Doomzilla(iddqd) Posted August 29, 2023 Most of the zdoom/gzdoom-based gameplay mods are fairly compatible with the majority of vanilla/limit-removing/boom/prboom mapsets, and if there are any incompatibilities to be found, those are generally easy to find (like conflicting enemy sprites or custom weapons that come with the map), but there are also a number of illusive errors, like the first door of "Epic 2" map31, that uses voodoo dolls or something, and can easily be broken by gameplay mods; or the mysterious door on map08 of "Hellfire: Dreams", that is supposed to be open since the beginning of the level, but is stuck closed if you use certain gameplay mods; or "Jenesis" map26 that can end as soon as it begins when played with "Lt.Typhoon" mod, because (this is a theory) some of the mods elements are spawned inside of Keen/Romerohead. So my question basically is: is there any way to preemptively know if a certain mod will break certain map? 0 Quote Share this post Link to post
Xaser Posted August 29, 2023 Not really, aside from checking the mod description to see if the author has left any notes on the topic. Failing that, the next best thing to do is just try it. BTW, it's worth reporting these sorts of incompatibilities to the gameplay mod authors (not the mappers) -- sometimes they're just bugs, or other things that can be fixed mod-side, and there's so many maps out there that you can't really test 'em all. 5 Quote Share this post Link to post
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