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vdgg

Monster teleporters: W1 vs. WR

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During my Max attempts for d2reload MAP26 an arch-vile which should teleport in near the red key (as a nasty trap, you know) didn't do it.
Now I experienced the same with a mancubus, MM2, MAP14 (thing 305 as I have it open right now in an editor).

I just wanted experienced mappers to confirm that the cause is the following:
- W1 teleporter linedef
- The spot the monster should take after warping is occupied

and that if W1 is changed to WR, the monster should teleport in as soon as its destination will be free. Correct?

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Yes. Doom originally never checked if an action was successful. For most modern ports the line action won't be used up by a failed attempt though.

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You sure? Even in Zdoom, a W1 teleport line will be deactivated if you cross it from the wrong direction. I've actually used this to make a secret area that you basically will find by sheer luck.

EIT: Ok, it seem to have changed with 2.4.0

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kristus said:

EIT: Ok, it seem to have changed with 2.4.0

HEH. As per Boom standards? :P

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I dunno. It worked for me before I upgraded. Or maybe I'm just going crazy. Doesn't matter, I changed the secret anyways.

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