OceanMadman Posted December 30, 2023 (edited) In the last few days, the entire city in which you live has been exposed to the dangers of a strange and previously unknown yellow corruption that quickly began to spread to cities, caves, mountains, and even human beings. The Corruption began to enter the minds of people, making them aggressive and convincing them of the existence of gods: a goddess of the stars, a god of fire, among others... and also of a god of pain. The victims of the Yellow Corruption quickly began to mutate, to transform into bloodthirsty creatures with the sole intention of destroying. All this sudden change with no apparent explanation left everyone in fear, locking themselves in their homes in hope that the corruption would not reach them, and getting as much information as possible from media to find an explanation for what was happening. You are just an average person, father of a child, married, owner of a humble apartment and without much more to ask from life. However, your routine life was abruptly interrupted when corruption began to invade your hometown, leaving you with no choice but to hide in your home with your family and manage resources as best you could... but the hours passed and passed, and food and water were already scarce. Your hopes of getting out of there alive were low, but you heard something interesting on TV that caught your attention, as miraculously the corruption had not yet completely wiped out electricity in town. "The army is giving food and shelter to the people who were left without home and resources because of the corruption to anyone who comes near their hiding places... " You listened attentively to every word of what they said on the broadcast, and when it was over, you had already decided what you were going to do: Since going with your family to the army's hideouts would be too dangerous because they could get hurt, you would go alone to ask for food from the army following the instructions given in the broadcast, then you would come back with the food to your family. The trip by car would be quite fast, so it wouldn't be too dangerous, would it? When you left your home, you discovered an important detail: The Yellow Corruption had completely swallowed your car. You have no choice but to walk to the military hideout to look for food and water, the good side is that the army has been able to create teleports that make the way faster... but you don't have much time to think about your options, because in the distance you already hear the grunts of the people mutated by the corruption, so you quickly get ready to take out your old gun, and fight for the life of your family... and yours. ---------------------------------------------------- Doomed Urbex is a community project first started last year by RastaManGames, with the concept of being a wad focused mainly on city maps. However, after RastaManGames left the project which was stressful to lead for him, I decided to take charge, finish what he started, and why not, give the whole project a more cinematic feel, which I'm sure fans of wads like TNT: Evilution will enjoy. So, after several months of development and delays caused by several factors, (lack of maps, lack of time for me to work more on the project, me trying to polish everything as best as possible) I can finally present a first finished version of the project. Although, I already consider this a finished version, I would like to continue working a bit in the future on various aspects of the wad, such as the text screens or my own maps, which I think could still be improved, so, I do not rule out an update in the not too distant future. So if any of you have any constructive criticism which you could share, I would appreciate it. The wad features 23 maps (or 24 if you count the very small last map I made) which are in MBF21, so you should be able to play it with any sourceport that supports that format (Such as Gzdoom, dsda-doom, or Woof.). Also, it isn't really compatible with multiplayer. Maybe it'll be in the future. We'll see... Download link: https://drive.google.com/file/d/1Jgj14zbjg3_oyvbdJTIwxTvzS4xCmjQP/view?usp=sharing Enjoy! Screenshots: Spoiler Maps list: Spoiler Map01: Artificial Land-Escape, by @OceanMadman Map02: Tanning Logtistics, by @Grotski Map03: Hostile Industrial Takeover, by @Hebonky Map04: One Last job, by @Drywtler Map05: Industry Town, by @Uni Musuotankarep Map06: Weapon Storage, by Serious Vadim (@ℂ𝕝𝕦𝕤𝕥𝕖𝕣_𝔾𝕦𝕪) Map07: Lok Kang, by @fai1025 Map08: The Tunnels I, by @OceanMadman Map09: Personal Hell, by an anonymous. Map10: Winter Contingency, by @EPICALLL Map11: Suburban nightmare, by @Silhouette 03 Map12: Pinkies ate my neighbors, by @digithead100 Map13: Ciudad de la Furia, by @RED77 Map14: This night I'm feeling lucky, by @dashlet Map15: Stealing the Daemtles boat, by @Ar_e_en Map16: The Tunnels II, by @OceanMadman Map17: Consumed Settlement, by @Shawn Map18: The Flooding, by @sincity2100. Map19: I wish you have a mug of mud, by @russin Map20: The Tunnels III, by @OceanMadman Map21: Cyber-Junction, by @EPICALLL Map22: The Hall of the lost maps, by @Rykz, @CursedJade999, @akolai, @EPICALLL and @OceanMadman Map23: Parvaterra, by @OceanMadman Credits: Spoiler ----------------------------------------------------- DOOMED URBEX, By... Project's idea, original leader:@RastaManGames Second leader:@OceanMadman Mappers:@Grotski, @Drywtler, @Uni Musuotankarep, Serious Vadim, (@Cluster_Guy) @fai1025, @OceanMadman, @russin, @Silhouette 03, @Ar_e_en, @dashlet, @sincity2100, @Shawn, @Rykz, @Hebonky, @RED77, @EPICALLL, @digithead100, @CursedJade999 and @akolai ---------------------------------------------------------------------------------------------------------------------------------- Other credits: Realistic Texture Pack: @RottKing Testing: @Ar_e_en, @Remster, @thiccyosh, @Biodegradable (A few maps) Titlepic, intermission, and other menu graphics: @OceanMadman, Anonymous Custom STBAR: @fai1025 Doom Text Generator, used for maps intermission graphics and some others: @Eevee Story and text screens assistance: @Lobo Sky used in map15: By @Ar_e_en Sky used in map 20: By @Mechadon Sky used in map22: by @muumi sky2 replacement (appears on map03, map05, map10, map18 and map23): By @Mechadon Sky Transfer prefab used in map 22: @TimeOfDeath New sprites and textures (Gods, Eyes, family, commander keen) @Ar_e_en, @OceanMadman Map23 extra sounds (Final Boss, Commander Keen): @OceanMadman, @Drywtler Title and intermission screen midis: by @OceanMadman Text screen midi: Exorcism Weather, by @MtPain27 Map01 midi:The Last Sunset, by @Tristan Map03 midi: BFG District, by @therektafire & @Jimmy Map04 midi:By @Drywtler Map05 midi:Warzone by Andrew Wood, From Batman Doom Map06 midi:The Imps in the Slammer, by @EPICALLL Map07 midi:Apathy at it's peak, by @fai1025 Map08 midi:Save Room, from Resident Evil Map09 midi:DOWN THE ALLEYWAY, By map's author Map10 midi:Doom of the Voracious Ones, by @EPICALLL Map11 midi:Ghost Town, by Stewboy Map12 midi:The Great Hall, by Kevin Schilder, from Heretic Map13 midi:A Bus Going to Heck, by @NickyGoodSumPrince Map14 midi:Casino Night Zone, from Sonic 2 Map15 midi:How About I Slap Your Bass, by @Jimmy Map16 midi:Revenant Waltz, by @Fookerton Map17 midi:Zen Diagram, by @AD_79 Map18 midi:Digital Nomad, by @AD_79 Map19 midi:midi of Feel For You, by Nightwish Map20 midi: Quest for Madness, By @PsychEyeball Map21 midi:Midspace Aristocratics, by @EPICALLL Map22 midi:Midi from map01 of Awaken, By @Foofoo Map23 midi:The Infinite Laberynth, by @Tristan Edited December 30, 2023 by OceanMadman 56 Quote Share this post Link to post
DankMetal Posted December 30, 2023 Los pibes ven este tipo de cosas y dicen "Wena hermano" Felicidades por finalmente sacar esto, y justo antes de fin de año. Apenas tenga tiempo lo juego 1 Quote Share this post Link to post
Arrowhead Posted December 30, 2023 (edited) That first screenshot is extremely nice looking. The others too - but that one stands out to me - the last screenshot also. I'll have to play this some time soon. Congrats on your release!! :) Edited December 30, 2023 by Arrowhead 3 Quote Share this post Link to post
Godzialox666 Posted December 30, 2023 Simplemente hermoso, lo jugaré, lo gozare. Buen trabajo OceanMadMan y todos los que estuvieron en el proyecto, se ve brutal. 😎 2 Quote Share this post Link to post
fai1025 Posted December 30, 2023 31 minutes ago, Arrowhead said: That first screenshot is extremely nice looking. The others too - but that one stands out to me I appreciate the kind word that's my map :) never thought this project would ever saw the light ever since the original project lead left, thanks for continuing the project @OceanMadman 5 Quote Share this post Link to post
s4f3s3x Posted December 30, 2023 Yay! Congratulations for finishing and releasing this pack, I've been waiting so long for it to play! : ) 2 Quote Share this post Link to post
Ar_e_en Posted December 30, 2023 This wads been through quite a lot of ups and downs, but I'm glad that It's finally out! I'll do a quick re-playthrough of this to see if everything is up to date! Congratz on the initial release! 1 Quote Share this post Link to post
EPICALLL Posted December 30, 2023 Well, just at the turn of the year, it's finally out. This is probably one of the most unique WADs I've seen, so it's cool that it's seeing the light of day now. 2 Quote Share this post Link to post
Yisue Posted December 31, 2023 Felicidades por el lanzamiento gnomiño 🍄👽 2 Quote Share this post Link to post
Pancrasio Posted December 31, 2023 Grande Gnomo. En un rato lo voy a probar. Después denuncialo a Myolden por plagio cuando saque el suyo (a ver si atajás algunos mangos viste). 1 Quote Share this post Link to post
Ar_e_en Posted December 31, 2023 Already played through the first 2 maps, and I gotta say: I didn't expect the first map to be so spruced up! It looks really good! I'm also happy to report that the fixes for the first 2 maps are implemented! 1 Quote Share this post Link to post
Aeddes666 Posted December 31, 2023 (edited) Gratz on release! Edited December 31, 2023 by Aeddes666 3 Quote Share this post Link to post
dashlet Posted December 31, 2023 (edited) Glad to see this finally out. Kudos to all the community members who participated, especially to @OceanMadman for taking the lead and having the determination to get this out. I'll like to point out that people who enjoyed wads like A.L.T, TNT or some of B.P.R.D maps will have a interesting time with some of the content in this mapset Edited December 31, 2023 by dashlet 4 Quote Share this post Link to post
Shawn Posted December 31, 2023 Thank you for finishing and releasing this wad. It was a long journey but the result is worth it. If there is ever an update on the WAD, could you change the description of my map in the read-me text file to this : Quote You thought you'd left everything behind forever. How come you're still here? You'll have to look around town for answers. Thank you ! 1 Quote Share this post Link to post
OceanMadman Posted December 31, 2023 51 minutes ago, Shawn said: If there is ever an update on the WAD, could you change the description of my map in the read-me text file to this : Yes, I will! Also, thanks everyone for the support. I hope it's being enjoyable :)) 3 Quote Share this post Link to post
The_Gennie Posted January 3 nice wad, nice wad, I really like city maps, it's my second favorite map aesthetic, obviously defeated by the outdoors, I'll try it when it's free, Good Wad Gnome, Good CP 3 Quote Share this post Link to post
Ar_e_en Posted January 3 I accidentally posted this in the wrong topic, but here is the post again: I replayed a few more maps to see if everything was fixed now, and there are a few issues that seem to still be there. Also, I managed to find a few more issues that I originally didn't notice in the first testing session: Spoiler Map 01 seems to be fine! Map 02 seems to be fine! Map 03 --- New issue discovery! Lines #1355 and #1357 should have the DOORTRAK texture --- New issue discovery! Line #22 needs a texture (possibly RDOOR22) --- New issue discovery! Sectors #330, #331 and #329 (as well as possibly #328, but this Sector staying the same isn't that big of a deal in my eyes) need to have their ceiling flat set to RFLAT133 Map 04 --- The line actions for the lines #587, #1466, #3229, #3353, #3488, #8980, #9003, #7144, #7694 and #7639 are still single use. Should be set to be repeatable (again - them being single use might break multiplayer games) --- There is still a small chance that you might accidentally skip line #9003 in one of the teleport sequences (this is weird, because unlike in the closed alpha - the line appears to be skewed here, which should have mitigated the possibility of this happening, but I still manage to skip this line somewhat regularly). Map 05 seems to be fine! Map 06 --- The Line #341 issues has been fixed, but I think that there is room for improvement: Lines #341 and #301 should probably be resized to be 128 units wide (so it would be similar to the door next to it) --- The Line #16 issue is still present. Line #16 is still 4 units wide (should be 8 units, so it would be the same as Line #1108) --- New issue discovery! Sector #199 and #198 need ceiling textures Map 07 seems to be fine! Map 08 seems to be fine! Map 09 seems to be fine! Map 10 seems to be fine! 2 Quote Share this post Link to post
OceanMadman Posted January 6 On 1/3/2024 at 8:47 PM, Ar_e_en said: I accidentally posted this in the wrong topic, but here is the post again: I replayed a few more maps to see if everything was fixed now, and there are a few issues that seem to still be there. Also, I managed to find a few more issues that I originally didn't notice in the first testing session: Hide contents Map 01 seems to be fine! Map 02 seems to be fine! Map 03 --- New issue discovery! Lines #1355 and #1357 should have the DOORTRAK texture --- New issue discovery! Line #22 needs a texture (possibly RDOOR22) --- New issue discovery! Sectors #330, #331 and #329 (as well as possibly #328, but this Sector staying the same isn't that big of a deal in my eyes) need to have their ceiling flat set to RFLAT133 Map 04 --- The line actions for the lines #587, #1466, #3229, #3353, #3488, #8980, #9003, #7144, #7694 and #7639 are still single use. Should be set to be repeatable (again - them being single use might break multiplayer games) --- There is still a small chance that you might accidentally skip line #9003 in one of the teleport sequences (this is weird, because unlike in the closed alpha - the line appears to be skewed here, which should have mitigated the possibility of this happening, but I still manage to skip this line somewhat regularly). Map 05 seems to be fine! Map 06 --- The Line #341 issues has been fixed, but I think that there is room for improvement: Lines #341 and #301 should probably be resized to be 128 units wide (so it would be similar to the door next to it) --- The Line #16 issue is still present. Line #16 is still 4 units wide (should be 8 units, so it would be the same as Line #1108) --- New issue discovery! Sector #199 and #198 need ceiling textures Map 07 seems to be fine! Map 08 seems to be fine! Map 09 seems to be fine! Map 10 seems to be fine! Thank you! Will you keep playing the maps again just in case? So if you find issues in more maps I could make an update and fix them. 2 Quote Share this post Link to post
Ar_e_en Posted January 6 1 hour ago, OceanMadman said: Thank you! Will you keep playing the maps again just in case? So if you find issues in more maps I could make an update and fix them. I'm still replaying the wad and compiling a list. I have the list up to map 19 so far. Would you like me to finish before posting or should I post everything up till now and then make another post with the last few maps? 2 Quote Share this post Link to post
Ar_e_en Posted January 9 (edited) Here are the reports for the remaining maps! Spoiler Map 11 --- Even tho I originally noted this issue as a lesser issue, I have one thing to add about it: Sector #254 would probably look better if it had a water flat (FWATER1) for its floor, however - The Lines that cause that sector to lower (Lines #914, #954, #1450 and #1083) would have to be changed to Action Special #38 (lower to lowest floor). Map 12 seems to be fine! Map 13 seems to be fine! Map 14 seems to be fine! Map 15 seems to be fine ;) Map 16 --- The area of X = 181, Y = 13268 (where it was possible to get stuck) has been fixed, however - I found another way to get stuck there. With enough speed - you can run up Sector #626 and fall into that place and get stuck again. To fix this - the Lines #3647, #3646, #3645 and #3644 should be set to being impassable. The area of X = 1051, Y = 13287 can still get you somewhat stuck, but as I stated in the original bug report - you can get unstuck from this position (it just takes a bit of effort). Map 17 --- Most of the areas where you could get stuck seem to be fixed, but the area of X = 32, Y = 2067 still gets you stuck, once you fall off the lift Map 18 seems to be fine! Map 19 --- The textures of Line #1306 and Line #174 are still misaligned with Line #1299. --- On the "Map Finished" screen - the map title graphic still doesn't fit in with the other map title graphics (it's all small letters, whereas all the other map titles are written in the big font). --- New issue discovery! The textures of Lines #856 and #859 are misaligned (noticeable when the lift raises up). Map 20 --- Line #9319 is now fixed (it's no longer a switch texture and it has no action special), however - Line #1083 and #16271 still have some minor mistakes: * Line #1083 - has a switch texture and a useless action special * Line #16271 - only has a useless action special --- You can still get stuck at X = 1900, Y = 12228 --- Just like in map 16 - there are alternate ways to get stuck in the documented rock pillar areas by running on some of the lower pillars. The Following Lines should be set to impassable: #3647, #3646, #3645, #3644, #11497, #11496, #11495 and #11494 Map 21 --- The map Still has several pillars (all tagged with a tag of 42) that don't have any textures. --- The switch on Line #5594 can still be reached and pressed without opening the bars in front of it (said bars being the 3 metal ones with the tag of 14). The switch in that location needs to be altered so that it can only be reached and pressed after the bars open. --- New issue discovery! The Thing #1469 (Teleport Fog) needs to be moved to the right by 64 (or maybe a bit more) units, otherwise - you might end up with a Manc being teleported in and becoming unresponsive due to the fact that it becomes partially stuck in the wall behind it Map 22 --- Line #28994 (which causes the room to go dark and has the tag 111) still only has an effect on 2 sectors. Most of the sectors in this room should probably be set to be effected by this line --- Just like map 19 - the map title graphic still doesn't fit in with the other map title graphics (it's all small letters, whereas all the other map titles are written in the big font). Map 23 --- The 2 Lava floors at Sector #880 and Sector #879 still do no damage (not sure if intentional or not) --- Thing #517 is still in the void (this one is a Player 2 start for some reason) SIDE NOTE FOR MAP 22: In my original report - I stated that one of the secrets (Sector #4419) was unreachable. Turns out that it is actually reachable by walking along the edge of the stairs. 4/4 secrets are possible! My fault for originally reporting this as a mistake, I apologise! SIDE NOTE FOR MAP 23: I now assume that the wall between the two fireblu pillars (Line #10068) in the starting room (the one that has a Super Shotgun in front of it) intentionally doesn't have a texture. Edited January 9 by Ar_e_en 3 Quote Share this post Link to post
OceanMadman Posted January 9 21 hours ago, Ar_e_en said: Here are the reports for the remaining maps! Hide contents Map 11 --- Even tho I originally noted this issue as a lesser issue, I have one thing to add about it: Sector #254 would probably look better if it had a water flat (FWATER1) for its floor, however - The Lines that cause that sector to lower (Lines #914, #954, #1450 and #1083) would have to be changed to Action Special #38 (lower to lowest floor). Map 12 seems to be fine! Map 13 seems to be fine! Map 14 seems to be fine! Map 15 seems to be fine ;) Map 16 --- The area of X = 181, Y = 13268 (where it was possible to get stuck) has been fixed, however - I found another way to get stuck there. With enough speed - you can run up Sector #626 and fall into that place and get stuck again. To fix this - the Lines #3647, #3646, #3645 and #3644 should be set to being impassable. The area of X = 1051, Y = 13287 can still get you somewhat stuck, but as I stated in the original bug report - you can get unstuck from this position (it just takes a bit of effort). Map 17 --- Most of the areas where you could get stuck seem to be fixed, but the area of X = 32, Y = 2067 still gets you stuck, once you fall off the lift Map 18 seems to be fine! Map 19 --- The textures of Line #1306 and Line #174 are still misaligned with Line #1299. --- On the "Map Finished" screen - the map title graphic still doesn't fit in with the other map title graphics (it's all small letters, whereas all the other map titles are written in the big font). --- New issue discovery! The textures of Lines #856 and #859 are misaligned (noticeable when the lift raises up). Map 20 --- Line #9319 is now fixed (it's no longer a switch texture and it has no action special), however - Line #1083 and #16271 still have some minor mistakes: * Line #1083 - has a switch texture and a useless action special * Line #16271 - only has a useless action special --- You can still get stuck at X = 1900, Y = 12228 --- Just like in map 16 - there are alternate ways to get stuck in the documented rock pillar areas by running on some of the lower pillars. The Following Lines should be set to impassable: #3647, #3646, #3645, #3644, #11497, #11496, #11495 and #11494 Map 21 --- The map Still has several pillars (all tagged with a tag of 42) that don't have any textures. --- The switch on Line #5594 can still be reached and pressed without opening the bars in front of it (said bars being the 3 metal ones with the tag of 14). The switch in that location needs to be altered so that it can only be reached and pressed after the bars open. --- New issue discovery! The Thing #1469 (Teleport Fog) needs to be moved to the right by 64 (or maybe a bit more) units, otherwise - you might end up with a Manc being teleported in and becoming unresponsive due to the fact that it becomes partially stuck in the wall behind it Map 22 --- Line #28994 (which causes the room to go dark and has the tag 111) still only has an effect on 2 sectors. Most of the sectors in this room should probably be set to be effected by this line --- Just like map 19 - the map title graphic still doesn't fit in with the other map title graphics (it's all small letters, whereas all the other map titles are written in the big font). Map 23 --- The 2 Lava floors at Sector #880 and Sector #879 still do no damage (not sure if intentional or not) --- Thing #517 is still in the void (this one is a Player 2 start for some reason) SIDE NOTE FOR MAP 22: In my original report - I stated that one of the secrets (Sector #4419) was unreachable. Turns out that it is actually reachable by walking along the edge of the stairs. 4/4 secrets are possible! My fault for originally reporting this as a mistake, I apologise! SIDE NOTE FOR MAP 23: I now assume that the wall between the two fireblu pillars (Line #10068) in the starting room (the one that has a Super Shotgun in front of it) intentionally doesn't have a texture. Thanks! I didn't fix some of the things you mentioned because they were on purpose (Such as the room which only has two sectors that get dark, I like the weird shapes that leaves on the ceiling :P. And yes, you are right about the hom in map 23) but I will fix most of them. Thanks again. 1 Quote Share this post Link to post
Shawn Posted January 10 Here is a fixed version. I fixed the stuck area with the two lifts, as @Ar_e_en mentioned. I've also added invisible walls to make some windows bulletproof in the central building of the blue key area and in the office's factory. It makes both fights much smoother and closer to what I intended, but I didn't know how to do it at the time. Consumed Settlement.zip 2 Quote Share this post Link to post
S3M_XM Posted January 12 As a fan of city and exploration wads, I liked exploring every possible building there was; MAP23 was interesting map to end. I finished this a couple of hours ago, and I've reported some things throughout the wad, this was played on Nugget Doom 2.3.1. Spoiler MAP06 should have an indicator that is a yellow key card door. MAP13 should have an indicator that is a red key card switch. MAP15: The wheels from one vehicle bleed through the floor in software rendering. OpenGL rendering (which is done through DSDA-Doom) doesn't do this; as the other reports below doesn't have visual bugs either. Spoiler MAP20 has a slime trail in software rendering. Spoiler Also, on the way out from the large area that was seen from MAP01, isn't a silent teleport (Linedef 15464). MAP21 gave me confusion as I was trying to look for the right building to go in, I had to look at UDB for that. I don't know if anyone has this experience outside from myself. MAP22 has a linedef bleed on the stairs in software rendering. Spoiler And I don't know if MAP23 is supposed to have an intentional HOM effect by the super shotgun near the starting point. 3 Quote Share this post Link to post
Ar_e_en Posted January 13 32 minutes ago, S3M_XM said: Hide contents MAP15: The wheels from one vehicle bleed through the floor in software rendering. OpenGL rendering (which is done through DSDA-Doom) doesn't do this; as the other reports below doesn't have visual bugs either. Hide contents That map was made with software rendering in mind. The wheels are meant to bleed through the floor (to give the illusion that the cars and bike are standing on wheels). Granted - there are spots where the effect doesn't work at 100% efficiency (you can still see the wheels, but some nearby sectors cut off the full wheel), but I consider this trick to work as intended for the most part. 4 Quote Share this post Link to post
S3M_XM Posted January 13 35 minutes ago, Ar_e_en said: That map was made with software rendering in mind. The wheels are meant to bleed through the floor (to give the illusion that the cars and bike are standing on wheels). Granted - there are spots where the effect doesn't work at 100% efficiency (you can still see the wheels, but some nearby sectors cut off the full wheel), but I consider this trick to work as intended for the most part. Ah, I didn't know that was intentionally be like that. Thank you for confirming. 4 Quote Share this post Link to post
OceanMadman Posted January 14 On 1/13/2024 at 12:51 AM, S3M_XM said: As a fan of city and exploration wads, I liked exploring every possible building there was; MAP23 was interesting map to end. I finished this a couple of hours ago, and I've reported some things throughout the wad, this was played on Nugget Doom 2.3.1. Hide contents MAP06 should have an indicator that is a yellow key card door. MAP13 should have an indicator that is a red key card switch. MAP15: The wheels from one vehicle bleed through the floor in software rendering. OpenGL rendering (which is done through DSDA-Doom) doesn't do this; as the other reports below doesn't have visual bugs either. Reveal hidden contents MAP20 has a slime trail in software rendering. Reveal hidden contents Also, on the way out from the large area that was seen from MAP01, isn't a silent teleport (Linedef 15464). MAP21 gave me confusion as I was trying to look for the right building to go in, I had to look at UDB for that. I don't know if anyone has this experience outside from myself. MAP22 has a linedef bleed on the stairs in software rendering. Reveal hidden contents And I don't know if MAP23 is supposed to have an intentional HOM effect by the super shotgun near the starting point. Thanks for reporting the issues! And yes, the HOM I made in the beginning of MAP23 is intentional. You know, foreshadowing ;) 3 Quote Share this post Link to post
Firedust Posted March 1 Map 17: there's a softlock in the area with lots of barrels, pinkies, and imps. There's no way to open the cisterns, so you're left stuck. Also, I couldn't for the life of me find the exit switch to lower the cordon. 0 Quote Share this post Link to post
Ar_e_en Posted March 1 44 minutes ago, Firedust said: Map 17: there's a softlock in the area with lots of barrels, pinkies, and imps. There's no way to open the cisterns, so you're left stuck. Also, I couldn't for the life of me find the exit switch to lower the cordon. Can you be a bit more specific? I checked the area you described and everything seems to be in order in that room - you press the nearby switch, enemies come in, stairs appear next to the 3 crushers, you run through the 3 crushers and press the switched on the platform at the end that raises the stairs to the elevator. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.