Ancient Aliens - final version on idgames

Hi again, stuck on map 23 here. I am inside the temple, pressed the four switches (2 on the left and 2 on the right) but I can't figure out how to lower the blue bars to access the final switch. Any help would be appreciated. Also how do you access the teleport where the invisibility sphere is?

Muchas gracias.

Edit: figured out the first bit. However, this was not obvious as I dropped backwards to access the switch behind. Didn't realise you had to drop forward as well.

Edit 2: figured out the second bit as well lol. Sorry.

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Beed28 said:

Any hints on finding the secret exit in MAP15? I unlocked the normal exit, but I've come up blank.

Just a hint? Well, OK. There's an extra bullseye target that you need to hit after getting the red key. :P


I, myself, was wondering how to get to the sector 690 secret in MAP32. I fear that there may be a bug in play here. ;/

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savagegrant said:

I, myself, was wondering how to get to the sector 690 secret in MAP32. I fear that there may be a bug in play here. ;/


No bug, I can confirm it's obtainable :D

Spoiler

Strafe along narrow walkway and into the bloodfall.

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Ooh... another one that needs that extra speed boost from a bit of straferunning. ;)

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Ok, I've just completed this. This is amazing. Fun as hell gameplay-wise. Died the most on tarnsman's map cause I kept getting raped by chaingunners that seemed to be everywhere. Thank you very much for releasing this :)

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Lizardcommando said:

Holy crap, MAP18 of this megawad is the coolest looking, trippiest maps I have ever played.

Blegh, I couldn't get the palette to work with InstaDoom.

on the contrary, i think that fits the mood of this wad just fine. :P

edit: so since i've actually played through the first episode now, and made it to the second, i've gotta say this is pretty damn good. i was expecting some mercilessly pounding difficulty from the way people talked about it and yeah, it is pretty hard, but it's not as hard as i thought it as gonna be (prolly has to do with me playing it continuous with a weapons mod though.) there's some stuff i noticed though:

on map 5, there's a bit of a problem with the plasma rifle secret. if you run G/ZDoom with njsplash, the terrain flat will be liquid, and when the pillar lowers into the water, you're unable to get it up whatsoever. simply making the pillar not lower all the way into the water or having a different texture there would solve it.

the text screen gets cut-off slightly in ZDoom:

https://dl.dropbox.com/s/5ej6675x6c6cewl/Sk%C3%A4rmklipp%202016-05-15%2002.04.26.png?dl=0

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Holding off on playing past map10, probably for the DWMC. In map07, there are infinitely tall short blue firesticks adjacent to the soulsphere/BK pedestals.

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Just cleared the whole wad on UV + Pistol Start. Easy 5 star wad. Episode 3 felt very unique and experimental with all the guest mappers and changing visuals. Map 23/24(?), the one with the clouds, was one of the most bizarre map's I've played. In a good way. The ending was really cool too.

Some possible bugs. On map 28, I had the monster hordes getting stuck on that pathway between the two starting Cyberdemons. Made triggering infighting and then BFG spamming them down quite trivial. I also had some random frame drops and stuttering on the last 3 maps. Even on the final map, when entering a new area my FPS would tank to single digits and then stutter back up to 100+. Didn't have that problem anywhere else in the wad.

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oh derp, looks like i am still playing RC1 and didn't notice RC2. my complaints can be skipped if they have been fixed in this new version, i'll probably still go on RC1 til i finish though.

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RC2 has some weird graphical issues for me playing in glboom+ with 8bit graphics. Certain sprites look all messed up.

Example of what I'm talking about :

http://imgur.com/a/X6SHY

For the record, it was fine in RC1, and is fine on RC2 with 16bit or higher.

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paymentplan said:

RC2 has some weird graphical issues for me playing in glboom+ with 8bit graphics. Certain sprites look all messed up.

Example of what I'm talking about :

http://imgur.com/a/X6SHY

For the record, it was fine in RC1, and is fine on RC2 with 16bit or higher.


I was not able to replicate this in glBoom-plus 2.5.1.4. It seems to happen only in 2.5.1.3. Try updating to the newer version.

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In RC2 MAP15, the gap is now big enough to allow for dropping down to access the yellow teleporter, but not for the all-important red teleporter. ;(

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savagegrant said:

In RC2 MAP15, the gap is now big enough to allow for dropping down to access the yellow teleporter, but not for the all-important red teleporter. ;(


Whoops. I fixed it now on my copy (for real this time). Thanks for letting me know!

Doomhuntress said:

on map 5, there's a bit of a problem with the plasma rifle secret. if you run G/ZDoom with njsplash, the terrain flat will be liquid, and when the pillar lowers into the water, you're unable to get it up whatsoever. simply making the pillar not lower all the way into the water or having a different texture there would solve it.

the text screen gets cut-off slightly in ZDoom:

https://dl.dropbox.com/s/5ej6675x6c6cewl/Sk%C3%A4rmklipp%202016-05-15%2002.04.26.png?dl=0


Glad you're enjoying it so far! I'd at least switch to RC2 after you finish an episode since you have to pistol start anyway. And I've fixed both of those issues on my working copy. I can't guarantee njsplash won't break other things in aaliens, though.

rdwpa said:

In map07, there are infinitely tall short blue firesticks adjacent to the soulsphere/BK pedestals.


Good call, they're gone now.

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skillsaw said:

I was not able to replicate this in glBoom-plus 2.5.1.4. It seems to happen only in 2.5.1.3. Try updating to the newer version.


Hmm, I don't know what was up then, cause I was using 2.5.1.5. Anyways, I disabled transparency and it's fine now!

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I'm up to MAP17 and have completed most of the level but a bunch of monsters never teleported in. I'm running RC2 in GZDoom 1.8.10 and can send a savegame if need be. The monster box is circled in red...

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savagegrant said:

I'm up to MAP17 and have completed most of the level but a bunch of monsters never teleported in. I'm running RC2 in GZDoom 1.8.10 and can send a savegame if need be. The monster box is circled in red...


Oops. I intended to replace those monsters with pinkies on easy but accidentally put them there on hard instead. Fixed on my copy. Thanks again.

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So far great wad. Haven't came across any problems yet. just starting E2

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The mancubus is really cool. Where did it come from? And is there a version in the regular doom pallette?

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The mancubus is from Amuscaria (aka Eriance)'s Demon Eclipse mod, so yes, it exists in the Doom palette too. It's a different enemy called the Corpulent.

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You can also get a flying version of that mancubus from Mayan Mishap.

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It's the exit of MAP09.

I noclipped around and noticed that there are supposed to be decorations outside of that window. You can still see the seam, but at least there's an attempt to cover it. Perhaps some action messes them up?

I'm using ZDoom 2.7.1.

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Here are FDAs for 08-14, no deaths but some very close calls.

09 was done at a later date (today) as prior comments led me to believe it was a 40+ minute map and I didn't have the time the other day for 1 map which could potentially take over an hour.

Joshy map was good :3 moderately challenging but nothing over the top.

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Not sure if it was already reported, but some of MAP23's trigger logic is borked in ZDoom. This can be fixed by either tweaking the map geometry, or adding "compat_pointonline" setting to either "defaultmap" or "map MAP23" MAPINFO blocks.

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First, rc2 playable in ZDaemon: aaliens_rc2-zdaemon1.zip

EDIT: Some of the information that follows in this post may not be accurate anymore; see https://www.doomworld.com/vb/post/1612941

Now...

MaxED said:

Not sure if it was already reported, but some of MAP23's trigger logic is borked in ZDoom. This can be fixed by either tweaking the map geometry, or adding "compat_pointonline" setting to either "defaultmap" or "map MAP23" MAPINFO blocks.

I would really really prefer if this was fixed in the maps themselves because the same issue arises in ZDaemon and we have no "compat_pointonline" keyword.

Actually, there are even more problems with voodoo dolls "skipping" linedefs in ZDaemon; I though things worked completely fine in ZDoom, but seeing as they don't, I'm going to post the rest of (possibly) problematic doll-activated lines.


1) This is an example of what MaxED mentioned (doll sits on top of the line)


2) This is an example that can fail in ZDaemon (doll sits right in front of an axis-aligned line before the sector lowers/rises and lets it pass) and which was indeed failing in map25 in rc1 before the angles were changed in rc2 where the lines are now no longer aligned with any of the axes)


3) This is an example from map20 in which I'm not even sure of what the intention was, and which I did not get around to test and fix, if even needed, yet (there are more of such line-doll configurations in that map)



I made a "quick" fix for lines I suspected could be broken in ZDaemon. I cannot say if all the cases were truly problematic (I only got reports that map23 and map25 could not be finished in rc1, but it came down to the same line-skipping issue) or if timing is now slightly off somewhere, because I simply could not dedicate the time to test all the lines one by one. Anyway, here it is...

Voodoo doll quick fix (contains affected maps only): aaliens_rc2-zdaemon1-voodoofix1.zip

Here are the notes I made in the process. It is a dump of player 1 starts; voodoos with (possibly) problematic lines have been marked "BAD" with a reason given in parentheses; all of these, with the exception of map20, have been (hopefully) fixed in the voodoofix wad linked above.

Spoiler

map     index      x      y  angle   type  flags status
-------------------------------------------------------------
MAP01:      0  -2080    352    270      1 0x0007 !OK-TESTED-SP (too close)
MAP01:    219   1160  -2024    315      1 0x0007 START
MAP02:      1   -480    864    270      1 0x0007 OK-TESTED-SP (diagonal)
MAP02:     25   -608    864    270      1 0x0007 OK-TESTED-SP (diagonal)
MAP02:     26   -736    864    270      1 0x0007 OK-TESTED-SP (diagonal)
MAP02:     27    160    -96     45      1 0x0007 START
MAP03:      0  -2528     96    270      1 0x0007 OK (diagonal + distance)
MAP03:     17  -2656     96    270      1 0x0007 OK (diagonal)
MAP03:     29  -2784     96    270      1 0x0007 OK (diagonal)
MAP03:     30  -2912     96    270      1 0x0007 OK (diagonal)
MAP03:     31  -3232     96    270      1 0x0007 OK (diagonal)
MAP03:    239   -288   -704    180      1 0x0007 START
MAP04:      0  -1632    160    270      1 0x0007 OK (diagonal)
MAP04:     61  -1504    160    270      1 0x0007 OK (diagonal)
MAP04:     62  -1824    160    270      1 0x0007 OK (diagonal)
MAP04:    124  -1952    160    270      1 0x0007 OK (diagonal)
MAP04:    136  -1376    160    270      1 0x0007 OK (diagonal)
MAP04:    360    928    -96    270      1 0x0007 START
MAP05:      0  -8416    672    270      1 0x0007 OK (diagonal)
MAP05:     29  -8528    672    270      1 0x0007 OK (diagonal)
MAP05:     30  -8320    160    270      1 0x0007 OK (diagonal)
MAP05:     31  -8416    160    270      1 0x0007 OK (diagonal)
MAP05:     32  -8512    160    270      1 0x0007 OK (diagonal)
MAP05:     34  -8608    160    270      1 0x0007 OK (diagonal)
MAP05:     98  -8224    736    270      1 0x0007 OK (diagonal)
MAP05:    115  -8480   1376    135      1 0x0007 OK-TESTED-SP (an odd one)
MAP05:    160  -8032    736    270      1 0x0007 OK (diagonal)
MAP05:    415  -3712  -1664    135      1 0x0007 START
MAP06:      0   2368    224    270      1 0x0007 !BAD (too close)
MAP06:     16   2464    224    270      1 0x0007 !BAD (too close)
MAP06:     17   1568   1056    270      1 0x0007 !BAD (too close)
MAP06:     22  -2464    672    270      1 0x0007 !BAD (too close)
MAP06:     27  -2848    672    270      1 0x0007 OK-TESTED-SP (diagonal; teleporting loop works)
MAP06:     28   2560    224    270      1 0x0007 !BAD (too close)
MAP06:     47   1696   1056    270      1 0x0007 !BAD (too close)
MAP06:     66    640    -32    180      1 0x0007 START
MAP07:      0   1952   1248     90      1 0x0007 !BAD (too close)
MAP07:     15   2272   1248     90      1 0x0007 !BAD (too close)
MAP07:    421   2144   1248     90      1 0x0007 !BAD (too close)
MAP07:    422   -160  -1248     90      1 0x0007 START
MAP08:      0  -2400   3360    270      1 0x0007 !BAD (too close)
MAP08:     40  -2272   3360    270      1 0x0007 !BAD (too close)
MAP08:    118  -2144   3360    270      1 0x0007 !BAD (too close)
MAP08:    148  -2016   3360    270      1 0x0007 !BAD (too close)
MAP08:    172  -1888   3360    270      1 0x0007 !BAD (too close)
MAP08:    218  -1568   3360    270      1 0x0007 !BAD (too close)
MAP08:    229   1408   1120    315      1 0x0007 START
MAP09:      1    640    744     90      1 0x0007 OK (diagonal)
MAP09:     64  -1312  -1248    270      1 0x0007 !OK (no action tied to it)
MAP09:   1050  -1440  -1248    270      1 0x0007 !OK (no action tied to it)
MAP09:   1051   -416   -544     90      1 0x0007 START
MAP10:    239   6656     32    270      1 0x0007 OK (diagonal)
MAP10:    243   6752     32    270      1 0x0007 OK (diagonal)
MAP10:    244   6848     32    270      1 0x0007 OK (diagonal)
MAP10:    245   6944     32    270      1 0x0007 OK (diagonal)
MAP10:    246   5984     32    270      1 0x0007 OK (diagonal)
MAP10:    251   6096     32    270      1 0x0007 OK (diagonal)
MAP10:    252   6240     32    270      1 0x0007 OK (diagonal)
MAP10:    253   8888   2108    270      1 0x0007 TRAP
MAP10:    265   6240    992    270      1 0x0007 OK (diagonal)
MAP10:    303   6112    992    270      1 0x0007 OK (diagonal)
MAP10:    364    416   1440    270      1 0x0007 OK (diagonal)
MAP10:    400   6368    992    270      1 0x0007 OK (diagonal)
MAP10:    750   1184    800      0      1 0x0007 START
MAP11:      0   3808    288    270      1 0x0007 OK (diagonal)
MAP11:      5   3680    288    270      1 0x0007 OK (diagonal)
MAP11:      7   3552    288    270      1 0x0007 OK (diagonal)
MAP11:      8   3424    288    270      1 0x0007 OK (diagonal)
MAP11:      9   3296    288    270      1 0x0007 OK (diagonal)
MAP11:     11   3168    272    270      1 0x0007 OK (diagonal)
MAP11:     12    992  -3744    315      1 0x0007 !BAD (too close)
MAP11:     19   3456   1824    270      1 0x0007 OK (diagonal)
MAP11:     62   3552   1824    270      1 0x0007 OK (diagonal)
MAP11:     63   -480    672    315      1 0x0007 START
MAP12:      0  -2080   -608    270      1 0x0007 !BAD (too close)
MAP12:      7  -1952   -608    270      1 0x0007 !BAD (too close)
MAP12:      8  -2080   -992    270      1 0x0007 !BAD (too close)
MAP12:      9  -1984   -992    270      1 0x0007 !BAD (too close)
MAP12:     10  -1888   -992    270      1 0x0007 !BAD (too close)
MAP12:     11    832  -1664     90      1 0x0007 START
MAP13:      0   3552    288    270      1 0x0007 !BAD (too close)
MAP13:     32   3680    288    270      1 0x0007 !BAD (too close)
MAP13:     41  -2208   -480    270      1 0x0007 OK (diagonal)
MAP13:     44  -2336   -480    270      1 0x0007 OK (diagonal)
MAP13:    490   1888  -2080    135      1 0x0007 START
MAP14:      0   4704  -3296    270      1 0x0007 !BAD (too close)
MAP14:     12   4320  -3680    270      1 0x0007 !BAD (too close)
MAP14:     15   4192  -3680    270      1 0x0007 !BAD (too close)
MAP14:     16   4448  -3680    270      1 0x0007 !BAD (too close)
MAP14:     17   2016   1440    270      1 0x0007 !BAD (too close)
MAP14:     24   3456  -1856    180      1 0x0007 START
MAP15:      0   7328   -928    270      1 0x0007 OK (diagonal)
MAP15:      4   7456   -928    270      1 0x0007 OK (diagonal)
MAP15:      5   7552   -928    270      1 0x0007 OK (diagonal)
MAP15:      6   7648   -928    270      1 0x0007 OK (diagonal)
MAP15:      7   7744   -928    270      1 0x0007 OK (diagonal)
MAP15:      8   7840   -928    270      1 0x0007 OK (diagonal)
MAP15:      9   7936   -928    270      1 0x0007 OK (diagonal)
MAP15:     10   8032   -928    270      1 0x0007 OK (diagonal)
MAP15:     11   7648  -1120    270      1 0x0007 OK (diagonal)
MAP15:     14   7552  -1120    270      1 0x0007 OK (diagonal)
MAP15:     15   7744  -1120    270      1 0x0007 OK (diagonal)
MAP15:     16   7840  -1120    270      1 0x0007 OK (diagonal)
MAP15:     17   7936  -1120    270      1 0x0007 OK (diagonal)
MAP15:     18   8032  -1120    270      1 0x0007 OK (diagonal)
MAP15:     19  -6304   3744    270      1 0x0007 !BAD (too close)
MAP15:     22  -6176   3744    270      1 0x0007 !BAD (too close)
MAP15:     23   8288   -928    270      1 0x0007 !BAD (too close)
MAP15:    387   8384   -928    270      1 0x0007 !BAD (too close)
MAP15:    559   8544   -928    270      1 0x000f OK (diagonal)
MAP15:    561  -6176   -800    270      1 0x000f OK (diagonal)
MAP15:    681   6752   -416    270      1 0x000f OK (diagonal)
MAP15:    724   6880   -416    270      1 0x000f OK (diagonal)
MAP15:    725   1696  -1504     90      1 0x000f START
MAP16:      0  -5920    468    270      1 0x0007 OK (diagonal)
MAP16:      2  -5024    480    270      1 0x0007 OK (diagonal)
MAP16:      3  -5664    468    270      1 0x0007 OK (diagonal)
MAP16:      4   5408    160    270      1 0x0007 OK (diagonal)
MAP16:      9   5536    160    270      1 0x0007 OK (diagonal)
MAP16:     10   4160   4896    270      1 0x0007 OK (diagonal)
MAP16:     14   4288   4896    270      1 0x0007 OK (diagonal)
MAP16:     15   4032   4896    270      1 0x0007 OK (diagonal)
MAP16:     21   5760   4896    270      1 0x0007 OK (diagonal)
MAP16:     23   5888   4896    270      1 0x0007 OK (diagonal)
MAP16:     24   6016   4896    270      1 0x0007 OK (diagonal)
MAP16:     37  14304    -96    270      1 0x0007 OK (diagonal)
MAP16:     67   7744   4896    270      1 0x0007 OK (diagonal)
MAP16:     85   7488   4896    270      1 0x0007 OK (diagonal)
MAP16:     86   7616   4896    270      1 0x0007 OK (diagonal)
MAP16:     88  11360  -8864    270      1 0x0007 OK (diagonal)
MAP16:    168  -4704    480    270      1 0x0007 OK (diagonal)
MAP16:    171  -4576    480    270      1 0x0007 OK (diagonal)
MAP16:    172  -4448    480    270      1 0x0007 OK (diagonal)
MAP16:    397    448   -352    270      1 0x000f START
MAP17:      0   1952   1696    270      1 0x0007 !BAD (too close)
MAP17:     29   2032   1696    270      1 0x0007 !BAD (too close)
MAP17:     30   1952   1416    270      1 0x0007 !BAD (too close)
MAP17:     34   2272   1120    270      1 0x0007 !BAD (too close)
MAP17:     52   2032   1416    270      1 0x0007 !BAD (too close)
MAP17:     60   2032   1120    270      1 0x0007 !BAD (too close)
MAP17:     64   2144   2048    270      1 0x0007 OK (distance)
MAP17:    273   2144   1120    270      1 0x0007 !BAD (too close)
MAP17:    341    352  -1280    135      1 0x000f START
MAP18:      0  -4384    992    270      1 0x000f OK (diagonal)
MAP18:     54  -4256    992    270      1 0x000f OK (diagonal)
MAP18:     59  -4000   1184    270      1 0x0007 OK (distance)
MAP18:    176  -4512    992    270      1 0x0007 OK (diagonal)
MAP18:    177   5600   3808    270      1 0x0007 !BAD (too close)
MAP18:    186   9904   3376    270      1 0x0007 TRAP
MAP18:    204  -3680    672    270      1 0x0007 !BAD (too close)
MAP18:    829  -3552    672    270      1 0x0007 !BAD (too close)
MAP18:    830  -4448   2904    270      1 0x0007 OK (diagonal)
MAP18:    960  -4320   2912    270      1 0x0007 OK (diagonal)
MAP18:    961  -4192   2912    270      1 0x0007 OK (diagonal)
MAP18:    962  -4064   2912    270      1 0x0007 OK (diagonal)
MAP18:    963  -2112  -1536     45      1 0x0007 START
MAP19:      0   1248    672    270      1 0x0007 OK (diagonal)
MAP19:     22   1376    672    270      1 0x0007 OK (diagonal)
MAP19:     23   1504   1696    270      1 0x0007 OK (diagonal)
MAP19:     31   1632   1696    270      1 0x0007 OK (diagonal)
MAP19:     32   1760   1696    270      1 0x0007 OK (diagonal)
MAP19:     33   1888   1696    270      1 0x0007 OK (diagonal)
MAP19:     34   2016   1696    270      1 0x0007 OK (diagonal)
MAP19:     35   2144   1696    270      1 0x0007 OK (diagonal)
MAP19:     36   1952    672    270      1 0x0007 OK (diagonal)
MAP19:     56   2080    672    270      1 0x0007 OK (diagonal)
MAP19:     57   2208    672    270      1 0x0007 OK (diagonal)
MAP19:     58   2464    672    270      1 0x0007 !BAD (too close)
MAP19:     83   2848    672    270      1 0x0007 !BAD (too close)
MAP19:    109   2592    672    270      1 0x0007 !BAD (too close)
MAP19:    114   2688  -2560    135      1 0x0007 START
MAP20:      4   3680    416    270      1 0x0007 OK (diagonal)
MAP20:     12   3552    416    270      1 0x0007 OK (diagonal)
MAP20:     14   3456    416    270      1 0x0007 !OK (diagonal; should the first line after tele be activated though? cause it probably won't in zd)
MAP20:     15   3360    416    270      1 0x0007 !BAD (depending on when the first lines need to be activated)
MAP20:     16   3360    128    270      1 0x0007 !BAD (depending on when the first lines need to be activated)
MAP20:     17   3552    129    270      1 0x0007 !OK (diagonal; should the first line after tele be activated though? cause it probably won't in zd)
MAP20:     23   3264    128    270      1 0x0007 OK (diagonal)
MAP20:     25   3136    128    270      1 0x0007 !BAD (on top of linedef)
MAP20:     30   3040    128    270      1 0x0007 !BAD (depending on when the first lines need to be activated)
MAP20:     31   2944    304    270      1 0x0007 OK (diagonal)
MAP20:     32   3680    128    270      1 0x0007 OK (diagonal)
MAP20:     33   3808    128    270      1 0x0007 !BAD (on top of linedef)
MAP20:     55  -2720   1952    270      1 0x0007 !BAD (depending on when the first lines need to be activated)
MAP20:     58   2944    128    270      1 0x0007 !BAD (depending on when the first lines need to be activated)
MAP20:     70  -2912   1952    270      1 0x0007 OK (diagonal)
MAP20:     81   2144   -544    270      1 0x0007 !BAD (depending on when the first lines need to be activated)
MAP20:    122  -1504     96      0      1 0x0007 START
MAP21:     11   2720   1696    270      1 0x0007 OK (diagonal)
MAP21:     15   2848   1696    270      1 0x0007 OK (diagonal)
MAP21:     16   2976   1696    270      1 0x0007 OK (diagonal)
MAP21:     18   3168   1632    270      1 0x0007 OK (diagonal)
MAP21:     46   -160   2432    315      1 0x0007 START
MAP22:      6   -176   2032    270      1 0x0007 OK (diagonal)
MAP22:    157   -128   2032    270      1 0x0007 OK (distance)
MAP22:    163    -80   2032    270      1 0x0007 OK (diagonal)
MAP22:    164    -32   2032    270      1 0x0007 OK (diagonal)
MAP22:    386     16   2032    270      1 0x0007 OK (diagonal)
MAP22:    462   4944   -304    270      1 0x0007 START
MAP23:     30   4144  11144      0      1 0x0007 OK (distance)
MAP23:     33   4144  11080      0      1 0x0007 OK (distance)
MAP23:     34   4144  11016      0      1 0x0007 OK (distance)
MAP23:     50   4144  11208      0      1 0x0007 OK (distance)
MAP23:    120   4144  10952      0      1 0x0007 OK (distance)
MAP23:    137   2592  11360      0      1 0x0007 !BAD (on top of lindef)
MAP23:    176   3024  11360      0      1 0x0007 !BAD (on top of lindef)
MAP23:    241   2784   8920      0      1 0x0007 !BAD (on top of lindef)
MAP23:    340   2448  11360      0      1 0x0007 !BAD (on top of lindef)
MAP23:    376   2736  11360      0      1 0x0007 !BAD (on top of lindef)
MAP23:    377   2880  11360      0      1 0x0007 !BAD (on top of lindef)
MAP23:    378   2448  10712      0      1 0x0007 !BAD (on top of lindef)
MAP23:    531   2448   9576      0      1 0x0007 !BAD (on top of lindef)
MAP23:    773   2448   9440      0      1 0x0007 !BAD (on top of lindef)
MAP23:    823   2448   9128      0      1 0x0007 !BAD (on top of lindef)
MAP23:    824   2448   9328      0      1 0x0007 !BAD (on top of lindef)
MAP23:    825   4944   8512      0      1 0x0007 !BAD (on top of lindef)
MAP23:   1088   2448   6880      0      1 0x0007 OK (distance)
MAP23:   1213   2448   6544      0      1 0x0007 !BAD (on top of lindef)
MAP23:   1214   2448   6480      0      1 0x0007 OK (distance)
MAP23:   1347   2448   6800      0      1 0x0007 !BAD (too close)
MAP23:   1348   2448   6688      0      1 0x0007 !BAD (on top of lindef)
MAP23:   1409    608  -7968    270      1 0x0007 OK (diagonal)
MAP23:   1669  -3808  -7904     90      1 0x0007 START
MAP24:      7   2560   8064      0      1 0x0007 OUT OF THE MAP
MAP24:     15     80    832      0      1 0x0007 OK (distance)
MAP24:     62   5216  -2120    270      1 0x0007 OK (diagonal)
MAP24:    108   4960  -2120    270      1 0x0007 OK (diagonal)
MAP24:    109   5088  -2120    270      1 0x0007 OK (diagonal)
MAP24:    199    736   1888    270      1 0x0007 !BAD (on top of lindef)
MAP24:    547   2704    984     45      1 0x0007 START
MAP25:      0    160   1312    270      1 0x0007 OK (diagonal)
MAP25:      7    288   1312    270      1 0x0007 OK (diagonal)
MAP25:     12    160    480    270      1 0x0007 OK (diagonal)
MAP25:     26    416   1312    270      1 0x0007 OK (diagonal)
MAP25:     28    544   1312    270      1 0x0007 OK (diagonal)
MAP25:     76    928   1312    270      1 0x0007 OK-TESTED-SP (diagonal)
MAP25:     78    800   1312    270      1 0x0007 OK-TESTED-SP (diagonal)
MAP25:     93    672   1312    270      1 0x0007 OK-TESTED-SP (diagonal)
MAP25:    149   1056   1312    270      1 0x0007 OK (diagonal)
MAP25:    430   4608   -704     90      1 0x0007 START
MAP26:     16   4896  -1760     90      1 0x0007 OK (diagonal)
MAP26:    696   -160  -1888     90      1 0x0007 START
MAP27:      0   8224   2592    270      1 0x0007 !BAD (too close)
MAP27:     35   8928   1376    270      1 0x0007 OK (distance + diagonal)
MAP27:     72  -4512   6432    270      1 0x0007 OK (diagonal)
MAP27:     76  11936  -3232    270      1 0x0007 OK (diagonal)
MAP27:    115   8416   2592    270      1 0x0007 !BAD (too close)
MAP27:    145   7648   1184    270      1 0x0007 OK (diagonal)
MAP27:    454   2208   1984    180      1 0x0007 START
MAP28:      0   -544  10720    270      1 0x000f !BAD (too close)
MAP28:    232   -928  10656    270      1 0x000f !BAD (too close)
MAP28:    245   -840  10656    270      1 0x000f !BAD (too close)
MAP28:    246  -1060  10656    180      1 0x000f !BAD (too close)
MAP28:    247   -677  10718    270      1 0x0007 !BAD (too close)
MAP28:    252   -736  10976    270      1 0x0007 OK (diagonal)
MAP28:    899   -136     64    180      1 0x0007 START
MAP29:    436   8096   -672    270      1 0x0007 !BAD (too close)
MAP29:    493  12400  -1104     90      1 0x0007 TRAP
MAP29:    503  15904   8672    270      1 0x0007 OK (diagonal)
MAP29:    521  -3936     96    270      1 0x0007 OK (diagonal)
MAP29:    566  -1888   7008    270      1 0x0007 OK (diagonal)
MAP29:    914  -1440  10016    270      1 0x0007 OK (diagonal)
MAP29:    953  15712   8672    270      1 0x0007 OK (diagonal)
MAP29:    969   1920  -1664     90      1 0x0007 START
MAP30:      1   8736   -160    270      1 0x0007 OK (diagonal + distance)
MAP30:    247   1760   3680    135      1 0x0007 START
MAP31:      1    256   -512    135      1 0x0007 START
MAP32:      0   -480   2400    270      1 0x0007 !BAD (too close)
MAP32:      7   -608   2400    270      1 0x0007 !BAD (too close)
MAP32:     17   -352   2400    270      1 0x0007 !BAD (too close)
MAP32:     33   3616   -608    135      1 0x0007 START

From your previous posts, I kind of felt that it was OK to make the ZDaemon-compatible versions. The voodoo fix wad goes a bit further so please tell me in case I'm cutting too deep; it seemed like a better alternative to unfinishable maps being hosted on the server.

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First off, thanks for implementing WISLASH. Looks good to me.

Second, I found a way to get stuck at the very end of MAP10; have a demo I recorded in GLBoom+ 2.5.1.3. It's really easy to get into that little alcove with all the trees and such, and nigh impossible to get out without turning on jumping (if your source port even lets you do so).

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Also, I'm not sure this hk stuck in a manc has been reported...

Spoiler

rc2, map32, bk switch area

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rhinoduck said:

3) This is an example from map20 in which I'm not even sure of what the intention was, and which I did not get around to test and fix, if even needed, yet (there are more of such line-doll configurations in that map)


Huh? The left one is for very quickly lowering the red door, and the right one opens a door at the very start of the map, and then making certain lights in the map periodically glow. The rest of them are generally similar. Not sure what the confusion is about, but if there's something that's actually fucked in a certain port, my apologies, heh. I only really test in PRBoom+.

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AD_79 said:

Huh? The left one is for very quickly lowering the red door, and the right one opens a door at the very start of the map, and then making certain lights in the map periodically glow. The rest of them are generally similar. Not sure what the confusion is about, but if there's something that's actually fucked in a certain port, my apologies, heh. I only really test in PRBoom+.

I am yet to truly look into how line activation exactly works and how it differs across ports, that's why those setups are a bit confusing to me. It is not about the specific actions the lines execute, it is about whether and when they will be executed; aaliens already nicely highlighted some of the differences between ports in this (specifically, prboom+ is a lot more "forgiving", it seems). These are the specific questions I have:

1) Are the two lines forming a "roof" on the left expected to be triggered before or after the sector blocking the voodoo doll moves out of the way?

2) Is the voodoo doll on the right expected to trigger the topmost line when it teleports back?

I'll have to test things anyway, but knowing the original intentions would help me with what to look out for.

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