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Article #94757

Re: Some questions on Congestion 1024 WAD

#94757
From: myk
Date: Sun, 25 Nov 2007 11:10
79 lines
4551 bytes
On Nov 21, 12:10 pm, "Stephen Howe" <sjhoweATdialDOTpipexDOTcom>
wrote:
> Hi
>
> I have some questions on Congestion 1024 WAD.
>
> Background Info if important:
> ========================
> Running PRBoom 2.4.7 out-of-the-box, no additional options set (so if
> important, let me know) on WinXP Professional, SP2. The Congestion 1024 WAD
> is the latest (as far as I know):
>
> 1024.WAD Details:
> ===============
> File details:        14/12/2005  20:32      11,469,954  1024.WAD
> CRC32 string:    EE639A58
> MD5 string:        61293AA5CCE1C8B679467CC280FA7B74
>
> The questions I have are these:
> ===========================
> Question 1:  MAP10 (Gothika 1024)
> In the extreme North West (Top Left) are 7 monsters pens (shown with IDDT
> twice)
> There are 6 sargents, 2 chaingunners off map in 2 monster pens that never
> teleport in.
> What causes them to teleport in? Cant get 100% kills otherwise
>
> Question 2:  MAP 13 (The Focus II)
> In the extreme North East (Top Right) are 4 monsters pens (shown with IDDT
> twice)
> The extreme top right 1 pen contains a trooper, shotgut dude,chaingunner +
> hellknight
> What causes them to teleport in? Cant get 100% kills otherwise
>
> Question 3:  MAP 20 (Claustrophobic Sting)
> Set of monster pens offscreen, to North East (Top Right)
> Leftmost pen holds a 1 spectre
> What causes it to teleport in? Cant get 100% kills otherwise
>
> Question 4:  MAP23 (Close Quarters)
> How do I get the Berserk pack underneath Hitler portrait at the start?
> It counts as a secret and it seems impossible to get.
>
> /rant mode on
>
> All these new WADs - why cant someone test them and make sure you can always
> get 100% kills, 100% secrets? Pointless otherwise. No point releasing it if
> you cant - as far as I am concerned it is unfinished otherwise.
>
> I wish there was a Doom, Doom2, Heretic, Hexen etc project that cleaned up
> the classic Megawads, made sure they pass all the Node compilers, no bad
> linedefs, sidedefs, sectors, inaccessable secrets mistakes tolerated
> (possible exception Memento Mori where it was designed cooperative -
> therefore cooperative secrets possible). And create patch files that patch
> you  to the cleaned up version.
>
> /rant mode off
>
> Thanks
>
> Stephen Howe

In some cases it may be due to lazy testing and not much playing
before release, but in other cases (especially in compilations where
one level may work, but another may not) this happens because people
use different engines to test their levels, and the different engines
may have slight differences that may allow linedefs to work while they
would fail in other engines, or for monsters not to get stuck while
they do so in others, items to appear suspended over a thin ledge (as
opposed to on the floor right beside it), the level to crash or break
in some and not others, and so on.

I think that in any community project all the levels should be tested
with a "base" engine (such as Doom or Chocolate Doom for a Doom wad,
and Boom or PrBoom at compatibility level 9 for a Boom wad), apart
from any other engine the specific author might be fond of (ZDoom,
JDoom, PrBoom using other settings, and such). Whatever base is chosen
should then be noted as "tested with" in the text file, guaranteeing
to a good degree proper functionality through all the levels.
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From: myk <miguelfolatelli@gmail.com>
Newsgroups: alt.games.doom, alt.games.doom.ii
Subject: Re: Some questions on Congestion 1024 WAD
Date: Sun, 25 Nov 2007 03:10:49 -0800 (PST)
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