. The level then automatically ends and the game proceeds into the demo loop.
  
 
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