Grazza
Inventor of "Y Y" to quit
Posts: 11783
Registered: 07-02 |
I'd played around with that idea, but thought it would need too much luck, if indeed it is possible. Actually, I thought the best chance was with a stream of arachnotron plasma, as the height from an archie blast would be as much a hindrance as anything else. I'm probably wrong about that though, since I didn't get any slides that ended anywhere near the exit.
I'm not sure about the mechanics of a corpse passing through monsters. I suspect it happens more easily on Boom (I've used this in some demos) than on vanilla (perhaps it doesn't happen at all in vanilla?), but haven't tested this systematically.
I think the comp setting that is causing the problem for you is comp_zombie ("zombie players can exit levels" - a misnomer since it affects corpses, and not just zombies). Set that to 1 or "yes" if playing with anything above complevel 9. With Boom compat (-complevel 9) you should be OK (it was an MBF option, not present in Boom), and also be able to slide through the cyberdemon. OTOH, it feels a bit "naughty" to me to pick compat settings just to get a trick to work when they aren't the ones required by the map, but it would be an interesting demo to see in any case.
BTW, in case anyone didn't read the changelog for test version 2.4.7.1 of prboom-plus (which fixes the Boom bug that was affecting map06 demos), the demos recorded so far can be played back using...
-force_truncated_sector_specials
...in the command line. This retains the buggy behaviour.
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