BaronOfStuff Posted September 18, 2015 DO NOT PANIC! Barely anything has changed, other than: 1) Swapped the door operation. Made the first door a manual trigger, and the second door is now activated by a walkover trigger. Call me odd, but this introduction to the game's door mechanics just seems more logical. 2) Shoved the switch that lowers the Mega-armour (or whatever the hell it's called now) into the wall behind a ceiling that raises, so that it now can't be activated early by mashing the use key while it's still buried in the floor. In other words, this fixes an exploit. Use it, don't use it, whatever. Can't say I care that much, just some things I noticed which bothered me. 0 Quote Share this post Link to post
Catoptromancy Posted September 18, 2015 http://www.doomworld.com/vb/freedoom/73601-i-tweaked-map01/ This was already fixed. Make sure to use the repo version when editing/testing maps. Can also check the changelog to see if anything has been fixed recently on a specific map. 0 Quote Share this post Link to post
BaronOfStuff Posted September 18, 2015 Fair enough, I'll look at the repo versions next time around. 0 Quote Share this post Link to post
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