Rez
Green Marine

Posts: 38
Registered: 04-02 |
Ah, so it wasn't my imagination, some previous version did have the secret door unpegging set normal. I'm not sure it's all that serious either way. But there must be some way around the "secret too visible" problem, cuz it doesn't act that way in handbuilt maps?? Could it have something to do with how the secret door always goes all the way up to the ceiling?
I'll see if I can find the map again that had the logic failure. It wasn't real serious, tho: The secret came off the entry area, so far so good. It snaked around behind and wound up at an overlook -- which was on the far side of a locked (switch) door. So if you jumped off the overlook, you couldn't get back (unless you jumped over a wall, which was possible with jumping). This did not break the map (you could still continue on the prescribed path), but did prevent you from going back to kill whatever lurked in the rooms off the other direction (a short quest, which included the switch for that door).
A friend suggested something that would fix all such spots: next to the backside of every door (keyed or switched), put a switch that lets it be opened from that side, then closes again so if it was locked before, it's still locked (I guess this would be a standard open-wait-close switch?) That way if you jump or fall into a spot like the above, you can ALWAYS get back and the map will never be broken. It would also make many maps totally non-linear, should you choose to play them that way.
I have found a few no-escape pits (too deep to get out of if you fall in) but I don't consider that a bug, since such pits have long been a traditional feature of DOOM maps. I did once find a trooper placed in such a pit, tho -- a very small pit that I had to jump up onto something to see at all! poor guy could hardly move. I shot him anyway. :)
__________________
Heavily armed, easily bored, and off the medication
|