Firedust Posted January 19, 2022 In map 29, you should consider raising the teleporter pillar that leads to the BFG a bit higher, because at the moment you can strafe across without the two required keys. 1 Share this post Link to post
HackNeyed Posted January 20, 2022 Map31 has what looks like a safe platform but with a damaging floor Spoiler Also, I forgot to mention but @Vile covered it. Those Chaingunners in the turrets on Map02 are very boring to pick off when you've otherwise cleared the area. 1 Share this post Link to post
Firedust Posted January 22, 2022 Finally beat this! Huge thanks to Joshy and co for this wonderful mapset - I had an absolute blast playing it. Favourite maps: 11, 23, 24, 31, 32 The only map I felt was underwhelming was 26 - the RL secret is so cryptic, I couldn't figure out how to get it even with the editor (I'm no mapper, mind), and without it, the level is A LOT harder. The BFG behind the horde of mancubi is kinda pointless as well because the cyb won't likely survive fighting that many, and even if he does, he'll be at death's door anyway. 5 Share this post Link to post
Tarnsman Posted January 23, 2022 Really enjoyed Map 22 and 26. Final IOS fight gets a big naw dawg from me. 11 Share this post Link to post
greenslimeriver Posted January 26, 2022 (edited) I've spent way too much time trying to find out how to get that plasma rifle secret in map11 any help? Edit* never mind, just found the solution. I feel like I've checked there before, whatever.. Edited January 26, 2022 by greenslimeriver 0 Share this post Link to post
Keyboard_Doomer Posted January 26, 2022 (edited) Awesome sequel to PRCP. The maps play very well and provide that distinctly Plutonia-ish challenge without being unfair (well, except perhaps for a few traps when you experience them for the first time :P). This report was a long time in the making. Thanks to damo2k for reporting several of the issues here and to JCD for figuring out the fix for the broken stairs in MAP02. MAP02 - the stairs activated by switch 1501 are broken in ZDaemon but it can be fixed just by flipping lines 1685, 1686, 1689 and 1691 - pretty unlikely without using freeaim (so you can shoot the archvile from farther away) but it's possible to get blasted by the archvile to the area between lines 639 and 1155 and get stuck there - a switch (line 1742) doesn't animate when it's pressed - I assume the invisible stairs to exit are there to continue the spirit of PRCP/PL2 intentional shortcuts but they feel a little too cheap - it doesn't even require any speed trick and you can just stroll to the exit completely unopposed - those teleporting chaingunners would be probably particularly annoying for a UV Max speedrun (and well, in general :P) but if you want to keep them I think a crusher taking care of them later might work as a solution for the speedrunning issue MAP03 - hanging corpses (things 188 and 189) block the player from above - one area consists of 4 different neighboring secrets (sectors 1, 98, 100 and 101) but it really only needs to be one - somehow managed to survive them on the first try but not a fan of those traps with the railings and chaingunners, it's very RNG-dependent how much health you lose MAP04 - if you cross only one linedef of sector 66 not all the damaging floor sectors lower to the same height so you'll have some areas where you don't take damage (the edge of the sectors) and there's also a visual artifact because of the differing floor heights. Doesn't show well on a screenshot so here's a demo showing off the issue: prcp2_map04.zip MAP05 - perhaps my fault or by coincidence but this is the one map where I found the progression confusing, I felt lost at several points before reaching the red skull key - floating health bonuses after the stairs are raised with the switch (line 3682) MAP07 - there's a node builder error in sector 451 somewhere between the chaingunner and the imp so one of them can fall down there and become unkillable MAP09 - the one complaint I have about this map are the secrets - some are fairly cryptic and some seem to be unmarked completely MAP10 - the 2 shotgunners in sector 247 tend to get stuck on yellow bars (sector 244) if you wake them up. This can be amended by removing the yellow door action from all the lines there except 1843, 1846, 1850 and 1855 which are the only lines that need it anyway. - sectors 131 and 133 have this issue with walls absorbing projectiles so if you are aiming at the chaingunners from certain places your projectiles can get eaten by the wall and leaving the chaingunner unharmed MAP12 - bars (sector 626) block progression in multiplayer MAP14 - blue bars (sector 172) block progression in multiplayer if player(s) die in that area - bad seg angle error (Doomwiki) at the start MAP16 - 2 demon+spectre pairs (things 220+221 and 226+227) are stuck into each other and thus also block other monsters behind them MAP20 - sectors 408-410 can lock out some players in multiplayer if they're in the "wrong place" when the blue and yellow switches at the start are pressed (and then break the map if all the players at the start die) - I believe this it not actually needed for map progression but sector 729 and I guess the whole crusher setup there can lock out some parts of the map in multiplayer - not sure when exactly this happens but there's this floating candle and I think a matching one on the other side there MAP22 - floating health bonuses MAP23 - the teleporters at the very start of the map are W1 so in online multiplayer players can get stuck there - the raised pillars at the start (sectors 1529, 1530 and 1532) block progression in multiplayer - sectors 3178, 2975 and 3500 block progression in multiplayer - HOM somewhere around sector 2956 if using software rendering - HOM and slime trail on line 3767 in ZDaemon, can be solved just by flipping the line - bad seg angle - floating bullet boxes MAP25 - seems like it's possible to skip line 735 and as a result get stuck in sector 228 (in nomo or with infinitely tall actors off) - hanging corpse (thing 7) blocks the player from above MAP26 - it's possible to get stuck between sectors 162 and 163 in multiplayer MAP27 - would be good if line 2056 could have a more distinct texture because it can be a bit confusing looking for a way out of that area MAP29 - may be intended but after you pick up the 100 health bonuses from the secret (sector 2247) the yellow tint from item pickup stays on for annoyingly long - the teleporters in the lava (sectors 1666, 1672 and 1677) and the tele to the BFG (line 6496) are all W1 which in the former case can lead to being effectively soft-locked and in the latter is just a bit inconvenient in multiplayer MAP30 - possible to get stuck behind sector 5 - with some help from the archviles it's also possible to get stuck in the area next to sector 887, there are technically 3 different places where you can get stuck there so I would just make the lines of sectors 759 and 762 impassable to prevent that - an arachnotron will get stuck if it spawns in some of the IoS cube spawn spots, I think it's true for all except the thing 176 spot - it might be possible to skip line 9120 and then get stuck so would be good to add some more lines with the same action just to be safe - the cyberdemon at the end of the map can easily become stuck on the rising lift - slime trail - missing coop starts in these maps: 12, 15, 20, 25, 29, 31, 32 - There is a discrepancy in the DEHACKED - "HUSTR" (i.e. Doom 2) is used in the STRINGS section but otherwise Plutonia map names and texts are referenced. However, this doesn't seem to cause any issues in the source ports I tried. - empty DEHACKED lump between MAP20 and MAP30 prcp2_map04.zip 12 Share this post Link to post
Jark Posted January 26, 2022 (edited) Fantastically in-depth playtesting as usual KD - out of interest was this ran through the usual TNS crowd for these results? 2 hours ago, Keyboard_Doomer said: MAP22 - floating health bonuses Gah, looked in editor and a slither from the floaty bonuses touches the platform - though I must ask how did you trigger the trap, fight the ambush and raise the inner platforms without collecting the bonuses? EDIT: just remembered how multiplayer works I will fix this regardless though. Spoiler Edited January 26, 2022 by Jark 2 Share this post Link to post
Keyboard_Doomer Posted January 26, 2022 1 hour ago, Jark said: out of interest was this ran through the usual TNS crowd for these results? Not yet but many of these do come from playing on ZDaemon, I played only around half of the maps in singleplayer. TNS is coming, though, we will just wait for an update to solve at least the noteworthy issues. 1 hour ago, Jark said: though I must ask how did you trigger the trap, fight the ambush and raise the inner platforms without collecting the bonuses? You got us there, I'm fairly sure the bonuses in the screenshot are respawned :P 2 Share this post Link to post
Keyboard_Doomer Posted January 27, 2022 (edited) A few more reports: MAP21 - a soulsphere (thing 299) is in the void MAP23 - a revenant (thing 1445) is stuck - hell knight (thing 1162) and revenant (thing 1166) are stuck into each other in multiplayer MAP30 - the 2 chaingunners in sector 622 will never teleport in because none of the teleporters in their area have a tag - many of the rest of the monster teleporters are also problematic - the teleporting lines are south of the monsters but the place they're supposed to teleport to is north; almost inevitably some will fail to teleport in Edited January 27, 2022 by Keyboard_Doomer 3 Share this post Link to post
tatsurd-cacocaco Posted January 27, 2022 Map 24 is updated. I added detail in the huge valley area. (It's main in this update) I added one secret. I tweaked some enemies, but there is no change in difficulty. I reduced the amount of ammo because it's too much. Probably it's the final version, but I will update it again for any problem or suggestion. I also need play this map more. prcp2_map24_tatsurd_v2.zip 5 Share this post Link to post
riderr3 Posted February 1, 2022 @Joshy My map is updated. Download here v2 changes: -in swamp area, removed small metal platform which cause some sectors being not properly damaging. -removed redundant tag 7 from small swampy river, which activates along with lift in another place. 2 Share this post Link to post
Bryan T Posted February 2, 2022 (edited) I just played through the first 9 maps. My only real criticism is that I had way more ammo than I needed. I play continuous but I figured I'd mention it anyway. Starting at map17 is gets real hard, even on HMP. After dying a bunch I finally gave in on map19. Edited February 2, 2022 by Bryan T 2 Share this post Link to post
tatsurd-cacocaco Posted February 4, 2022 After version 2, I play my map again on every skill levels (ITYTD/HMP/UV/UV on fast monsters). It almost seems fine for me, but I tweaked it for some points. I fixed texture miss alignment. I made a glide shortcut easier. I tweaked ammo. Personally I'm satisfied with it, so it's time to move on to Pl3 updates. Of course, I will fix this map if you find a problem. prcp2_map24_tatsurd_v3.zip 2 Share this post Link to post
EffinghamHuffnagel Posted February 4, 2022 2 hours ago, tatsurd-cacocaco said: After version 2, I play my map again on every skill levels (ITYTD/HMP/UV/UV on fast monsters). It almost seems fine for me, but I tweaked it for some points. I fixed texture miss alignment. I made a glide shortcut easier. I tweaked ammo. Personally I'm satisfied with it, so it's time to move on to Pl3 updates. Of course, I will fix this map if you find a problem. prcp2_map24_tatsurd_v3.zip I found one thing, but it's ZDoom only. Tag 45 and 46 switches have textures on mid and lower. ZDoom animates lower before mid, so they don't animate when used. Works fine in GZDoom. Not sure how important a thing that is. 1 Share this post Link to post
sincity2100 Posted February 10, 2022 https://www.mediafire.com/file/jqygd7j6s0wrnv0/The_Wolf_Hour_V2.wad/file I made an updated version of The Wolf Hour, this time I added more monsters into the mix,added more details and made one of the traps nastier. 1 Share this post Link to post
sincity2100 Posted February 11, 2022 BTW I added some updates on the same link recently.. 2 Share this post Link to post
wydoomer Posted February 13, 2022 (edited) I removed the soul sphere that was placed in no mans land and added an extra box of rockets. Latest version of map21 attached @Joshy wydoomer-scorched_sacellum.zip Edited February 14, 2022 by wydoomer 0 Share this post Link to post
Arbys550 Posted February 14, 2022 (edited) Just finished my playthrough. I had a great time! Probably my new favorite of the unofficial Plutonia sequels. I've got some feedback and some found bugs that may have already been reported, but oh well. I'll split my feedback into a bugs section and a subjective feedback section. Bugs: Spoiler Map14: The blue key can be grabbed from below without starting the fight. Map16: There are pinkies are stuck together in the closets in the red door wing. Map19: There's no monster block lines on any of the teleporters and it can lead to weird situations. I also think there should be exit signs placed by the bars at the exit because I had to scour the whole level after the final switch to find out where to go. Map20: There's something that randomly blocked me when trying to move through this area: You can also get softlocked in the crusher section if you nestle yourself close to the entrance to the room: Map21: None of the shootable skull switches animated for me. Map25: The revs on the skull platforms in the east don't move and can't attack. There's also a blocking hanging decoration in this area under the archway. Map28: There's a blocking hanging decoration here that actually killed me when I tried to escape an AV blast: Map30: The blood in the final fight hurts you yet doesn't hurt you anywhere else in the map which is inconsistent. Subjective feedback on some things: Spoiler Map20: I don't really feel too hot about the crusher room, I didn't even realize there was a crusher going on until I saved after clearing everything. I ended up saving without having enough time to escape and had to use noclip. Map25: I think the blocking vine midtextures could be replaced with fencing, traditionally you can move through vines in Doom WADs. That got me killed. I also think the random shootable switch you can shoot by riding the red key pillar should do something of value. It seems pointless right now and it's not even a secret. Finally, at the YK area you can just leave and get everyone crushed which takes forever because of the AVs and is pretty boring. I think there should be a way to force the player to do that fight for real. Map27: I think the SSG should be more accessible somehow, I ended up having to spend a lot of time single-shotgunning nobles and mancubi because I only had shells. I went to the SSG area last. I also found the AV fight in that area very frustrating, with the way the cover is designed. It seems like the cover was placed at the exact right height to make you think you're safe, but get barely blasted by the AVs when you think the raised floors are blocking you. I died a lot like that. I'd suggest just raising those ledges one tick. Map28: I think the surprise fight right before the yellow key is pretty luck-based. There's an AV with no cover at all and it becomes a game of hoping he'll get distracted by something. I think the next fight after could use a megaarmor instead of a regular armor before too, and even more health. I ended up just hiding in that secret supercharge to beat that fight since I went in with low health. Map29: I ran out of ammo cleaning up cybers in the last fight. I was probably being stupid, but depending on other people's experiences you may want to add more cells to clean up the cybers. Map30: I don't understand some of the design choices here. I didn't finish the last fight. I don't understand how you're supposed to get that last shot off when you're smack dab in the middle of a cloud of enemies and there's an archvile blocking the way that zapped me every time. On top of this, there are enemy spawn points placed at the same place as all of the supercharges. I kept getting telefragged when I went in for health. The preliminal AVs on the outskirts are also really annoying to get rid of. You can't really ride the lift up to them, cause they'll blast you off before you can kill them, and in order to kill them on the ground floor, you have to back up to be at the right angle, but this kept causing me to get telefragged, again. I can see the reason for the fast lifts, but the faster lifts got me killed more than anything. I kept pressing them and running away as to not get hit while they were lowering, but they kept raising up before I got back. You have to stay relatively close to the lift in order to catch it in time, which kept getting me hit by projectiles. Edited February 14, 2022 by Arbys550 3 Share this post Link to post
wydoomer Posted February 14, 2022 Edited my post above with new version with skull switch fix, thanks @Arbys550 0 Share this post Link to post
Joshy Posted March 5, 2022 (edited) PRCP2 RC2 is now released! Forgive me for the delay in releasing this version, haven't had a lot of time on my hand to put all of this together. Link: removed Changelog: RC1>RC2 Changelog for PRCP2.wad Changed Switches.lmp Modified dehacked/mapinfo story text Added demo1,2,3 lumps Added wide status bar Map02*: Added a switch that crushes chaingunners in the castle. Removed exposed speedrunning route and added underwater chasms around the main isle and some other misc stuff. Map04*: -in swamp area, removed small metal platform which cause some sectors being not properly damaging. -removed redundant tag 7 from small swampy river, which activates along with lift in another place. Map07*: Deleted chaingunner and imp in sector 451 where the node issue was Map08*: Added polish Map12*: Added more ammo and fixed multiplayer softlock Map14*: Removed blue bars (sector 172), toned down sky details on central hub Map16*: Fixed stuck pinkies, hidden on the map two secret places, other minimal things Map17*: Polishes added, made map a little bit harder a minor bug fixed and fixed a misaligned texture Map18*: Changed a few spawns to make it slightly harder Map20*: Fixed crusher room and removed some cell ammo, fixed slimetrails, and preventing players going out of bounds, Cybervault is harder on UV, Coop should be supported now Made the upper unpegged textures in the crusher room a lot wider in hopes of making it more obvious that you're getting crushed Map21*: removed the soul sphere that was placed in no mans land and added an extra box of rockets -skull switch fix Map22*: Fixed floating health bonuses, improved blood maze reward from 1 soulsphere to 2, and other minor improvements Map23*: Fixed potential exploits, fixed crusher that should finish off endless revenant towers, and a stuck revenant Map26*: Made changes Map27*: - Placed non-secret Super Shotgun inside the room with 4 viles and the switch that raises the stairs to the red key - Inside the previous SSG spot is now a berserk, could be helpful since getting health there can sometimes be a problem - In the same room with 4 viles, removed one medkit but replaced 2 nearby stimpacks with 2 medkits instead - The exit door out of the secret inside the cave leading out of the blue key door now has a different, brown texture to stand out better (hopefully) - The secret with soul sphere now has the sector on which the powerup's placed flagged a secret instead of the surrounding sector - Fixed a possible softlock after the red key area got blocked off by bars - the room with the blue skull got shrunk by 24 or 32 map units Map29*: Coop implemented as well, fixed teleporter jump Map30*: Removed unused closet with Chaingunners. Was able to 100% non-IoS kills more than once. Fixed Teleporter to starting fight to be accessible on all difficulties. Attempted to remove possible AV jump/ get stuck areas in second fight. Lengthened line 9120 and added a failsafe. Removed Slimetrail on Sector 800. Moved Teleport Closets North. Checked multiple times to confirm evacuation of all the closets. Removed AV from IoS Head Platform. Moved Monster Spawn points away from the spheres, and added lights underneath their spawns. Removed Monster Spawner in front of IoS platform. Map31*: Removed damaging floors for non-damaging floors Fixed monsters not teleporting in (tag 26/27) Added more rad suits in different areas Map32*: Made few edits to some health/powerups to allow aggressive play. Also more ammo for high tier weapons Coop starts added Edited July 9, 2022 by Joshy 17 Share this post Link to post
Rudolph Posted March 5, 2022 Ah, I have just realized that you have incorporated Jimmy's excellent Plutonia MIDI tracks. Good choice! 0 Share this post Link to post
TeK (⌐■_■) Posted March 13, 2022 Been playing on HMP and pistolstarting up to map 10 and not a bad map in sight. Loving the boom compat with Plutonia feel and aesthetics, everyone has nailed it so far. One little visual glitch I found playing in prboom+ um on map 9, Spoiler The waterfall secret is bleeding through the floor. 2 Share this post Link to post
Caleb13 Posted March 19, 2022 (edited) Nice work indeed, some of these maps were surprisingly challenging despite relaively low monster numbers. I played the RC2 release on UV in GZdoom 4.7.1 and I noticed some more problems: MAP03: several sectors shouldn't be secret. Misaligned textures in closet sectors 79 and 81. The unmarked BFG secret is supposed to be reachable or not? And how? Archvile jump? MAP18: there is no visual cue to find secret switch linedef 6503. It's a rather hard to run onto sector 719 from sector 246. MAP25: 4 revenants on pillar sectors 210 etc. are stuck. About 20 monsters in sector 73 never became active and thus 100% kills is impossible. MAP26: it's impossible to activate the RL secret because you can't shoot through linedef 427 in Gzdoom. Curiously, it seems the bullets pass when you shoot to the ground, but not when you aim at the switch. MAP29: not a bug, but it took me about 5 minutes to find the exit. Maybe you could add the obligatory EXIT sign near it? MAP31: there are too few radsuits. They're fine when the player already knows where to go, but not for first time exploration. The map is big and some important switches are rather hard to find. MAP32: not enough radsuits in the final arena if the player aims for 100% kills. And when GZdoom starts, it reports a lot of dehacked syntax errors (unknown chunks). 2 Share this post Link to post
Xyzzу Posted March 19, 2022 (edited) 3 hours ago, Caleb13 said: MAP26: it's impossible to activate the RL secret because you can't shoot through linedef 427 in Gzdoom. Curiously, it seems the bullets pass when you shoot to the ground, but not when you aim at the switch. I'm aware of this but decided to update the map no more as that isn't a problem with ports that properly emulate Boom. Plus, it actually still is possible to get that secret. It's convoluted, but: Spoiler Archvile jump from the start, raise the revenants and thus the stairs in the starting area, activate the switch you normally press at the start to open the door, step on the button that reveals the shootable switch, run to that switch and shoot if from below with the SSG. The reason why you'd raise the ground stairs first is because whenever you cross the line to raise them the door at the start closes, and you get only one use of the switch to open it. 1 Share this post Link to post
brick Posted March 20, 2022 (edited) 3 hours ago, Xyzzy01 said: I'm aware of this but decided to update the map no more as that isn't a problem with ports that properly emulate Boom. I have some good news, no need to change the map. It's just a compatibility flag that needs to be set, in GZDoom it's called "self referencing sectors don't block shots". Setting this to on/yes, the secret worked perfectly. My recommendation would be to force this on in the wad's MAPINFO, just add compat_trace in MAP26's definition: Spoiler map MAP26 "Golgotha" titlepatch CWILV25 next MAP27 secretnext MAP27 sky1 SKY3 0 cluster 8 music D_MESSG2 compat_trace By the way I ran into this problem in Eternity too, but I don't know what the compat option there is called. EDIT: I did also notice a weird dump in the console when GZDoom loads the DEHACKED: Spoiler Adding dehacked patch PRCP2-RC2.zip:prcp2-rc2.wad:DEHACKED Unknown chunk ext encountered. Skipping. Unknown chunk Even encountered. Skipping. Unknown chunk not encountered. Skipping. Unknown chunk prototype encountered. Skipping. Unknown chunk efficiently encountered. Skipping. Unknown chunk You're encountered. Skipping. Unknown chunk felt encountered. Skipping. Unknown chunk wiping encountered. Skipping. Unknown chunk while encountered. Skipping. Unknown chunk come encountered. Skipping. Unknown chunk predictably encountered. Skipping. Unknown chunk colour. encountered. Skipping. Unknown chunk Perfect encountered. Skipping. Unknown chunk More encountered. Skipping. Unknown chunk xt encountered. Skipping. Unknown chunk The encountered. Skipping. Unknown chunk all encountered. Skipping. Unknown chunk collapses, encountered. Skipping. Unknown chunk sucks encountered. Skipping. Unknown chunk prototype encountered. Skipping. Unknown chunk few encountered. Skipping. Unknown chunk has encountered. Skipping. Unknown chunk instead encountered. Skipping. Unknown chunk tell encountered. Skipping. Unknown chunk launcher encountered. Skipping. Unknown chunk when encountered. Skipping. Unknown chunk final encountered. Skipping. Unknown chunk the encountered. Skipping. Unknown chunk shattered encountered. Skipping. Unknown chunk you encountered. Skipping. Unknown chunk faceless encountered. Skipping. Unknown chunk of encountered. Skipping. Unknown chunk identified. encountered. Skipping. Unknown chunk all encountered. Skipping. Unknown chunk you encountered. Skipping. Unknown chunk We encountered. Skipping. Unknown chunk cha encountered. Skipping. Unknown chunk level encountered. Skipping. Unknown chunk No encountered. Skipping. Unknown chunk secret encountered. Skipping. Unknown chunk mining encountered. Skipping. Unknown chunk materials encountered. Skipping. Unknown chunk mysteries encountered. Skipping. Unknown chunk the encountered. Skipping. Unknown chunk What's encountered. Skipping. Unknown chunk old encountered. Skipping. Patch installed Edited March 20, 2022 by brick 1 Share this post Link to post
Caleb13 Posted March 21, 2022 On 3/19/2022 at 11:32 PM, Xyzzy01 said: Plus, it actually still is possible to get that secret. It's convoluted, but: Reveal hidden contents Archvile jump from the start, raise the revenants and thus the stairs in the starting area, activate the switch you normally press at the start to open the door, step on the button that reveals the shootable switch, run to that switch and shoot if from below with the SSG. The reason why you'd raise the ground stairs first is because whenever you cross the line to raise them the door at the start closes, and you get only one use of the switch to open it. Eh, it would be much easier to make door sector 30 re-openable, I doubt it would affect the gameplay much. But @brick solution would be best. 0 Share this post Link to post
Keyboard_Doomer Posted April 4, 2022 We finally went through the whole wad on TNS so here are a few more issues we encountered: MAP12: - raised sector 485 can't be bypassed from the outside so the map can get softlocked in multiplayer MAP20: - possible to get stuck in sector 955 behind the tree there - possible to get stuck near the plasma gun (thing 273) because of the crusher - HOM on line 6052 if software rendering is used MAP31: - seems like at least in multiplayer it's possible to access the south area from the east side before accessing it from the west but since the tag 40 linedefs to raise the sectors are there only from the west it's possible to fall into the unraised sectors and get stuck 5 Share this post Link to post
t.v. Posted April 5, 2022 Some small suggestions for changes (nothing critical) - The 'Plutonia' black teleporter boxes are inconsistent throughout the game. They vary in height and brightness levels. IMO they should be made consistent. It's these small things that make a project look more professional. Map 05, 06, 08, 09, 10, 11, 12 exit, 13, 16, 28 and 26. The rhomb center of the black-box should be set as pulsing light in: 15, 17, 19, 22 and 23. In map 12, 20, 21 and 25 there is no black box as start and/or exit at all. In can understand this for the exit of 20, but the transition to a standard teleporter exit at the start of map 21 makes no sense. * The green names of the mappers are sometimes hard to read on the intermission background. * In the end text screen there is a " ' " missing. It reads: "We hope you ve had fun". It should be: "you've". Overall: Great job everyone! Random compliments: * The "Piranha" sign in Map04 was cool :-). * Good music! * I appreciated the water lilies in map 07. * The opening teleportation effect in Map 23 was very cool. 7 Share this post Link to post
Keyboard_Doomer Posted April 6, 2022 These maps are still missing coop starts: 12, 15, 25, 31. Please add them so that it's not outright impossible to record coop demos for the maps (and episode and D2ALL runs). 3 Share this post Link to post
cocytus Posted April 6, 2022 (edited) I was playing on Zandronum 3.0 when I toggled the default status bar and this happened: I am playing Doom in the 1280x960 (4:3 aspect ratio) resolution using windowed mode. Edited April 6, 2022 by Scorpius 1 Share this post Link to post