Blind spots in Doom reject tables

This analysis is based on the stock REJECT lumps in the Ultimate Doom IWAD, and the same lumps rebuilt using RMB 3.0 with the -perfect option. A "blind spot" is defined as any bit which is 1 in the first file but 0 in the second file. Since RMB ignores all height differences between sectors, many of these can be justified as speed optimizations or as tweaks to match the "3D" topography of the level, but certain cases do produce unintentional special effects, as in E1M6.
 * E1M1: Hangar


 * E1M2: Nuclear Plant


 * E1M3: Toxin Refinery


 * E1M4: Command Control


 * E1M5: Phobos Lab


 * E1M6: Central Processing


 * E1M7: Computer Station


 * E1M8: Phobos Anomaly


 * E1M9: Military Base


 * E2M1: Deimos Anomaly


 * E2M2: Containment Area


 * E2M3: Refinery


 * E2M4: Deimos Lab


 * E2M5: Command Center


 * E2M6: Halls of the Damned


 * E2M7: Spawning Vats


 * E2M8: Tower of Babel

(None.)
 * E2M9: Fortress of Mystery


 * E3M1: Hell Keep

(None.)
 * E3M2: Slough of Despair


 * E3M3: Pandemonium


 * E3M4: House of Pain


 * E3M5: Unholy Cathedral


 * E3M6: Mt. Erebus


 * E3M7: Limbo


 * E3M8: Dis

(None.)
 * E3M9: Warrens


 * E4M1: Hell Beneath


 * E4M2: Perfect Hatred


 * E4M3: Sever the Wicked


 * E4M4: Unruly Evil


 * E4M5: They Will Repent


 * E4M6: Against Thee Wickedly


 * E4M7: And Hell Followed

(None.)
 * E4M8: Unto the Cruel


 * E4M9: Fear