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[Boom (-cl 9)+Extras, on IDgames!] Headless Chicken: Delicious 33 Map Boom Megawad


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Also noticed that you get different sounds in GZDOOM - particularly the weapon pick up voices on first pick up. Is this also available in DSDA DOOM? Final question, in GZDOOM you get a load of different difficulty settings. Are these also available in DSDA? Cheers!

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2 hours ago, nobleflame said:

Also noticed that you get different sounds in GZDOOM - particularly the weapon pick up voices on first pick up. Is this also available in DSDA DOOM? Final question, in GZDOOM you get a load of different difficulty settings. Are these also available in DSDA? Cheers!

 

This is a Boom wad, but it has additional features that activate if you are playing in GZDoom. The pickup sounds and additional difficulty options are examples of this, but all of the maps, enemy placements, and underlying game are still Boom. Eviternity did something similar, and I figured I could do it too.

 

If you don't like the voices, you can turn them off under [Mod Options] at the start menu.

 

Unfortunately, these additional features cannot be made available in DSDA Doom due to the limitations of the Doom Engine.

 

On 11/22/2023 at 8:08 AM, nobleflame said:

Quick question. With the Ancient Aliens item pick up noise, sometimes I get a popping sound when picking up multiple items in a row. Any way to fix this? Thanks!

That's how the sound behaves in Ancient Aliens too. I have not modified it.

Edited by Chookum
NobleFlame had two questions.

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On 11/23/2023 at 9:56 PM, Chookum said:

 

This is a Boom wad, but it has additional features that activate if you are playing in GZDoom. The pickup sounds and additional difficulty options are examples of this, but all of the maps, enemy placements, and underlying game are still Boom. Eviternity did something similar, and I figured I could do it too.

 

If you don't like the voices, you can turn them off under [Mod Options] at the start menu.

 

Unfortunately, these additional features cannot be made available in DSDA Doom due to the limitations of the Doom Engine.

 

That's how the sound behaves in Ancient Aliens too. I have not modified it.

 

Thanks for the info, dude. I've been holding off playing this wad until it's complete (as in every map is available) and I'm absolutely loving it so far. Just finished the first five maps. Thanks for all of your work!

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Been cross-streaming this to Twitch and YT today. about at the end of EPisode 2 now.

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41 minutes ago, TheShep said:

Been cross-streaming this to Twitch and YT today. about at the end of EPisode 2 now.

Thank you for playing! I was asleep when you first streamed, time differences and all.

 

I saw how MAP02 behaved on you and I've reworked the encounter. MAP06's misfiring shotgunners have been investigated and reworked too.

 

I'll deploy a hot-fix, posthaste.

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Am I missing something in MAP15 or is the way back out to the starting area mistakenly a red skull switch instead of a red card switch

cuz there doesn't seem to be a red skull and I can't find any other way back out

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2 minutes ago, Lunar Sovereign said:

Am I missing something in MAP15 or is the way back out to the starting area mistakenly a red skull switch instead of a red card switch

cuz there doesn't seem to be a red skull and I can't find any other way back out 

 

Found, and fixed ASAP.

Thank goodness this isn't a release candidate yet, but it's clear I've got my work cut out for me while the kinks are being worked out.

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Hello, I've been playing your wad throughout the week, as this been on my radar for quite a while. I really dig the colorfulness, the vibrancy, the ingenuity behind every little detail to the story and the settings (the vending machines are my fav), the humorous bits, and the gameplay has been as joyful and action-packed as the energy induced by the colours... most of the time, perhaps sometimes it leans a bit towards "grindy", by virtue of having usually so much space to move and health to feel unbreakable, but these same attributes gave me a fresh feeling that I don't see commonly as, integral to the core of the maps, as here. This isn't to say there wasn't teeth, in fact the times you pulled some dirty tricks and vile ambushes (vile as in evil, not just archviles) in more confined spaces or at unexpected times, those showed contrast and put me at the edge of my seat as well. And it's been a while since I've seen lost soul swarms featuring with high regularity, over pain elementals in numbers at least!

 

Tonight I was planning to finnish this, though unfortunately performance succumbed to the final map -- I survived several of the busier maps, including 29 by just a little (red area was bit bad though), then the lag was petrifying in map 30 and called it after the area with narrow bridges and cacos up too high. It sucks but it'll be for another time. That said, I still have a long-ish list of stuff to point out, bugs and glitches and the like, even a couple quality-of-life suggestions in the mix, which I'll provide later, as soon as I can.

 

And also with all that said, to the readers, I highly recommend this one, it's super fun, it's funny, cheeky and, colorful, very colorful lol

 

EDIT: well, scrap what I said about map 30, I just finnished it lol, thankful for the green ones!

Edited by galileo31dos01

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18 hours ago, Chookum said:

Thank you for playing! I was asleep when you first streamed, time differences and all.

 

I saw how MAP02 behaved on you and I've reworked the encounter. MAP06's misfiring shotgunners have been investigated and reworked too.

 

I'll deploy a hot-fix, posthaste.


awesome, glad I could help!

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I had an issue on MAP23. After blowing through the imps and hell knights in the yellow key area it seemed like I was stuck in the room with no way out. I checked and it turned out the voodoo doll that releases more enemies and eventually opens the exit was just moving EXTREMELY slowly down his track to the point it took about 13 minutes for it to go from releasing the pinkies and cacos to releasing the kamikazes and archies. Playing on prboom+ if that helps at all. Restarting the map and reentering from MAP22 produced the same results.

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12 hours ago, Lunar Sovereign said:

I had an issue on MAP23. After blowing through the imps and hell knights in the yellow key area it seemed like I was stuck in the room with no way out. I checked and it turned out the voodoo doll that releases more enemies and eventually opens the exit was just moving EXTREMELY slowly down his track to the point it took about 13 minutes for it to go from releasing the pinkies and cacos to releasing the kamikazes and archies. Playing on prboom+ if that helps at all. Restarting the map and reentering from MAP22 produced the same results.

 

I'll speed it up in the final release. It is a bit slow, you're right - it simply didn't seem slow to me at the time I made it.

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Whew, apologies for the delay, a tonsillitis got in the way.. here is feedback:

 

Spoiler

dsda-doom cl9, UV pistol starts, software renderer

 

- A general thing you can observe if you're playing on software renderer is a bunch of visual glitches like massive HOMs or slime trails, or midtextures bleeding through ground floor. I saw many cases in many maps that tracking them all down would have been a bit, extra laborious, and some of them you really have to be nitpicky to find an issue. This or that for example aren't too bad, whereas this or this (or this) on the other side are garish, as far as midtex bleed.  

With HOMs I could spot a few: 

-- The void transitions with texts in map 14 (and other maps with these, can't remember exactly the numbers) are displayed like this or this.

-- The end of the tunnel around the start of map 16.

-- The wall behind those archviles in... map 31?

-- Multiple spots in map 29 depending on the angle, here and here and then here are most noticeable.

 

Slime trails were hardly anywhere relevant imo but if you are curious, there's a few in map 05

 

Also many switch textures displayed like this or this (or this), including once pressed, not sure what causes that though.

 

- The M_DOOM is slightly off the center

 

 

Specifics:

 

05

- More of a minor suggestion, adding midtex here or a short wall so it doesn't look like you can touch the nothingness which is weird lol

 

06

- These monsters didn't show up in the map, though you probably fixed this already

 

08

- About the bridge, might suggest moving the control sector farther away as you can kinda hear the clank noises every time you come close.

 

09

- It's possible to reach the corners where the spiderdemons appear at first (under those temples). That is, while the gothic midtex barriers are still up, you can walk on them, reach the fat columns of torches, go around them (you know, there's a green stripe on each), and then jump to the aforementioned corners. The only thing you gain by doing this is a more panoramic view of the main area lol, so I don't know if this is something that bothers you, cause it doesn't affect process negatively or anything.

- Floating torch(es), their corners are overlapping higher sectors.

 

10

- These bars closed for me a second time. I see that they are linked to a long trigger segmented into 5 so I must have crossed one of them after all was done, and thankfully I already grabbed the key by then. You might want to use a voodoo doll setup for this.

 

11

- A small suggestion: some steps to leave that secret without having to jump down and backtrack, not much but it kinda takes you out of progression for a bit.. unless there was a shortcut I missed.

 

13

- Similar to the case in map 05, I think some midtex or walls would make sense here over like the area "ending" abruptly there (place is here)

- This is appreciation, I LOVED these vending machines. Too bad those were the only functional ones in the wad :x

 

14

- These enemies didn't show up for me

 

15

- Well, other than the switch requiring a different type of red key than what you get, which I read you fixed, and several midtex bleeds (I think?), nothing else

 

16

- Entirely curiosity, how does one access the secret on top of that? OH, speaking of secrets, any reason why you didn't just use type 9 instead of generalized special 128? That made it harder to search them in UDB ngl, at first...

 

17

- Noticed a weird looking door here (south-west in the map)

 

18

- I think once you land on the big area with the stationary cyberdemons there is no going back to previous areas, even after having cleared the map and I was missing the secret invul, I didn't see a way back up there. Maybe I missed a teleport or something? Not that this is a problem but since you allowed backtracking in every other map afaik

 

20

- You can make a jump to other ledge and claim the invul but then, how do you actually access the secret sector the normal way, cause I had zero idea...

 

24

- Suggestion, the final monsters to spawn when you press the tekgren switch, make them appear as soon as you press the switch or at least no more than two seconds, or lock the player in the area, since when I pressed it I was like "hmm, nothing?" for many seconds and then I saw an arachnotron spawn as I was outside of this whole exit area, so basically I "defused" this invasion by means of impatience heh.

 

Typo in this intermission screen: [...] you cannot takes it no more!

 

25

- Line 1929 is wearing marble instead of red rock like the rest of the room, intentional?

 

27

- I got permanently stuck in the spiral conveyor, it was pushing me too rapidly. 

 

IIRC that's all, but don't trust me on this! 

 

Hope this helps some!

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12 hours ago, galileo31dos01 said:

Whew, apologies for the delay, a tonsillitis got in the way.. here is feedback:

 

  Hide contents

dsda-doom cl9, UV pistol starts, software renderer

 

- A general thing you can observe if you're playing on software renderer is a bunch of visual glitches like massive HOMs or slime trails, or midtextures bleeding through ground floor. I saw many cases in many maps that tracking them all down would have been a bit, extra laborious, and some of them you really have to be nitpicky to find an issue. This or that for example aren't too bad, whereas this or this (or this) on the other side are garish, as far as midtex bleed.   

With HOMs I could spot a few: 

-- The void transitions with texts in map 14 (and other maps with these, can't remember exactly the numbers) are displayed like this or this.

-- The end of the tunnel around the start of map 16.

-- The wall behind those archviles in... map 31?

-- Multiple spots in map 29 depending on the angle, here and here and then here are most noticeable.

 

Slime trails were hardly anywhere relevant imo but if you are curious, there's a few in map 05

 

Also many switch textures displayed like this or this (or this), including once pressed, not sure what causes that though.

 

- The M_DOOM is slightly off the center

 

 

Specifics:

 

05

- More of a minor suggestion, adding midtex here or a short wall so it doesn't look like you can touch the nothingness which is weird lol

 

06

- These monsters didn't show up in the map, though you probably fixed this already

 

08

- About the bridge, might suggest moving the control sector farther away as you can kinda hear the clank noises every time you come close.

 

09

- It's possible to reach the corners where the spiderdemons appear at first (under those temples). That is, while the gothic midtex barriers are still up, you can walk on them, reach the fat columns of torches, go around them (you know, there's a green stripe on each), and then jump to the aforementioned corners. The only thing you gain by doing this is a more panoramic view of the main area lol, so I don't know if this is something that bothers you, cause it doesn't affect process negatively or anything.

- Floating torch(es), their corners are overlapping higher sectors.

 

10

- These bars closed for me a second time. I see that they are linked to a long trigger segmented into 5 so I must have crossed one of them after all was done, and thankfully I already grabbed the key by then. You might want to use a voodoo doll setup for this.

 

11

- A small suggestion: some steps to leave that secret without having to jump down and backtrack, not much but it kinda takes you out of progression for a bit.. unless there was a shortcut I missed.

 

13

- Similar to the case in map 05, I think some midtex or walls would make sense here over like the area "ending" abruptly there (place is here)

- This is appreciation, I LOVED these vending machines. Too bad those were the only functional ones in the wad :x

 

14

- These enemies didn't show up for me

 

15

- Well, other than the switch requiring a different type of red key than what you get, which I read you fixed, and several midtex bleeds (I think?), nothing else

 

16

- Entirely curiosity, how does one access the secret on top of that? OH, speaking of secrets, any reason why you didn't just use type 9 instead of generalized special 128? That made it harder to search them in UDB ngl, at first...

 

17

- Noticed a weird looking door here (south-west in the map)

 

18

- I think once you land on the big area with the stationary cyberdemons there is no going back to previous areas, even after having cleared the map and I was missing the secret invul, I didn't see a way back up there. Maybe I missed a teleport or something? Not that this is a problem but since you allowed backtracking in every other map afaik

 

20

- You can make a jump to other ledge and claim the invul but then, how do you actually access the secret sector the normal way, cause I had zero idea...

 

24

- Suggestion, the final monsters to spawn when you press the tekgren switch, make them appear as soon as you press the switch or at least no more than two seconds, or lock the player in the area, since when I pressed it I was like "hmm, nothing?" for many seconds and then I saw an arachnotron spawn as I was outside of this whole exit area, so basically I "defused" this invasion by means of impatience heh.

 

Typo in this intermission screen: [...] you cannot takes it no more!

 

25

- Line 1929 is wearing marble instead of red rock like the rest of the room, intentional?

 

27

- I got permanently stuck in the spiral conveyor, it was pushing me too rapidly. 

 

IIRC that's all, but don't trust me on this! 

 

Hope this helps some!

Oh, this is gold. Thank you so much!

 

Current status: I've gotten the Multiplayer balancing done for MAP30 (and there's no way I'm testing it solo lmao). I've squashed the following bugs myself as I've been working:

  • MAP06 not releasing enemies correctly due to bad sound propagation/conveyance.
  • MAP16 ending area revised to use different linedef/actions to kill Icon of Submarine as Boom Crushers are bugged. (Found by @Bridgeburner56 and company during their co-op session. Thank you all.)
  • MAP23 Multiplayer arachnotrons didn't spawn correctly due to lacking teleport line.
  • MAP27 "Mister Gutsy's Wild Ride" slowed down to allow for better unsticking.
  • MAP30 monster and voodoo closets concealed from automap.
  • MAP30 Missing texture on a lavafall
  • MAP30 missing barrier around John Romero's Head
  • MAP30 Raised teleports in the final area for easier visibility on Automap.

My next release will be Headless Chicken RC1, and will be on a separate link/download, with intention to upload to iDGames Archive. I'm planning on getting MAPs 31, 32 and 33 finished very soon, and these bugs addressed.

Edited by Chookum
forgot to finish a sentence

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I've got the same comment for MAP29 as 23 where the wait between waves of the final fight feels way too long to me. Also thanks to the music choice I've been playing Terraria again lol.

 

Edit: So i went and looked at TheShep's stream and things came in much faster on MAP23 so it may just be a problem with my settings. I have no clue what it could be though.

Edited by Lunar Sovereign

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1 hour ago, Lunar Sovereign said:

I've got the same comment for MAP29 as 23 where the wait between waves of the final fight feels way too long to me. Also thanks to the music choice I've been playing Terraria again lol.

 

Edit: So i went and looked at TheShep's stream and things came in much faster on MAP23 so it may just be a problem with my settings. I have no clue what it could be though. 

I had made an adjustment based on feedback from someone else and released a hotfix six days ago. Apologies for the confusion.

 

It'll be in the release candidate too.

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Finally is nice to see this completed :) It's great. I played through it twice until map28 and completed it as soon as the final maps came out.

Just wanna mention that in my 2nd playthrough, since I knew what to expect I managed to break 2 teleporters (Playing on DSDA-DOOM 0.26):

 

Spoiler

One of them was at 4-1- All aboard:
In the wooden wagon, I run through immediately towards the end, ending up to either skipping a linedef or blocking a teleporter for the kamikazis.

One of them was at 4-2- Turbulence:
Same as above, in the final fight if you run after using the red key, you can block the Spider Mastermind's teleporter and then she never teleports in.



Besides that might play next time with coop monsters to see how it escalates :) 

Edited by bnbhehe

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Quote

FR: Captain Chicken (chickenc@command.uac.com)
TO: Doomguy #72 (doomguy72@dguys.uac.com)
SUB: REGARDING SOUTH AMERICA (CONFIDENTIAL)


MSG:

 

DOOMGUY 72,

 

It has come to our attention that after your successful solo mission (Codename: Headless Chicken) in South America and your time off, the Demon threat has managed to duplicate itself in full, with interest. The Demons have retaken all the assets and positions you successfully cleared out. We figured this would happen, but we were taken aback by the sheer speed and volume of the attack.

 

We'll reinstate you on doubled rates as usual, but this time you not have to go it alone. We have put out an open call to all available Doomguys who have completed Ballistic Rapid Refire Training to assist you on the mission. They'll meet you in French Guiana on the airstrip before we airdrop you again. We will also be aidropping additional weapons and ammo into the combat zone to assist you and your colleagues.

 

We put our faith in you, DOOMGUY 72, and any Doomguy who chooses to follow you into this renewed threat. Should you be able to shoulder this new threat alone - you will be remembered as a living legend.

 

Regards,
Captain Chicken, UAC Command HQ

 

HEADLESS CHICKEN RC1 RELEASED ON DROPBOX, CHECK THE OP.

ALL MAPS HAVE SINGLE/MULTIPLAYER PLACEMENTS.

GO GET SOME.

 

I'm going to go get some rest, meanwhile.

 

Thank you all for your support, feedback, and encouragement for the last three years.

 

Bug fixes below:

Spoiler

Galileo3ldos01's Feedback

05: Midtex/Short Wall/Some extra scenery for blue armour (DONE)
08: Move Control Sectors for Blue Bridge (DONE)
09: Floating Torches (DONE)
09: Can escape map along Blue/Red fences (ACKNOWLEDGED WITH EASTER EGGS)
10: Change bars to separate voodoo doll (DONE)
11: Stairs back up from other secret (DONE)
13-18: Midtexes for borders of map? (DONE)

17: Weird Looking door at green marble building near Blue Key mansion (DONE)
18: Make more obvious BACK teleport at the end. (DONE)
20: Spider Mastermind can be tele-blocked. (FIXED, CYBERS TOO)
22: Possible to jump to the ledge and grab the Secret Invuln. (SECTOR CHANGED)
24: Spawn monsters faster when hitting switch (ADDRESSED, MODIFIED)

 

Software Rendering Bugs

09: Fences where Arachnotrons are near (EH, FIXED ENOUGH)
11: Barriers around staged encounters (DONE)
14: Alert/Caution parts need to not bleed into space (use ALLBLAK, not F_SKY1?)
15: Midtex bleeds for barrier in arch vile office. (FIXED)
16: End of Tunnel near start (FIXED)
18: Little crevice/tunnel thing. (FIXED)
29: Oh god where do I start (SEMI-FIXED, FITS THE BILL)
31: Wall behind archviles (INTENDED)

 

INTERPIC.png.823ca8e4caf554d710c14465adb05994.png

Edited by Chookum
Added Bugfixes + Briefing from Cpt. Chicken incomplete

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After another intense multi-player session by the fine ladies and gentlemen in the Hellforge, there's a new round of bug fixes for RC2.

 

Check the original post for the new link.

 

Quote

===RC1 BUGS===
19: Multiplayer soft Lock on transition train (FIXED)
24: Death exit not working suddenly (WORKS FOR ME SOLO, BUT I CANNOT VERIFY IF IT WORKS IN MULTIPLAYER ALONE. INVESTIGATE FURTHER?)
27: Add a shotgun/shells in the starting area for multiplayer (DONE)
30: Change teleport for imps on 3rd arena to prevent monsters from telefragging players. (DONE)
31: A Bridge on Area 3's broken and can trap the player (FIXED)
33: Moved switch in Second Blue Key encounter to lower forcefield for multiplayer (DONE)

 

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I did just a bit of digging and it seems the problem I'm having with maps 23 and 29 is a known issue that prboom+ has with slower scrolling floors. Thread on it here:

 

I don't know how popular prboom+ is, if it's worth changing how the triggers work just for that but I'm probably just going to change to dsda doom lol.

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Started playing on DSDA with "-coop_spawns" for the extra challenge, and even recording demos with single segment :) (something I will probably regret in later levels  :D ).
Regarding map05 with coop monsters: 

Spoiler

These last revenants seem to be set on ambush and never teleport, thus they get stuck along with the kamikazis - I fixed them myself in doom builder so in my demo you might see them working.


 

Spoiler

image.png.1da1f099e78bce1939cac187c776ec43.png

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1 hour ago, bnbhehe said:

Started playing on DSDA with "-coop_spawns" for the extra challenge, and even recording demos with single segment :) (something I will probably regret in later levels  :D ).
Regarding map05 with coop monsters:  

  Reveal hidden contents

These last revenants seem to be set on ambush and never teleport, thus they get stuck along with the kamikazis - I fixed them myself in doom builder so in my demo you might see them working. 


 

  Hide contents

image.png.1da1f099e78bce1939cac187c776ec43.png

 

Spotted and fixed, but I'll upload RC3 at the end of the week (Saturday 16th) in case any further issues crop up.

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On 12/11/2023 at 7:57 AM, Lunar Sovereign said:

I did just a bit of digging and it seems the problem I'm having with maps 23 and 29 is a known issue that prboom+ has with slower scrolling floors. Thread on it here:

 

I don't know how popular prboom+ is, if it's worth changing how the triggers work just for that but I'm probably just going to change to dsda doom lol.

 

I would recommend playing on DSDA Doom, as it's where I've been doing my testing.

 

In addition, I know about the discrepancy between scroll floors in GZDoom and DSDA/Old Style ports. The most obvious example is MAP01 - GZDoom will fling you through it, but DSDA Doom paces itself out correctly.

 

That said, I did modify the offending scroll lines you're referring to to make the encounters move a little faster on either port.

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On 12/14/2023 at 12:20 AM, Chookum said:

 

Spotted and fixed, but I'll upload RC3 at the end of the week (Saturday 16th) in case any further issues crop up.


Also some minor issues with map06
 

Spoiler

- You can skip the linedef in the exit and softlock yourself in the elevator
- The revenants in the image below are set on ambush and teleport in the cave after you move a bit, however i think the teleporters are blocked on multiplayer (it's a hit or miss) so 1 of them might never make it into the map

 

image.png.e49b612aa931e4a31b975996d72be0e5.png

EDIT: And map07 - 

 

Spoiler

Multiplayer cyber is stuck i think

 

image.png.3d4a75189bff84208ad54f9cb061c49f.png

 

Edited by bnbhehe

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Release Candidate 3 done. Link added to original post. Would've had it done yesterday but some things came up.

 

Changes below:

===RC2 -> RC3 BUGS/CHANGES===
LANGUAGE: Updated key pickup strings.
COMPLVL: COMPLVL lump for classic ports added and set to "boom".
DEMOS: replaced old demos with fresh ones that played better
MAPINFO: Extra snark/hints for exiting the game.
05: Ambushing revenants in monster closet on Co-Op Mode
07: Modified spawn for Multiplayer Cyberdemon
15: Fixed that ghastly window. You know the one.
17: Soft Lock out of Red Skull house fixed by making door openable any time from outside. (found by Bridgeburner and company)
18: Modified exit to work more consistently by adding more lines with angles.
19: Modified start to be a bit of a smoother/more consistent experience
24: Ambushing archvile found in off-screen monster closet in co-op.
TITLEPIC: Widescreen Version of Title Screen made.

===KNOWN BUGS===
Kamikazes: Launch you straight up in GZDoom. Not addressed because it's funny, and maps account for it.
Pain Elemental: Turns into another gibbing animation from the Former Lieutenant on death due to DEHACKED silliness. Don't worry, it doesn't resurrect.
01: You go way too fast during the skydive on GZDoom on default compatability. Not much getting around this.

Hopefully this is the right one to submit to IDGames before the year's over.

Edited by Chookum

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4 minutes ago, Chookum said:

Kamikazes: Launch you straight up in GZDoom. Not addressed because it's funny, and maps account for it.

 

Gotta love a "yeah, this is a bug, but also, funny" changelog.

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Bug found in MAP27 by TheShep where one half of the kamikazes on Gutsy do not spawn due to engine silliness. RC4 will be uploaded later today.

 

Ahhhh, the joys of bug-testing...

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Probably won't be a super common issue but I did notice while screwing around on MAP22 if his teleport destination is blocked, the cyber that teleports in when you push the blue key switch gets pinned to the ceiling in his closet and never teleports in.

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