• Level 2 (E1M2): When the level was converted, an Imp was left behind level geometry in the exit area meaning it was impossible to achive 100% kills in higher difficulties.
• Level 4 (E1M4): Two shotgun shells were never given any skill flags, so they never spawned.
• Level 5 (E1M5): There is a pentagram on the level that should act as a teleporter but didn't work. Turns out the teleport function was coded and there was even a destination point, but the destination sector did not have the corresponding tag that linked both teleporter and destination.
• Level 7 (E1M7): Several barrels were not assigned a skill flag and never spawned in the level.
• Level 10 (E2M2): A barrel was lacking a skill flag, so it never appeared.
• Level 10: The alcove in the room with the blue armor had a "BROWN96" texture reference for its door, but that texture does not exist in the game so it reverted to the default, rocky ASH01 texture, at odds with the remaining texures in the level.
• Level 10: On conversion, a secret area with a Chainsaw and some enemies was left behind but got cut off from the rest of the map, which made it impossible to achieve 100% kills and 100% items. The area itself was also untextured and the sector had to be closed to avoid rendering issues. Nothing a door and interior decoration couldn't handle.
• Level 11 (E2M3): The southwestern area with lava, which connects to a staircase leading to the room with the Plasma Gun, had its geometry simplified but the secret tag was removed from the sector making it impossible to get 100% secrets.
• Level 12 (E2M4): The minimap did not show the secret platforms near the exit after they had been activated.
• Level 13 (E2M5): A room not far from the starting area had two adjacent linedefs facing opposite directions between the door and the wall, making them invisible.
• Level 13: There were linedefs which did not produce the doomguy's "ungh" sound when trying to interact with non-interactive things. Turns out they were lacking an impassable definition. This might be a leftover from the original version, as in one case one of these could be passed through to reach a secret later removed from the 32X version.
• Level 14 (E2M6): During conversion, a tunnel was cut off from the game but a box of shells was left floating in the void where the tunnel used to be.
• Level 14: A trap room referenced a non-existing texture, defaulting back to ASH01, which clashed with the metallic look of the level.
• Level 14: A trap room was meant to activate near the exit once the player obtained the yellow skull key in the original. When the map was simplified the skull key (now a yellow card key since skull keys aren't used) was moved but the triggers for the trap were simply deleted and not recreated. This prevented 100% kills and 100% items on some difficulties.
• Level 14: The exit column's texture was terribly offset, meaning that while the linedef was fully functional you'd never see the switch to exit the level.
• Level 15 (E2M7): Considerably reworked in comparison to the original version, it now uses a lot of stone texturing. Perhaps because of this, several walls were left untextured leading the game to apply the default ASH01. As a matter of tidying things up, I've applied that one directly and aligned the textures where there were none.
• Level 15: Two hanging leg decorations had no flags for skill setting, so they were never spawned.
• Secret Level (E1M9): The back of the room after the pentagram where a slew of enemies ambushes you, where a Berserk pack resides, was not showing at all on the minimap.