Donce
Member

Posts: 479
Registered: 10-03 |
Belial said:
Thanks. It turned out quite nice even though I was becoming more and more nervous with each cyber rocket eaten :P
Just watched - ooh, amazing :) I liked the idea of grabbing the cells and BFG'ing the archies at the very beginning.
Judging from Ryback's demo and my practice runs it's possible of course to get all the monsters out from that teleporter. It seems that something went really wrong in the demo. According to IDDT there were 3 monsters left inside when I was leaving the yellow key section, and they still had plenty of teleport lines to hit, but when they did cross them they didn't work, they just turned gray with the monsters staying inside, even though seemingly nothing was there to block their destinations.
Well, just bad luck I guess. When I played it for the first time and when I recorded a demo, I didn't have any problems at all. Yeah, repeatable lines would really help here, as everything is ruined if the destination is blocked. But it's still weird; I just tried a couple of times with IDDQD - all 20 monsters teleported perfectly.
Anyway, to improve the odds I'd try the following. In the beginning, after killing the four archvilles, go and activate linedef 2959 (you can do it without awakening the horde behind the corner). After that, four archvilles and six revenants should teleport, and they shouldn't fail to do that. Later, with invulnerability, when you awaken the first branch, don't go up to the megasphere, i.e., don't let the rest of archies and revenants teleport. The same with the other branch. Clear all the monsters first in both branches, and only then take any megasphere, letting those remaining 10 monsters teleport. They shouldn't have difficulties because the area will be empty now. Maybe this will help.
EDIT: Now this is a very wild guess, but maybe you could try Boom compatibility. I only played this map with Boom 2.02 and the fact that I didn't have any problems may mean something here.
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