Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments

Posts: 3953
Registered: 10-05 |
myk said:
Using different compatibility settings changes many things. The MBF or PrBoom algorithms controlling thing behavior are different from vanilla's, for example, and some objects or actions are coded to behave differently. Guesstimating the effect of such differences is always inaccurate or vague.
Duly noted.
myk said:Equinox is fully limit-removing vanilla compatible (either PrBoom+ -complevel 2 or Doom2+) and already has a bunch of demos to show that, including vdgg's recent ones (that inspired attention on the WAD) and the rest posted above. The best places to confirm what behavior (demo version) to use for a demo are existing demos and the demo crowd, and not necessarily what it says on a WAD's text file.[/B]
There are more existing Equinox demos recorded in ZDoom, in Legacy, and even in PrBoom-plus -complevel 0 (Doom.exe v1.2 compatibility) than there are in -complevel 2, so there's clearly no well-established preference here (aside from yours). Furthermore, while fooling around with nuts3.wad I found that, even though all linedef actions are strictly vanilla, the map doesn't work 100% correctly in vanilla compatibility because of some obscure conflict between a certain linedef action and a certain sector height. I forget the details - this was a while ago - but I remember that the map was still completable despite this bug. I wouldn't be surprised if equinox.wad has more subtle, non-essential machinery in it that doesn't work at the vanilla level.
vdgg said, RE: a UV MAX of MAP13:
Like many others I'm very cautious before I say something is "impossible". In this case, however, I'm absolutely certain it is.
Definitely.
vdgg said, RE: a UV MAX of MAP13:
I have another question though. Is it possible to throw the final switch in MAP13 and stay alive?
Interestingly, it's possible to finish the level with positive health, but you'll still be dead! The final switch activates a crusher that drops down on several hidden rooms full of Romero heads and barrels. It just so happens that there's a voodoo doll in one of these rooms, so, even if you pick up the megasphere in the final room and take no damage from monsters or Romero explosions, you'll still crumple up and die when the voodoo doll unavoidably runs out of its 100 health. The only way you could truly survive this level is if you can make it to the end room quickly enough after picking up one of the level's three green marbles. I'll go play with this a bit and see if that's possible.
Grazza said:
There's also the issue of the large area with the damaging floor and lots of demons and archies. You get one invul around there, but it's a lot of monsters to kill in a short time, especially if you want to do it without using ammo that you really need elsewhere. I did once suggest that you could use linedef-skipping to punch them from inside the teleporter, but that's a TAS-only idea, I suspect, even if it is feasible.
While we're skipping linedefs, you could also skip the lines around the lift at the end of that lava hallway, preventing that lift from rising, thus giving yourself a bigger platform to fight on. There's still no way to funnel the demons down to that end of the hall, though; many will get caught up in its twists and turns. Also, there's no way to involve the archviles in infighting, so when your invulnerability runs out you'll be at their mercy, unless you can kill them all off before you even reach the end platform, which could be possible in a TAS run, I suppose. There is a berserk pack in this level, which helps.
Finally, nice improvements, Anima.
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