Baby Bonnie Hood Posted May 30, 2009 No WAD is perfect, but we should hope that at least they're completely playable all the way to the end including all the secrets. Alas, this is not the case; there are WADs that have enough major mistakes to become unfinishable or un-100%-completeable when not cheating. I've come across a few. There's TNT Evilution's MAP31 from years ago, I never finished that map back then thanks to a multiplayer-only keycard (something I've rectified now during my recent replaying of Doom, thank you patch). There's Mock 2's MAP36 that loops back to itself after finding the secret exit there, even though it was said that it had been supposedly fixed. And just now, MAP99 of It Only Gets Worse. If I start a new game there or idclev there, it's fine; but if I get there from MAP14, I suddenly can't move at all as though I was still in a cutscene. That's just unfortunate. I suppose that game's technically finished now, but I cannot legally access all the secrets. A shame too, because it was such a fun WAD; but now I'm left with no choice but to cheat it. You mapmakers really need to playtest your own maps more extensively. Anyone else played a WAD with a game-ruining error or two? 0 Share this post Link to post
The Green Herring Posted May 30, 2009 BSPACK.WAD: Impossible to complete for exactly the same reason as TNT MAP31... 12 years later. NDCP2.WAD: MAP02 cannot be completed without cheating because once you get the yellow key, there is no way to exit the area without noclip. Evidence suggests this WAD wasn't properly playtested to begin with during its 3 years of development. 0 Share this post Link to post
LogicDeLuxe Posted May 30, 2009 BARRACKS.WAD: works in most source ports, but not in Vanilla Doom, for which it should work except for savegames, according to the text file. The quite annoying and not immediately obvious bug is discussed here: http://www.doomworld.com/vb/source-ports/40530-really-odd-bug-in-barracks-wad/ 0 Share this post Link to post
hawkwind Posted May 30, 2009 The latest build has that NDCP map 2 bug fixed ... http://www.megaupload.com/?d=W018F7N1 There are still other bugs in this wad however and I hope the team will also fix those. 0 Share this post Link to post
Quasar Posted May 30, 2009 Lost Episode - Evil Unleashed. You cannot use the normal exit from E5M5 when played in Eternity because the next level is set to the same level in the EMAPINFO lump. I made a thread about this, but nobody ever bothered to fix it. 0 Share this post Link to post
GreyGhost Posted May 31, 2009 Baby Bonnie Hood said:And just now, MAP99 of It Only Gets Worse. If I start a new game there or idclev there, it's fine; but if I get there from MAP14, I suddenly can't move at all as though I was still in a cutscene. That's just unfortunate. I suppose that game's technically finished now, but I cannot legally access all the secrets. A shame too, because it was such a fun WAD; but now I'm left with no choice but to cheat it. You mapmakers really need to playtest your own maps more extensively. Not all problems are the mapmaker's fault, sometimes wads simply become victims of progress. For example - while LowTech Weapons runs fine under ZDoom 2.0.63a, some change in the way newer releases parse scripts causes a couple of odd bugs. I'd suggest running It Only Gets Worse under ZDoom 2.1.7 to see if it's better behaved. 0 Share this post Link to post
Captain Red Posted May 31, 2009 I have been meaning to update LowTech Weapons for so long... 0 Share this post Link to post
Graf Zahl Posted May 31, 2009 GreyGhost said:Not all problems are the mapmaker's fault, sometimes wads simply become victims of progress. For example - while LowTech Weapons runs fine under ZDoom 2.0.63a, some change in the way newer releases parse scripts causes a couple of odd bugs. Fixed. This was a bug in the Dehacked parser. However, if nobody reports such things and just fatalistically accepts that mods break - they will break! I have no idea why this worked in 2.0.63a though. This bug far predated that version. 0 Share this post Link to post
Baby Bonnie Hood Posted May 31, 2009 Graf Zahl said:...just fatalistically accepts that mods break... I guess everyone thought for all these years that it was part of Mock 2's joke. I still personally think otherwise, because what insane people would create four secret levels only to disallow normal access to them? 0 Share this post Link to post
Gez Posted May 31, 2009 Quasar said:Lost Episode - Evil Unleashed. You cannot use the normal exit from E5M5 when played in Eternity because the next level is set to the same level in the EMAPINFO lump. I made a thread about this, but nobody ever bothered to fix it. I've just put in incoming a copy of lostepis.zip (and its updated text file) with this bug fixed. Everything else is unchanged. 0 Share this post Link to post
Quasar Posted June 1, 2009 Gez said:I've just put in incoming a copy of lostepis.zip (and its updated text file) with this bug fixed. Everything else is unchanged. :D ^_^ :D ^_^ 0 Share this post Link to post
hawkwind Posted June 1, 2009 Quasar said:Lost Episode - Evil Unleashed. You cannot use the normal exit from E5M5 when played in Eternity because the next level is set to the same level in the EMAPINFO lump. I made a thread about this, but nobody ever bothered to fix it. Oddly, this has just been fixed ... http://www.gamers.org/pub/games/idgames/newstuff/lostepis.zip 0 Share this post Link to post
kristus Posted June 1, 2009 hawkwind said:Oddly, this has just been fixed ... http://www.gamers.org/pub/games/idgames/newstuff/lostepis.zip Gez said:I've just put in incoming a copy of lostepis.zip (and its updated text file) with this bug fixed. Everything else is unchanged. Oddly indeed. 0 Share this post Link to post