DomRem
Mini-Member

Posts: 67
Registered: 06-05 |
Wow, a very interesting find. I think I've found an explanation for it.
A quick look at the map in an editor shows that both the blue armor and the rocket/shell/cell rooms behind the malfunctioning doors have a tag of 9 - which is shared by the initial door. That door is tagged (and opened) with a "SR Door Open (stay)" linedef.
The two aforementioned rooms are affected by this linedef, but are only adjacent to the closed doors. When the linedef is activated and they try to function as a door and "open", it malfunctions and the ceilings instantly lower to meet the ceiling of the doors. If you IDCLIP after opening the initial door, you'll see that the rooms' ceilings and floors are now at the same height. Because of this, the doors don't open.
The reason this doesn't occur in a normal game is because there are usually monsters standing in these rooms. Just as a normal door jumps up if there's a monster standing underneath it, the same occurs in this situation. If you IDCLIP and kill the monsters first, though, the bugs still functions as it does in -nomonsters.
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