How were you loading it with PrBoom? I was able to run it fine from the command line, though the way I set up the new texture might require you to load the CC4 resource wad first, and then the map. I assume that you are loading the texture wad, right? I'm not sure what to make of the BSP tree error though, as I encountered no such problem when I was testing.
also, i had to play it in skulltag. possibly from my lack of know-how from the doom engines maybe but i tried to execute it with gl/prboom, however it will not start due to
gl: 4 errors
pr: 75 errors
all textures. even in ST it said it had a incomplete BSP tree. maybe you can help.
The only other thing I can think of is that Gmail seems to have corrupted or truncated the wad when I attached it to the emails that I sent out; nobody else has complained about it though, so it might just be on my end. If you're using the wad I attached to the email, try the one that I linked to in the PMs instead. In any case, I'll look into it further when I get home. If it still won't work, I can send you a newer copy.
Thanks for the feedback about the ammo balance as well; I found it to be too plentiful, so I actually cut down the number of shells and bullets a bit in the newest build, while increasing the number of rockets and cells. If you could perhaps record a demo or something (even just a more detailed explanation might do) so that I can see where you're running out, that'd be helpful. Also, what skill level did you play on? I tried to keep the ammo balanced on all of them, but as it stands, the larger number of shotgunners might actually make UV the most forgiving difficulty in some rooms.
I'm not completely sure what you mean by either of these points. I guess you are saying that the enemies who have a height advantage are harder to hit, and therefore warrant more ammo, but I'm not sure which monsters in particular you mean. I don't know what you mean about the tedium of killing Hell knights specifically, as I tried to keep their numbers few (there's only ~10 at most) so that they don't slow down the pace; if you're getting bored killing them, then I've seemingly failed. Again, if you tell me which area you were in, I can possibly tweak it around a bit.
taking into consideration most of the vantage points of most monsters can easily cause many nervous misfires, and even when you do stock carefully, the chore of herding the Hell knights in for accurate shots becomes tedious.
In any case, thanks for the feedback so far!
Last edited by Mithran Denizen on Jun 5 2011 at 20:52