dobu gabu maru Posted January 2, 2017 Hoooraaaaaay! Now you get to wait a year and then someone will inevitably discover a map-breaking bug :P 0 Share this post Link to post
Breezeep Posted January 2, 2017 Grats on the release! Thanks for letting me be a part of this! 0 Share this post Link to post
koren Posted January 2, 2017 The crushers on map31 don't render properly in glboom+ 2.5.1.4, I can see through them even when they're touching the ground. They work fine with the software renderer though. 0 Share this post Link to post
rhinoduck Posted January 2, 2017 From a player start dump:---MAP31 1 1 2 0...which means there are two P3 starts and no P4 start in MAP31. I don't know if there are any other tools to check for such things, but this is what I wrote and use because of how common these voodoo doll causing mistakes in coop starts are: tnswutil It takes only a second to runtnswutil -c coopstarts -w 50monstr.wadand you will see if the number of player starts in each map is what you expect it to be. Other useful commands include the 'extendednodes' command which can help you catch accidental use of the extended nodes format which sometimes happens in wads compiled from maps from various authors; and the 'w1teles' command for dumping W1 teleport lines which allows you to see where these non-repeatable actions are used and perhaps do one last round of checks in the editor to ensure that they will not break coop gameplay (if you care about it) and that monsters won't risk a chance of staying stuck in their closets in vanilla (can hamper max runs; can be especially annoying in MAP07 and other maps with such specials). Speaking about W1 teles, there was a problem with a W1 tele line to rsk in MAP17; in coop, this means only one player is ever able to obtain it and if he dies, everyone else is screwed; I'm not sure if this has been remedied, but it doesn't look like it from the editor. If you'll be fixing this, note that the action that rises the bridge to the key is a non-repeatable one as well. Another coop issue that I remember and that still seems to be present in MAP17 is line 6 locking out players right at start. I don't know if this is something you want to rework at this point in the life of the wad, but given that I did these checks before updating the wad database for my servers anyway, I post the findings. 0 Share this post Link to post
AD_79 Posted January 2, 2017 Heh, knew I should have checked the player starts there. I'll update the wad soon™, as it also turns out MAP25 still has a multiplayer issue at the start :I 0 Share this post Link to post
BerserkerNoir Posted January 7, 2017 I really liked this, a clear example that you dont need to make it Slaughterfest to be fun. 0 Share this post Link to post
riderr3 Posted May 13, 2017 I even forgot about this project. Nice texture usage here and there! 0 Share this post Link to post
Endless Posted September 5, 2017 Great quality maps, lots of fun and quite a nostalgic trip. :D 0 Share this post Link to post