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Insane_Gazebo

Sunder - Map18 Emerges!

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I played through map17 again and found two bugs.

 

In the room with sector 3358, you can easily be softlocked if you cross only one of the linedefs that closes the door, open the door, then cross the other linedef. You should probably make the switch that opens the door repeatable. Also sector 4546 is non-damaging. Also were archviles deleted from the crusher section? I remember there being 4 or 5 archviles after the "turnaround point" in that area, but in this playthrough I came around the corner and there were literally no archviles at all. I doubt they died in infighting, since monsters can't target them, unless they killed themselves with splash damage. It is highly unlikely that this happened, though, because I just pressed the switch and ran to the beginning, not giving them a chance to get hit by other monsters. Who knows.

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59 minutes ago, Arbys550 said:

I played through map17 again and found two bugs.

 

In the room with sector 3358, you can easily be softlocked if you cross only one of the linedefs that closes the door, open the door, then cross the other linedef. You should probably make the switch that opens the door repeatable. Also sector 4546 is non-damaging. Also were archviles deleted from the crusher section? I remember there being 4 or 5 archviles after the "turnaround point" in that area, but in this playthrough I came around the corner and there were literally no archviles at all. I doubt they died in infighting, since monsters can't target them, unless they killed themselves with splash damage. It is highly unlikely that this happened, though, because I just pressed the switch and ran to the beginning, not giving them a chance to get hit by other monsters. Who knows.

 

By the looks of things when I played through that section some/most of the AVs were removed, as I recall only running into 2 or 3 in that section not counting the 2 stashed away with the Cyberdemon by the corner switch room. What I also noticed was the Cyberdemon within the vicinity of the switch that initiates the teleport party that wasn't there before.

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Hi, I don't know is this has been reported yet but I found a way to escape the first fight in map 16.

 

k2msw7e.png

 

Get on that low step and you can run across the fencing to get back behind the barrier. This lets you finish off the battle at your leisure, once all the infighting is done. Once it's done?

 

QZf1rgO.png

 

Get on the first step use that to hop onto the fencing, and then run straight to the fenced in torch. Creep carefully around the edge and go around, then drop back in past the barrier.

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Quick follow up question about map 18: When you reach the room with the YSK, are you supposed to be able to take the lift in the corner up, run along the perimeter of the room, hit the switch to kick off the fight and then drop down the side? Doing so avoids the trigger to lower the bars that traps you in the throne room, so you can retreat back outside and fight at a distance.

 

 

 

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25 minutes ago, Archviler said:

Quick follow up question about map 18: When you reach the room with the YSK, are you supposed to be able to take the lift in the corner up, run along the perimeter of the room, hit the switch to kick off the fight and then drop down the side? Doing so avoids the trigger to lower the bars that traps you in the throne room, so you can retreat back outside and fight at a distance.

 

 

 

 

That is not intentional, no. Just a little bug that got missed during testing. (Largely because the lifts aren't very well telegraphed so a lot of players missed them initially.)

 

Thanks for all the little exploits/bugs you (and everyone else) are finding, I'll make sure to address them if possible during the next big update.

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Glitch in MAP04 (unless it's intentional): Sector 549 crusher is not merged with all the other corresponding crushers in the chamber and its ceiling is set to very low value, so it has a very short cycle and barely lifts off the floor.

There's also several cases in maps 03 and 13 (and maybe a few more I'm forgetting about) where you set multiple linedefs to close path behind player (understandably done for safety so you can't bypass it), which frequently leads to doors slamming right in front of player's nose and requiring backtracking to switches that open them, unless player is very careful to only cross the particular linedef he crossed earlier or intentionally triggers every single one of them in advance. You could avoid this by tying these linedefs to a voodoo script that only activates and closes these doors once.

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Hi, I found an exploit in map 16. In the first battle after the first building, you fight a bunch of imps and barons after you hit the switch seen below.

 

kDR5MhJ.png

 

If you run from about where the image shows and angle it just right, you can get to the switch without hitting the linedef to block the way you came. It takes a bit of practice, you have to get on the platform as late as possible and with good running speed or you'll trip the linedef. Should you do so, hit the switch, go past it once it lowers and back around. The way back won't be barred, so you can return to the previous room and trivialize the encounter with almost no risk of falling or damage. It turns the encounter into a skeet shoot, since all the monsters will chase you and line up on the archvile platform past the door in, so you can rocket them at your leisure.

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As I was playing Map 15: Babylon's Chimera, there was significant framerate drops in some sections of the map. Which some peeps pointed out as I'm aware of. I'm currently running on GZDoom with an Nvidia GTX 560. It's maybe why there's lag in some maps with the amount of detail they have. Hive Mother has some lag in some places but manageable and playable. I really love Sunder to death, one beast of a slaughter megawad. Looking forward to see more of it, I_G!   

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