Dranyan Posted August 31, 2020 (edited) [ANNOUNCEMENT - Hey guys, if you somehow managed to find this post, then i want to let you know that i don't work on Eleven Zero anymore because of few reasons, including being busy in real life. Maybe i will continue working on this megawad again at one point in the future, but i can't tell for sure. But for now it's pretty much dead. If you wanna create a wad with similar concept like Eleven Zero (you know-- time travel thingy) then just go ahead :) I don't mind. Sincerely, Dranyan] VERSION 1.5 HAS BEEN RELEASED : Spoiler Changelog : Version 1.1 - Improved visuals in MAP01 - Balanced several fights in MAP01 - Added, removed, and relocated several items in MAP01 - Fixed the broken teleport in MAP01 - And more... Version 1.2 - Improved visuals in MAP01 - Improved visuals in MAP02 - Balanced several fights in MAP02 - And more... Version 1.3 - Made every lines in MAP01-03 have at least one side, making the wad playable on Risen3D - Fixed the bug which makes grass sprite doesn't get rendered at floor height on Risen3D - Fixed several teleports things which were only flagged hard in MAP01 - Improved visuals in MAP02 - Balanced several fights in MAP02 - Added, removed, and moved several items in MAP02 - Changed several lava sectors damage in MAP02 - Made nukage pools damage player in MAP02 - Fixed the bug which makes player can get trapped at a sector in MAP02 - Fixed the bug which makes player can walk through a blocking decoration in MAP02 - Fixed the bug which makes monsters can walk through fences in MAP02 - Improved visuals in MAP03 - Made OROCKL10 floors don't damage player anymore in MAP03 - Fixed the bug which makes player can walk through a blocking decoration in MAP03 - And more... Version 1.4 - Pistol is always accurate now - Fixed several teleports things which weren't flagged medium in MAP01 - Added several items in MAP02 - Moved several enemies a little bit in MAP02 - Fixed the bug which makes the sector look like looking through glass on Risen3D and GLBoom+ in MAP02 - Removed teleport action from several lines in MAP02 - Made several sectors don't damage player anymore in MAP03 - And more... Version 1.5 - Improved visuals in MAP01 - Fixed the bug which makes player/monsters may get stuck inside a floor in MAP01 - Improved visuals in MAP02 - Removed several monsters on easy and medium difficulty in MAP02 - Realigned some textures in MAP02 - Fixed several bugs (there are many of them, i don't wanna list them all here) in MAP02 - Improved visuals in MAP03 - Changed several monsters angle - Fixed the bug which makes the decoration clips through the wall in MAP03 - Fixed the bug which makes the pillar doesn't get lowered in MAP03 - Fixed the bug which makes monsters can walk through fences - And more... Eleven Zero is a MBF compatible full 32 maps megawad, work in progress. There are 3 maps so far, i will add more in the future. This is a development thread where i share the progression of this wad, and also to get feedback. Theme of this wad itself is about time travel, basically there will be six different atmospheres (episodes) in total. Which are : 1). Jurassic Period 2). Ice Age 3). Ancient Egypt 4). Dark Age 5). Pirates Age 6). The Future Well, you know-- i have played classic Doom games for years. During this lockdown period, i have more free time than usual, so i decided to start mapping to spend my time. As you can already tell, it means i'm a relatively new mapper. I take a look at good wads out there, such as Eviternity, Sunlust, Valiant, etc. and i always wonder how i'm supposed to make a wad as good as them. I did a research and experiments in order to understand what makes those wads good, and tried to implement them in my wad. I sent this wad to several people in the community, and they all said i did a good job. Hope you will also think the same thing. Honestly, i think it's impossible to make a wad which literally everyone in the community likes, because everyone has their own subjective taste and preferences. STORY SO FAR : Spoiler "Technology has come so far, humanity finally found a way to completely understand how time works. The very first time machine was finally bulit by UAC in their facility on Mars. The experiment of time traveling has been started, conducted by UAC personnel themselves. They began to visit various period of time and try to built a facility there. Unfortunately, the machine is getting more unstable each day and somehow it opened a path from hell between time. As a result, demons started to pour themselves out of hell and invade places between time. You were ordered to visit the periods of time which have been populated by those evil creatures and bring back stability by killing them. Your marine buddies are also here to help you. Actually nevermind, they all were killed anyway, so you're on your own now. Good luck." WAD GOALS : Spoiler - All maps must be visually beautiful and have a reasonable amount of detail - Having variety of difficulty, ranging from easy to very hard - Having variety of map length, ranging from short to long, with playtime averagely taking around 20 minutes to finish each map. - Having relatively high enemy count (currently average monster count is 151 enemies on UV, but there will be much more than as i add bigger maps later) - Coop/multiplayer monster spawns, i will add them in the future WEAPONS AND MONSTERS CHANGES : Spoiler - Pistol is always accurate and also shoots faster - Chaingunners drop a clip instead of a chaingun - Cyberdemon health is reduced from 4000HP to 3000HP - Spider Mastermind health is reduced from 3000HP to 2200HP - Lost Soul health is reduced from 100HP to 50HP Spoiler EPISODE 1 : Jurrasic Period MAP01 : Jungle Jumble The first map of Eleven Zero. Takes place in a jungle. Relatively short and easy. MAP02 : Candle Cave Takes place inside a cave, well-- mostly. It's a little bit linear. Length is medium. MAP03 : Vulcan Takes place inside a volcano. Length is medium. https://www.mediafire.com/download/shvuuuovw88xqvb (Version 1.5) (Updated on September 10) No jumping, no crouching, freelook is allowed (but not recommended anyway). Play with pistol start. Any feedback/playtesting would be appreciated. Report bugs if you find them. Also by the way, i'm partial colorblind (which means i can't see certain colors) so i think there are few problems about colors don't mix with each others in some area. (I hope not though) CREDITS : Spoiler Special Thanks : Dragonfly (for helping me with a MIDI) hawkwind Textures : Ola Bjorling (ukiro) Sprites : Captain Toenail ShadowCaster Necrodome Powerslave Music : Main Menu : Voyager (by Immorpher) Intermission : Rune Master (by Immorpher) MAP01 (by Fookerton) MAP02 (by Fookerton) MAP03 (by Fookerton) Edited December 1, 2020 by Dranyan I hate my life 58 Quote Share this post Link to post
Deadwing Posted August 31, 2020 That's a really cool theme! Screenshots looks great too! 2 Quote Share this post Link to post
Spowmtom Posted August 31, 2020 My lord, all of that leaks quality, I'll have to check it out soon! 1 Quote Share this post Link to post
NightFright Posted August 31, 2020 I already like the concept since it's promising a lot of visual diversity. Will keep an eye on this one. 1 Quote Share this post Link to post
Jacek Nowak (jacnowak) Posted August 31, 2020 Looks great! It seems that a lot of work has been put into it. I really like the visuals, they really convey the atmosphere! I attach FDA of the first map. prboom-plus -file "Eleven Zero v1.0.wad" -complevel 11 -skill 4 -playdemo eleven_zero_jacek_fda.lmp I used prBoom+ so that I can record a demo, used complevel 11 as you suggested in the readme file. I died once quite far in the map and then restarted, finished the map on the second attempt with 100% kills and 1 secret found. Didn't have time to do second map on one sitting but I will definitely play further maps later, probably in GZDoom. eleven_zero_jacek_fda.zip 1 Quote Share this post Link to post
TheNoob_Gamer Posted August 31, 2020 Video playthrough of map01 on UV; Eternity; with text feedback inside; focusing on gameplay + item placement and a bit about other stuff. Overall, 7.5/10; will try to provide you with some more feedbacks and follow the development. I've tried to tone down my mood as good as possible, so feel free to discuss, either on here, discord or directly through the video on Youtube. As a side note, you could try uploading this wad to playtesting channels in various Discord servers to get more feedback. 4 Quote Share this post Link to post
Dranyan Posted September 1, 2020 11 hours ago, Deadwing said: That's a really cool theme! Screenshots looks great too! 9 hours ago, NightFright said: I already like the concept since it's promising a lot of visual diversity. Will keep an eye on this one. Thank you ! I'm glad you like it, really motivates me to continue 9 hours ago, jacnowak said: Looks great! It seems that a lot of work has been put into it. I really like the visuals, they really convey the atmosphere! I attach the FDA of the first map I used prBoom+ so that I can recorda demo, used complevel 11 as you suggested in the readme file. I died once quite far in the map and then restarted, finished the map on the second attempt with 100% kills and 1 secret found. Didn't have time to do second map on one sitting but I will definitely play further maps later, probably in GZDoom. eleven_zero_jacek_fda.zip Ah yeah, thanks a lot for testing it. I'll take a look at your demo once i get home today 8 hours ago, TheNoob_Gamer said: Video playthrough of map01 on UV; Eternity; with text feedback inside; focusing on gameplay + item placement and a bit about other stuff. Overall, 7.5/10; will try to provide you with some more feedbacks and follow the development. I've tried to tone down my mood as good as possible, so feel free to discuss, either on here, discord or directly through the video on Youtube. As a side note, you could try uploading this wad to playtesting channels in various Discord servers to get more feedback Thanks for the gameplay, man. It's really helpful ! Yeah, you got a point, i put too many armor in this map, i'll replace one near SSG area with armor bonuses or something else just like you suggested. Revenants and HK fight at the end is also lame, i agree with you, i'll figure something out to change it, maybe putting revenants outside the temple just like you said is a good idea. I'm also most likely gonna replace that rocket launcher with soulsphere or something else, that sounds better, i think i let player get it way too early anyway. So yeah, i will replace armor near SSG area and improve the battle at the end that's for sure. Meanwhile, i put the rest of your suggestions into consideration (could be implemented or not) However, i don't understand why you think pistol is still useless, i meant i already increased the fire rate almost twice faster. I personally think it's enough 1 Quote Share this post Link to post
TheNoob_Gamer Posted September 1, 2020 2 minutes ago, Dranyan said: However, i don't understand why you think pistol is still useless, i meant i already increased the fire rate almost twice faster. I personally think it's enough For this map at least - a new weapon is given very early, and the chaingun is still a straight, excellent upgrade to pistol (100% accuracy, fast ROF); and is given not too long (3 mins in?). 0 Quote Share this post Link to post
Dranyan Posted September 1, 2020 55 minutes ago, TheNoob_Gamer said: For this map at least - a new weapon is given very early, and the chaingun is still a straight, excellent upgrade to pistol (100% accuracy, fast ROF); and is given not too long (3 mins in?). I don't know how to change weapons accuracy, i don't remember seeing that feature on dehacked either. But i'll figure it out By the way, did i put secrets which way too hard to find or it's just you who intentionally didn't even bother looking for secret ? 0 Quote Share this post Link to post
TheNoob_Gamer Posted September 1, 2020 (edited) 26 minutes ago, Dranyan said: I don't know how to change weapons accuracy, i don't remember seeing that feature on dehacked either. But i'll figure it out By the way, did i put secrets which way too hard to find or it's just you who intentionally didn't even bother looking for secret ? -Have a look at Eviternity for the easiest way to implement 100% accuracy on pistol. Basically, remove the Refire codepointer in the final pistol firing state and tweak its duration however you wanted. It is not as confusing as it sounds. -I was fairly sleepy when I recorded the footage blind, plus the version of Eternity I was playing on didn't have a way to show kills/items/secrets. Edited September 1, 2020 by TheNoob_Gamer 1 Quote Share this post Link to post
Dranyan Posted September 1, 2020 (edited) VERSION 1.2 HAS BEEN RELEASED : Spoiler Changelog : Version 1.1 - Improved visuals in MAP01 - Balanced several fights in MAP01 - Added, removed, and relocated items in MAP01 - Fixed a broken teleport in MAP01 - And more... Version 1.2 - Improved visuals in MAP01 - Improved visuals in MAP02 - Balanced several fights in MAP02 - And more... I don't change many things, but it's definitely better than the previous version. I know there is a lot of things that still can be improved, but i'm already tired today. Gonna do more later. Thanks for the support guys Download V1.2 here : https://www.mediafire.com/download/cqv4sv90uw01c7g Edited September 1, 2020 by Dranyan 3 Quote Share this post Link to post
Zolgia108 Posted September 1, 2020 im going for it! lets rolllll 1 Quote Share this post Link to post
Dranyan Posted September 1, 2020 (edited) @jacnowak okay dude, i have watched your demo, it takes much longer than i expected haha. You did a good job for the first attempt actually. You seemed to a little bit confused at certain point during the playthrough though, but thankfully you managed to finish the map anyway. I noticed a bug, thanks to your demo. Near the end of the level, you walked through a teleport which seems to be broken (It's supposed to teleport you back to the previous area). I can also see you tried so hard to find secrets but ended up finding only one out of three. It's actually my fault, i should've made them easier to find. (I'll fix this in the next update) So yeah, your demo is entertaining to watch and also appears to be helpful. Thanks man! I'm looking forward to see you play further maps :D 40 minutes ago, Zolgia108 said: im going for it! lets rolllll Oh, hello Zol. Nice to see you here. I just released V1.2 like 10 minutes after you posted that reply, lol. So i assumed you downloaded V1.1 which is an old version now. I highly recommend you to redownload the wad, i have several things improved in version 1.2, especially in MAP02. (So i hope you haven't played MAP02 yet by time you see this) Edited September 1, 2020 by Dranyan 1 Quote Share this post Link to post
Zolgia108 Posted September 1, 2020 12 minutes ago, Dranyan said: @jacnowak okay dude, i have watched your demo, it takes much longer than i expected haha. You did a good job for the first attempt actually. You seemed to a little bit confused at certain point during the playthrough though, but thankfully you managed to finish the map anyway. I noticed a bug, thanks to your demo. Near the end of the level, you walked through a teleport which seems to be broken (It's supposed to teleport you back to the previous area). I can also see you tried so hard to find secrets but ended up finding only one out of three. It's actually my fault, i should've made them easier to find. (I'll fix this in the next update) So yeah, your demo is entertaining to watch and also appears to be helpful. Thanks man! I'm looking forward to see you play further maps :D Oh, hello Zol. Nice to see you here. I just released V1.2 like 10 minutes after you posted that reply, lol. So i assumed you downloaded V1.1 which is an old version now. I highly recommend you to redownload the wad, i have several things improved in version 1.2, especially in MAP02. (So i hope you haven't played MAP02 yet by time you see this) no worries m8, until now i just tried single segmenting map 01, it was tough enough to kill me twice, i like it! Very good monster placement and very good texturing, keep up the good work. I will play next maps once i ll be back home :) I want to see if other people are going to complain about the "rough start" here as well, cause this is indeed a rough start (and i like it ofc). 1 Quote Share this post Link to post
TheNoob_Gamer Posted September 1, 2020 Just now, Zolgia108 said: I want to see if other people are going to complain about the "rough start" here as well, cause this is indeed a rough start It's not imo, quite a breather. Unless you are talking about map02? 2 Quote Share this post Link to post
Zolgia108 Posted September 1, 2020 1 hour ago, TheNoob_Gamer said: It's not imo, quite a breather. Unless you are talking about map02? there was a misunderstanding :) i was talking about the fact that some people complained about my wip megawad having a rough start, i don't think either one of them have a rough start, i actually really like it and don't consider it hard at all, just fun, sorry i didn't explain well :) 2 Quote Share this post Link to post
DCG Retrowave Posted September 4, 2020 I tried the first three maps tonight and I was very impressed! I'm mainly interested in vanilla DOOM maps, but this WAD is really nice so keep it up :D 1 Quote Share this post Link to post
NightFright Posted September 4, 2020 I have played through the demo maps and like the general style a lot already. Not sure if you already have implemented difficulty levels or not, but I wasn't too pleased when already encountering an Archvile early on. Anyway, since you can get the rocket launcher quite early as well, I guess it's supposed to be like that. Speaking of which: Especially after getting the rocket launcher, I ran out of rockets quickly and had to rely on the Super Shotgun for a while. This might be intended as well, but I want to mention it since it felt a bit uncomfortable in certain situations. My main concern after the test run is that it's already starting quite busy with 150+ monsters on Easy, so later maps might turn into pure slaughter if it's supposed to get more difficult. I get that these maps are quite huge and need a bigger monster population, but I'd go for a more subtle approach at least in the beginning. 2 Quote Share this post Link to post
Korozive Posted September 5, 2020 Screenshots are killer! Looking forward to this. 1 Quote Share this post Link to post
Korozive Posted September 5, 2020 (edited) On 8/31/2020 at 10:58 AM, TheNoob_Gamer said: Video playthrough of map01 on UV; Eternity; with text feedback inside; focusing on gameplay + item placement and a bit about other stuff. Overall, 7.5/10; will try to provide you with some more feedbacks and follow the development. I've tried to tone down my mood as good as possible, so feel free to discuss, either on here, discord or directly through the video on Youtube. As a side note, you could try uploading this wad to playtesting channels in various Discord servers to get more feedback. Sweet video, and I love that music. Edited September 5, 2020 by Korozive 2 Quote Share this post Link to post
666shooter Posted September 5, 2020 @Dranyan Those screenshots look awesome, and I love the time travel (a la Eternal, except more literal), and the Eviternity influences. I'll give this a download over the long weekend and be sure to get you some feedback. 1 Quote Share this post Link to post
Dranyan Posted September 5, 2020 (edited) Version V1.3 has been released. I've fixed most of known bugs and other things. Changelog : Spoiler Version 1.3 - Made every lines in MAP01-03 have at least one side, making the wad playable on Risen3D - Fixed a bug which makes grass sprite is not rendered at floor height on Risen3D - Fixed several teleports things which were only flagged hard in MAP01 - Improved visuals in MAP02 - Balanced several fights in MAP02 - Added, removed, and moved several items in MAP02 - Changed several lava sectors damage in MAP02 - Made nukage pools damage player in MAP02 - Fixed a bug which makes player can get trapped at a sector in MAP02 - Fixed a bug which makes player can walk through a blocking decoration in MAP02 - Fixed a bug which makes monsters can walk through fences in MAP02 - Improved visuals in MAP03 - Made OROCKL10 floor don't damage player anymore in MAP03 - Fixed a bug which makes player can walk through a blocking decoration in MAP03 - And more... Download here : https://www.mediafire.com/download/3ican7dcguyviol Because of currently having a bad situation, i won't release any new maps for this wad for a while. I'll add more maps once i can-- most likely, but i can't really tell when. However, i'm still willing to continue maintaining MAP01-MAP03 for now. So if you encounter any problem in these maps, please report it and i'll fix it as soon as possible. Thanks Edited September 6, 2020 by Dranyan Grammar 0 Quote Share this post Link to post
Dranyan Posted September 5, 2020 2 hours ago, Korozive said: Screenshots are killer! Looking forward to this. 2 hours ago, 666shooter said: @Dranyan Those screenshots look awesome, and I love the time travel (a la Eternal, except more literal), and the Eviternity influences. I'll give this a download over the long weekend and be sure to get you some feedback. Thank you, i'm happy to hear it. Btw, i released V1.3 just now, so you might wanna redownload the wad and play on this most recent version instead. On 9/4/2020 at 5:11 PM, NightFright said: I have played through the demo maps and like the general style a lot already. Not sure if you already have implemented difficulty levels or not, but I wasn't too pleased when already encountering an Archvile early on. Anyway, since you can get the rocket launcher quite early as well, I guess it's supposed to be like that. Speaking of which: Especially after getting the rocket launcher, I ran out of rockets quickly and had to rely on the Super Shotgun for a while. This might be intended as well, but I want to mention it since it felt a bit uncomfortable in certain situations. My main concern after the test run is that it's already starting quite busy with 150+ monsters on Easy, so later maps might turn into pure slaughter if it's supposed to get more difficult. I get that these maps are quite huge and need a bigger monster population, but I'd go for a more subtle approach at least in the beginning. Good to know you played it already. But okay-- first of all, are you talking about MAP01 or MAP02-- or both of them ? I'm a little bit confused because you seems to talk about MAP02 but also mentioned about getting rocket launch quite early (which i think is not the case in MAP02.) 0 Quote Share this post Link to post
666shooter Posted September 5, 2020 3 minutes ago, Dranyan said: Thank you, i'm happy to hear it. Btw, i released V1.3 just now, so you might wanna redownload the wad and play on this most recent version instead. Thanks for the update. I will make sure to download the latest version there before I start playing. Time to defeat an evil... older than the Earth itself! 1 Quote Share this post Link to post
666shooter Posted September 6, 2020 Just finished about an hour ago. Difficulty was certainly stiffer than I expected on HMP, but balanced with adequate health and resources so even if I got frustrated on occasion, it never felt unfair or cheap. Your texture usage and aesthetic direction is stunning in these first three maps, somewhere between the early maps of TNT Revilution and Eviternity. I appreciate how you used archviles sparingly but to maximum effect. I don't know what your plans are for later maps, but I am of the opinion that careful archvile use as opposed to shoving three or four into larger encounters to swell the "challenge" shows signs of a mature and thoughtful approach to combat encounters, so this was definitely a plus. The highlight was that crusher fight for the yellow key on Map 3, though if I had to list a low point it would probably be the pit fight with the Revenants before you descend to the blue key in the same. Good use of teleporting enemies to create a tangible threat without becoming a slog or 1997-style "waiting game". Personally, to nitpick, I'm not a big fan of the chaingunners only dropping an ammo clip (maybe two or three to compensate for the fact that they're much more dangerous than a Former Human?), but this has been done in other Wads successfully so as long as you're not too restrictive with the chaingun, it should be *technically* okay here; I didn't have that problem with these three maps, pistol starting as you suggested. I like how you create a challenge with monster placement- varying heights and positions- as opposed to relying on overwhelming odds. I also like Slaughtermaps if they're well done, but this Plutonia-style challenge is usually more interesting from a design perspective. The biggest compliment I can offer is that I was very upset to get to Map 04 and not have another map to play through. Oh, and before I forget, that was a superb job of creating genuine tension at the start of Map 03 without having to use a hot start. That is good combat design. I look forward to playing more from you and hope you found some of these comments useful or helpful. Keep up the great work! 1 Quote Share this post Link to post
Dranyan Posted September 6, 2020 Version 1.4 has been released. Oh man, only three maps available so far and i have released four patches. It's so tiring. Changelog : Spoiler - Pistol is always accurate now - Fixed several teleports things which weren't flagged medium in MAP01 - Added several items in MAP02 - Moved several enemies a little bit in MAP02 - Fixed a bug which makes a sector look like looking through glass on Risen3D and GLBoom+ in MAP02 - Removed teleport action from several lines in MAP02 - Made several sectors don't damage player anymore in MAP03 - And more... Download here : https://www.mediafire.com/file/6zupiw3m02s6bam/Eleven_Zero_v1.4.rar/file 0 Quote Share this post Link to post
Dranyan Posted September 6, 2020 8 hours ago, 666shooter said: Just finished about an hour ago. Difficulty was certainly stiffer than I expected on HMP, but balanced with adequate health and resources so even if I got frustrated on occasion, it never felt unfair or cheap. Ah yeah, i should've made bigger distinction between difficulties. These maps are way too ruthless on medium and easy difficulty, i noticed that. I'll try to reduce monster count or something like that. 8 hours ago, 666shooter said: The highlight was that crusher fight for the yellow key on Map 3, though if I had to list a low point it would probably be the pit fight with the Revenants before you descend to the blue key in the same. I'm actually considering to heavily modify this particular encounter because it becomes pretty easy after player get a rocket launcher (which can be obtained from other areas). Maybe this is for the next update... 8 hours ago, 666shooter said: The biggest compliment I can offer is that I was very upset to get to Map 04 and not have another map to play through. Oh, and before I forget, that was a superb job of creating genuine tension at the start of Map 03 without having to use a hot start. That is good combat design. I look forward to playing more from you and hope you found some of these comments useful or helpful. Keep up the great work! Thank you! Awwww... I'm happy to hear it, i mean it :) Don't worry, i'll start making more maps as soon as i can. Also-- of course i found your and other comments useful. I need as many feedback as i can. 0 Quote Share this post Link to post
adamadam Posted September 6, 2020 I'm really liking these levels! Playing with GZDoom most recent release 4.4.2, ultraviolence. Was playing with v1.3, threw on the cheats to quickly test some things with v1.4 & grab screenshots In map 1, in one area, monsters, and doomguy too, can fall into an inescapable pit that i'm not sure if it was meant to be (hell knight is below ground level): Spoiler Question on Map 3, how do I get to the yellow key? I have picked up both red & blue keys, but have not figured out how to lower the bars blocking the yellow key area: Spoiler 0 Quote Share this post Link to post
hawkwind Posted September 7, 2020 (edited) @adamadam Map01 "pit". There are no pits in that area. Looks like either sector 358 or 392, where HK's teleport to. They are not pits. Seems to be a GZDoom error. Map03 yellow key Spoiler You're close. Look closely for a nearby switch, where those 4 columns lower. Edited September 7, 2020 by hawkwind 0 Quote Share this post Link to post
maxmanium Posted September 7, 2020 Just now, hawkwind said: They are not pits. Seems to be a GZDoom error. Nope. Happens in Woof too. 0 Quote Share this post Link to post
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