The Green Herring
Community Chest 4 Leader

Posts: 916
Registered: 05-07 |
Well, I've tried this WAD out myself. Tested on PrBoom 2.4.8.2 under Boom compatibility. These are my observations so far:- The title, intermission, and credits screen graphics are all too huge for Doom's native resolution. To explain:
TITLEPIC: 320×240
INTERPIC: 640×480
CREDITS: 639×480
Doom's native resolution: 320×200
Thus, they look more like this, this, and this. Also, the M_DOOM looks messed up in PrBoom+, probably because the size of the image is uneven. - MAP01 requires you to flip a series of switches to exit the map, but many of them 1) are placed vertically out of reach, but within horizontal range for you to activate them anyway, and 2) hidden in the floor, which means you can activate them regardless of whether you've revealed them or not. This is because there is no Z-position checking involved when it comes to activating linedefs. Oh, and as long as there isn't a non-PassThru linedef in front of them, you can activate switches beyond non-solid sectors no matter how high said sector is. As to what can result from this? ...Well, uh, see for yourself. (UV speed (0:21) and max (1:45) demos, recorded in PrBoom+ 2.4.8.2 with -complevel 9 / Boom compatibility. Add "-file DR2008.WAD -playdemo [demoname]" without quotation marks to the command line to play them.)
- MAP02 cannot be completed after you reach the red key, as while the blue side (linedef 455) of the blue-key-locked-with-a-red-key-locked-side door (sector 74) is a proper manual door, the red side (linedef 458) is switch-activated. And untagged. Which means you can never open it from that side, ever. Did you mean to give that side of the door and the door itself a tag?
Haven't played through the other maps yet...
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- The Green Herring
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