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SilverMiner Avatar
SilverMiner

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4 hours ago
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api Avatar
api

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4 hours ago
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SilverMiner Avatar
SilverMiner

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5 hours ago
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My guess what mein house could be:

Veddge is an old account of a person who hasn't logged in for a long time.

Thru admin tools the people behind mein house got control of the account.

These people are not jabba and essel
walterc Avatar
walterc

*****
6 hours ago
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2021... A Fistful of Doom? Really, ChatGPT?


Anyway, the lists have both good points about map years... Wonder how they manage the more specific mapping tropes like what kind of things have been used the most during each year...

And as bonus, the same list done with Gemini:

* 1993: Genesis — The Ultimate Doom, Doom II (The release of the base games and earliest editors like DEU).
* 1994: Proliferation — Aliens TC, UAC_DEAD (The birth of total conversions and historical custom levels).
* 1995: Foundation — Memento Mori, Requiem (The first major, coordinated community collaborative projects).
* 1996: Expansion — Memento Mori II, Icarus: Alien Vanguard (The refinement of commercial-grade amateur megawads).
* 1997: Brutality — Hell Revealed, STRAIN (Raising the difficulty bar and introducing new gameplay mechanics via DeHackEd).
* 1998: Experimentation — Batman Doom, Cyberdreams (Revolutionary total conversions and unique puzzle-map concepts).
* 1999: Overhaul — The Darkening Episode 1, ICARUS (Advances in visual design and moody atmospheres).
* 2000: Evolution — Eternal Doom (The full release of one of the most massive and complex megawads of the classic era).
* 2001: Masterclass — Alien Vendetta (The absolute masterpiece that set visual and gameplay standards for the entire 2000s).
* 2002: Odyssey — 2002: A Doom Odyssey (A modern classic centered on exploration and meticulous aesthetic care).
* 2003: Precision — Scythe (Famous for pioneering the concept of short, fast-paced, and intense maps).
* 2004: Innovation — Action Doom, RTC-3057 (The explosion of ZDoom with advanced scripting, side-scrolling views, and sci-fi immersion).
* 2005: Polish — Kama Sutra (Extreme challenge paired with memorable art style and design).
* 2006: Ambition — Zen Dynamics, Simpsons Doom (Heavy experimentation with modern source port capabilities).
* 2007: Renaissance — Sunlust (Development kicks off), Unholy Realms (Laying groundwork for intense modern styles).
* 2008: Cinematic — Action Doom 2: Urban Brawl (An incredible cel-shaded beat-'em-up/shooter hybrid).
* 2009: Scale — Vanguard, Stardate 20X6 (The dawn of modern "slaughter" styles and cosmic, surreal environments).
* 2010: Complexity — Claustrophobia 1024, Resurgence (The twin challenges of designing within ultra-tiny spaces or impossibly vast ones).
* 2011: Atmosphere — Back to Saturn X Episode 1 (A masterpiece of visual consistency, custom palettes, and meticulous layout design).
* 2012: Stylization — Grezzo 2 (The wildly infamous and irreverent Italian mod built on ZDoom).
* 2013: Ingenuity — Going Down (A brilliant 32-level campaign set inside a single, vertical, claustrophobic building).
* 2014: Retrospective — Doom the Way id Did (DTWID) (The perfect tribute recreating the authentic look and feel of 1993 id Software maps).
* 2015: Totalism — Ashes 2063 (Episode 1) (A breathtaking post-apocalyptic total conversion inspired by Fallout and 90s shooters).
* 2016: Tribute — UAC Ultra, Nova: The Birth (Grand community projects focusing on clean, punchy gameplay).
* 2017: Cosmic — Ancient Aliens (A colorful, psychedelic megawad featuring an unforgettable MIDI soundtrack).
* 2018: Monumental — Eviternity (An immense celebratory megawad scaling from medieval castles to deep space).
* 2019: Canonical — Sigil (The official fifth episode created personally by John Romero).
* 2020: Expansionism — Back to Saturn X Episode 2 (The long-awaited continuation of the celebrated visual trilogy).
* 2021: Overdrive — Lily White Epicenter (High-tier technical and visual maps geared toward speedrunning and intense combat).
* 2022: Metamorphosis — Ashes: Afterglow (The stunning conclusion to the legendary Ashes total conversion saga).
* 2023: Phenomenon — MyHouse.wad (The mod that broke the internet, redefining psychological survival horror within Doom).
* 2024: Mastery — Heartland (James "Essel" Paddock's acclaimed total conversion campaign praised for level design and unique weaponry).
* 2025: Legacy — Sigil II (Extended official editions pushing the limits of the classic engine further).
* 2026: Frontier — Next-gen source port marvels (The current bleeding edge of the community, blurring the line with modern indie development).


2024 still mashing some stuff with other as well as the other years and... What the fuck is Lily White Epicenter in the year 2021? Is the second time i see It listed... Is this some kind of prophetic title from the machine? Otherwise, i'll gonna use It lol
SilverMiner Avatar
SilverMiner

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9 hours ago
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polytope Avatar
polytope

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13 hours ago
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api Avatar
Grok is closer to reality
ChatGPT made more obvious mistakes (like listing Plutonia 2 as representative of UDMF maps simply because it was released in 2008, same year as the new format), but Grok's answer is also pretty useless, it listed "Frantic" as the trend for 2003 and "Speed" for 2010, also "Textured" for 2012 and "Textural" for 2019, but the main problem is "Viral" for 2023; how do you design a map to be viral, when that's a quite unpredictable post-release phenomenon? And ofc, we all know there was exactly one viral mod for 2023, not the trend of the year for WADs to go viral. Similar issue with "Prolific", referring to the authors in 2011, map prolifically?
spicyhotsauce Avatar
spicyhotsauce

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15 hours ago
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stodgyayatollah Avatar
"Found" a copy and yup, definitely not source port compatible. Archived and saving for the eventual ironwail update. Funny that they don't care to cater to the oldschool fans by forcing the use of the kex port. Plenty of better stuff out there without the hassle.
I'm not surprised anymore that the new game isn't source port compatible. They really want you to use their overrated engine at this point.
gehenna Avatar
gehenna

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18 hours ago
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Becky's Back! Avatar
Becky's Back!

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18 hours ago
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SilverMiner Avatar
SilverMiner

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18 hours ago
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api Avatar
api

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18 hours ago
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The chatgpt version :


Year | One word | Representative WADs
-----|-------------------|-----------------------------------------------
1993 | Birth | DOOM
1994 | Experimentation | Origwad, Horror
1995 | Amateurism | Doomsday, Memento Mori
1996 | Maturity | Icarus: Alien Vanguard, Memento Mori II, Perdition's Gate
1997 | Competition | Requiem, GothicDM, Hell Revealed
1998 | Boom | Earth, GothicDM2, Invasion II
1999 | Scripting | Demonfear, Securitron, Jägermörder 01
2000 | Freedom | 10 Sectors, The Darkening Episode 2, Atomic Tomb
2001 | Ambition | Sin City, Equinox, Vrack 2b
2002 | Megawads | Alien Vendetta, 2002: A Doom Odyssey, Caverns of Darkness
2003 | Tools | Scythe, Rebirth, Phobos: Anomaly Reborn
2004 | Expansion | Action Doom, RTC-3057, Hell Revealed II
2005 | Rhythm | Scythe 2, Kama Sutra, 2 Sectors
2006 | Style | Community Chest 3, Claustrophobia 1024, The Darkening 2
2007 | Reinvention | 1 Monster, Knee-Deep in ZDoom, 32 in 24
2008 | UDMF | Action Doom 2: Urban Brawl, Plutonia 2, Stronghold
2009 | Immersion | Sunder, Whispers of Satan, Hell Ground
2010 | Modernity | Speed of Doom, Epic 2, Unloved
2011 | Diversity | Doom the Way id Did, Vanguard, Jenesis
2012 | Exploration | Back to Saturn X: Episode 1, Strife: Absolute Order, The Eye
2013 | Architecture | Hellbound, Unholy Realms, 3 Heures d'Agonie
2014 | Verticality | Going Down, Resurgence, Doom II in Name Only
2015 | Classicism | Sunlust, Valiant, After Doom
2016 | Slaughter | Ancient Aliens, Urania, Japanese Community Chest Project
2017 | Polish | Moonblood, TNT: Revilution, Stardate 20X7
2018 | Atmosphere | REKKR, 50 Shades of Graytall, Doom: The Golden Souls 2
2019 | Spectacle | Eviternity, SIGIL, Doom 3: Phobos
2020 | Virtuosity | Struggle: Antaresian Legacy, Doom II: 25 Years on Earth, Hocus Pocus Doom
2021 | Hybridization | Doom 2 in Spain Only, DoomWare, A Fistful of Doom
2022 | Narrative | Abscission, Bellatrix: Tales of Orionis, Altars of Madness
2023 | Experimentation | MyHouse.wad, Eviternity II, Beyond Sunset
2024 | Heritage | Doom 2 in City Only, Pirate Doom 2, Ashes: Hard Reset
2025 | Preservation | In the Doghouse, Neon Overdrive, Crimson Horror
2026 | Synthesis | Forbidden Compass, Eye Juice, Grey Cat

Grok is closer to reality
stodgyayatollah Avatar
stodgyayatollah
rotartsinimda
19 hours ago
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Bob Page Avatar
Bob Page

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19 hours ago
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I love the 1998 description of "Adventurous". That's a really apt description. It's worth noting that 1998 is the same year that Thief came out, which prioritized exploration of large areas and was puzzle-heavy and narrative-driven.
stodgyayatollah Avatar
stodgyayatollah
rotartsinimda
19 hours ago
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I do find it interesting that even ai brings up the fragmentation of the community starting around 2017-2018. I guess that was pretty major for the time though with stuff like the Doomer Boards, the influx of NuDoom kids and Discord growing. Also sort of interesting that it never explicitly mentions slaughter (EDIT: Outside of early "proto-slaughter" anyway).
stodgyayatollah Avatar
stodgyayatollah
rotartsinimda
19 hours ago
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Inspired by Tangra's post in CPH on the DW user about how each year of Doom mapping will be remembered I prompted Grok to describe each year in one word and provide a project that most encapsulates that year. Of course it took some liberties and ended as if 2025 was sort of still ongoing but this is what it came up with. Good enough for a sort of generalized kickoff to open a discussion about the topic.


    1994: Nascent — Aliens TC (Justin Fisher). The absolute explosion of early user content right after Doom/Doom II: crude tools, wild experimentation, total conversions, and the first proof that anyone could remake the game.

    1995: Collaborative — Memento Mori. The first major multi-author megawad that proved community coordination could produce something polished and cohesive beyond solo efforts.

    1996: Classical — Memento Mori II / Icarus: Alien Vanguard. Peak “TeamTNT-era” polished classic megawads with strong themes, solid flow, and the emerging adventure style.

    1997: Challenging — Hell Revealed (and Requiem). The Casali/Plutonia influence and high-difficulty slaughter prototypes take hold; speedrunning and “git gud” mapping become cultural forces.

    1998: Adventurous — Eternal Doom. Puzzle-heavy, expansive, narrative-driven maps that prioritized exploration and architecture over pure combat.

    1999: Transitional — Batman Doom (or late TeamTNT-era works). A mix of lingering classic megawads, early total-conversion ambitions, and the quiet shift toward more modern sensibilities.

    2000–2001: Synthetic — Alien Vendetta (final form around this window; often dated 2001–2002). The great synthesis: combat intensity + visual ambition + flow that defined “modern classic” mapping for years.

    2002: Foundational — Alien Vendetta (release/impact peak). Cemented as the template for what a great megawad should feel like.

    2003: Frantic — Scythe / Community Chest. Short, high-energy maps + the formal rebirth of open community projects on Doomworld forums.

    2004: Expansive — Scythe 2 / Action Doom. Bigger ambitions, early ZDoom/advanced-port showcases, and the first Cacowards era.

    2005: Detailed — Suspended in Dusk / Simplicity. High-detail vanilla and Boom work; the “pretty + playable” modern aesthetic solidifies.

    2006–2007: Community — Community Chest series peak / Newdoom Community Project. Open, large-scale community projects become a core part of the culture.

    2008–2009: Polished — Deus Vult II / Epic series. High-production-value single-author or small-team megawads with strong themes and technical mastery.

    2010: Speed — Speed of Doom. Fast-paced, tightly designed maps that influenced a generation of short, punchy combat design.

    2011: Prolific — Lunatic / Vanguard (skillsaw era). Solo authors producing high-quality episodes and megawads at remarkable speed and consistency.

    2012: Textured — Community Chest 4 (and its texture pack). Shared high-quality resources begin shaping the visual language of many future projects.

    2013–2014: Atmospheric — Back to Saturn X / Going Down. Vanilla resurgence + highly stylized, memorable single-author work.

    2015: Maximalist — Sunlust / Valiant. Dense, beautiful, high-difficulty Boom mapping that pushed combat and visuals hard.

    2016: Eclectic — Ancient Aliens. Weird themes, strong identity, and the broadening of what “serious” mapping could look like.

    2017–2018: Fragmented — Various (post-schism era, early Doomer Boards influence). Community splits and the rise of alternative hubs; mapping continued but with more parallel scenes.

    2019: Textural — Eviternity (OTEX). Massive, polished megawad + a texture pack that became the new default high-quality resource for years.

    2020–2021: Constrained — 1000 Lines series / community projects under limits. Format experiments, UMAPINFO, and “limits as creativity” projects.

    2022: Compatible — Early MBF21 / advanced Boom work. New mapping formats and features start becoming practical standards.

    2023: Viral — MyHouse.wad. Narrative, liminal, meme-driven, experimental mapping that broke far outside the traditional community.

    2024: Experimental — Plerbtonia / high MBF21 and ID24 work. Format evolution, Legacy of Rust influence, and continued stylistic freedom.

    2025: Abundant — Ongoing high-volume release culture (community projects, solo episodes, experimental PK3s). The scene remains extremely productive across every style simultaneously.


beamydonut Avatar
beamydonut

**
23 hours ago
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Right, had gotten sick and now my map is sitting in dust lel. Since the deadline is only at the 20th I have enough time to churn this nigger out in 1-2 days remaining, got half the map down anyway. It's a dam level (or rather built around one) with some nice visuals coming from someone like me. The layout got smaller but is easy to work with and has a fun flow. The midi really fits, you can guess why once my first version hits the DC. Not sure how to call it yet but something will pop up, probably a pun with dam, as always. See you soon!
Becky's Back! Avatar
Becky's Back!

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Aug 8, 2026 at 5:20pm
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Tangra Avatar
Tangra

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Aug 8, 2026 at 5:19pm
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Becky's Back!

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Aug 8, 2026 at 5:15pm
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Tangra Avatar
Tangra

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Aug 8, 2026 at 5:13pm
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Becky's Back! Avatar
Becky's Back!

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Aug 8, 2026 at 5:07pm
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Tangra Avatar
Oh my god, i can't believe how stupid the Doom community is (generally speaking). I'm looking in the Thru the Years CP thread and the fucking thing reeks of autism. It's unbelievable...




At first, he makes a few good points about the stupidity of the whole project, but the last paragraph is the dumbest shit i've read in a while on Troonworld. Really, buddy? When it comes to representing 2025, the first wad that comes to your mind is fucking Amalgoom? You mean the wad that mixes 30+ years old original IWAD maps and their geometry, and uses only vanilla textures? And he's saying that right after he talks about how it's harder to create maps for the modern year slots, because the project mostly relies on the original resources? Look at his fucking avatar! Where are these mentally deficient bums reproducing in and invading this community from, seriously?
you dont need to get so mad its just an opinion what else released in 2025
api Avatar
api

**
Aug 8, 2026 at 3:43pm
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I’ll have a look at v2.6 (online version is 2.4) – and more besides – after my upcoming holiday.

Whatever the reasons behind this wad, I know its release made an impression on me at the time (though I may have been missing some of the ‘Twitch’ context) because I then thought you’d struck the right balance between ostentatious and radically difficult, an indecipherable ‘joke/mockery’ aspect and at the same time a ‘bait’ element that’s off-putting to the cool crowd.

Anyway, what you say about the key yellow fight in map 02 is interesting because it highlights the limitations of my recent tendency to play with rewinds. Even though I tend to use it by going back to the start of fights, sometimes —as was the case here— I overuse it to force my way through in an unnatural manner. And that means I miss out on the puzzles that I’d enjoyed tackling head-on in Magnolia (but in ITYTD/HNTR) (so I’ve never actually played the platforming that inspired the ‘isolation’ section of BMS Map 01).
stodgyayatollah Avatar
stodgyayatollah
rotartsinimda
Aug 8, 2026 at 11:37am
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"Found" a copy and yup, definitely not source port compatible. Archived and saving for the eventual ironwail update. Funny that they don't care to cater to the oldschool fans by forcing the use of the kex port. Plenty of better stuff out there without the hassle.
stodgyayatollah Avatar
stodgyayatollah
rotartsinimda
Aug 8, 2026 at 9:22am
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archcynic Avatar
archcynic

****
Aug 8, 2026 at 7:18am
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api Avatar
Body Mind Spirit by :

I had another look at it  after watching part of your stream on the latest episode of Dean of Doom. You say that a well-structured megawad should start with difficulty levels 1–2, move on to 4, come back to 3, vary a bit, and eventually finish with some 7. I wanted to check this out on your wad :).
Well, obviously, I’m joking… your wad, it seems to me, isn’t trying to be a blockbuster (sorry if I’m wrong).

That said:

Problem: I’m sorry, but my ageing eyes are being assaulted by the colour saturation and contrast (particularly in the second level); I’m going to have to take it really slowly, just like with Hyena…

… and that’s a real shame because I found those two levels to be very good and unique. You might think that the radical aesthetic plays a big part in its originality, but you very quickly realise that it’s the (rather high) level of sadism that takes the cake. Of course, sadism is an integral part of certain current trends, but here - well, I don’t think ‘refined’ is the right word, though might be - let’s just say that, paradoxically, while no hidden, it never ceases to surprise.

As for the first level, it’s a cool idea (and I’m not sure if it was inspired by – though it’s quite likely – one of the maps by this forum’s creator) to let the player choose their own torment. Personally, I chose ‘Death’ and absolutely loved its combat zones!
The second level took me longer (30 mins) (but I’m a bit slow). There’s food and drink, and some really tricky rooms (the trickiest being the one with the yellow key… I had to flee it (with a fair few rewinds) because I felt ill-equipped there, and, let’s just say, your descending pillars are sometimes a great help, whilst at other times they’re rather tricky). It’s also possible I mismanaged my ammo with this (S)SSG that fires four shells at once.
It’s funny because, naively, when I found one of the first secrets, I thought to myself, ‘Oh, no booby traps’… he he… what a mistake!
I might have preferred the fights in the first level, but this one has some good ones too!

I’m posting two demos with rewinds (UV), not particularly interesting but you never know.

www.mediafire.com/file/k6tquz7wqwgcsaw/bms.zip/file
I'm really touched you bothered to give any of BMS another look or even watch any of my stuff. I'm sorry also that you decided to give BMS another look, because I have not updated that wad in quite some time online (sitting on version 2.6, and I think what is on DW is 2.5? Version 2.6 has various changes to make many Mind maps actually playable/bugfixed/balanced/etc.) Most of my focus on BMS currently is getting the Mind episode fully finished/fleshed out before I work on Spirit. Don't play Spirit.

I definitely agree the color saturation can be grating at times, but most of this came with me learning Slade3 a few years back and it was my first jaunt of editing doom textures in the software--I don't know if I've gotten much better, but I'd like to think my furgalwood textures aren't quite as aggravating when that isn't the intended point of those visuals, but I do promise there is a purpose behind the color choices in BMS, for whatever that's worth

In regards to your feedback to the first two maps (I appreciate it again):

-01 was where me and Killer5 first bumped heads on twitch. The cyberdemon was his idea when I asked what enemy should be perched atop the pyramid and its stuck ever since. The Isolation route was made after I beat UV-Magnolia and was pissed off with jump-puzzles...so I made my own out of spite. It sucks, but it offers a truly pacifist route to beat 01.

-I've since changed parts of 01 to function as a better opening to BMS: no more annoying shitstorm of bloopies to start cuz I replaced them with a few imps instead, the pyramid fight has a more generous final step to keep players from falling, etc. Mindset behind those changes is I don't wanna bum people out immediately over stupid shit...especially after playing it myself enough times, I hope my changes offer a better overall pacing to 01 and other maps within Body.

-02's yellow key fight is definitely meant as a filter fight for the road ahead, so if you found it tricky, I apologize for your suffering if you continue playing. BMS is not intended to be easy on UV the further along you go, but that said, I know the yellow key fight is quite a bump. Much of BMS is filled with my intense disdain for mapping/doom in general (none of us escapes boring doom forever)

If you're still interested in playing BMS, I will most likely push out the 2.6 update within a day or two on DW (Currently fixated on finishing Furgalwood24 -- just got this massive dragon head done for the map's exit yesterday, really excited to get that set come together.) 2.6 will have many adjustments for Mind maps, but also more monster placements/reveals changed for Body maps. 2.6 also includes Blue Knights!

Thanks again api!
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