Xaser
Senior Member

Posts: 1630
Registered: 07-03 |
Demos are done. First there's a short MAP15 walk in the style of the original DEMO1 (only with actual gameplay :P ), a MAP12 demo which shows how to progress from the start a bit, and a MAP19 co-op run between myself and Blzut3 that shows just how much less annoying it is without all the backtracking. Before dying, of course. ;P
I did try and contact Nostromo for a co-op demo run, but he wasn't available. We'll just have to give it another go "just for fun" later.
For whatever reason, though, the new DEMO1 just doesn't want to work right in Chocolate Doom. There doesn't seem to be anything wrong with the demo itself -- playing it back via command line works just fine -- but any time I try to put any of my MAP15 takes in the DEMO1 slot, it desyncs in Chocolate (though Eternity plays it back correctly, interestingly). I'm not sure if this is a bug on Chocolate's part (I'm using 1.4.0, for the record) or if the DeHackEd is just confusing the engine. Either way, it always works in EE and never does in ZDoom, so at least there's a little bit of consistency. :P
In other news, I reluctantly changed the viewheight back to normal, for this release. I like the increased height (and that's how it'll be in 2.0), but I suppose you're right in that it's inconsistent between ports and isn't exactly "classic" by any stretch. So, enjoy the dwarfism, I suppose. :P
Quasar said:
In the Lava Caves if you go down one lift you're offered rubber boots to guard from the lava, but the other side doesn't have one. This means if you get down there with too little health, you are condemned to death.
I've never been happy with the placement of the boots in the first place -- there's nothing stopping the player from just grabbing them before heading upstairs. I'm thinking about just moving them to a spot where the player can grab them from the lava, in case they happen to miss. I don't like the idea of introducing a second one since it would prevent 100% items.
Quasar said:
In Digi-Ota it seems you can get stuck if you make it over the edge of the platform in time. None of the switches in the area which are apparently supposed to raise this walkway back up seem to do anything at all.
What's actually happening here, I think, is that the switch at the bottom (which is supposed to raise the walkway) is being hindered by the walkover lines nearby, which have a lift action that temporarily prevents the raise switch from being hit until the action finishes. It's just a badly-designed area. Changing the lift action to an SR type is a trivial change, so you don't have to wait for the lift special to reset before you can hit the raise switch.
Thanks for pointing these out again -- sorry I missed them last time.
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