Map28 requires ZDoom extended nodes (which PrBoom+ supports) due to being over 65k sidedefs. This is the reason for the weird reject, along with DB2 crashes if you try to save it with another nodebuilder.
To have the option to save with extended nodes in DB2, you can add the following:
title = "ZDBSP - Extended nodes";
compiler = "zdbsp";
parameters = "-X -o%FO %FI";
in Doom Builder 2/Compilers/Nodebuilders/zdbsp.cfg, below the other three options (but before the closing bracket)
If it doesn't work, search for a post Gez made explaining this better. That's how I got it working in the first place.
I don't really care what is done with it, but for the record making the path to secret exit mandatory in normal play is definitely not something I would have done. This was always intended as an optional area, hence why I made sure not to tag it secret nor stick any monster in it.
Trying to think of something suitable on the spot... If I were to change it, I'd put an archie in sector 697, and make the linedefs "block monster". An extra archie would teleport in that same sector once you reached sector 716 (midpoint through the crushers). Instead of the secret exit linedef there would be a pillar going all the way to the top, with a switch face. The secret exit pit would raise fast as you cross linedef 5006, revealing a cybie. There'd be six cell charge packs scattered in sector 698, two in front of each of the wall detail. Pressing the switch would lower the pillar, revealing an invul sphere. Also, sector 697, 702 and whatever sector that teleporting archie would be before teleporting would be tagged 7 - so they get crushed when the final switch is pressed, so the area stays entirely optional.*
Grain of Salt's idea to make it a normal exit would make sense as well, to exit you'd have the choice to fight that baron horde and archies or immediately duck to the left and try your luck with platforming.
*Edit: but then, this wouldn't be anywhere fast enough to crush them before the IoS explodes. So, uh... All three monsters would be in dummy teleport sectors at first, the first archie popping up as you walk by the first corner, and the cybie as the raising floor gets to floor level; and those teleport sectors would have a bunch of barrels on the sides so they'd die instantly.
Last edited by Phml on Mar 10 2013 at 21:42