I always thought that ZDoom is clipping the sky somehow weirdly and in vanilla it looks fine, but I wasn't true. And I don't think I'll be able to get rid of it, so I'll probably let it there.
Eris Falling said:
Some bugs above :P
Yes, I know. The coloured torches and arrows on ground are hints, you get the computer map early (quite early), but as I thought, it's evidently not enough.
But overall, this map is a navigator's nightmare, and I have to say, you've made my catacombs look quite bright and cheerful.
I was able to blow that Mastermind up with one shot even in vanilla, although I've read somewhere that it's impossible because of vanilla's flawed hitscan-detection or something. Weird.
Quite proud of myself for seemingly killing the second mastermind in a single BFG shot though (debate?), and this is one hell of a map.
Lying corpses in the church. They were alive. At the beginning, they're killed by barrels so archies can resurrect them later. No ghost monsters, Cannonball. :)
Quick question though, I noticed at the start of the map, 16 monsters (33 on UV) seem to randomly die without the player doing anything, I assume there's a reason for this?
Yes, I tried to make there several surprises and jumpy moments. Maybe they could serve as a compensation for a lack of those moments in joe-ilya's map.
I went for such a long time without seeing any monsters at one point that I opened a door with a Mancubus on the other side, and I jumped feet, catching my laptop on the way down.
I can understand now why this took such a long time as well, it has twice as many sidedefs as the previous highest (MAP13 IIRC), and the file is bigger than MAP11 and MAP15 combined...
Thanks for the feedback.
Last edited by scifista42 on Jan 6 2013 at 16:53