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Article #94948

Re: Community Chest 3, MAP12 - Black Rain

#94948
From: Stephen Howe
Date: Mon, 22 Jun 2009 12:51
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On Sun, 21 Jun 2009 09:53:34 GMT, RjY <RjY@sp.am> wrote:

>Stephen Howe posted:
>>Hi
>>Just asking about issues with CC3, MAP12 (Black Rain) 
>
>Ah, I wondered if you were still making your way through them :)
>No problems with cchest2 map24? It was fairly infamous for having a bug
>that prevented completion in anything other than ZDoom.

No I got through that, no damage. 
Killing all the chaingunners - I did the hard way (I learnt about the
easy way later).  There were numerous exposures at the right place
which caused chaingunners to kill themselves (make sure a distant
chaingunner in a tower is firing at you and a nearer tower and that
causes a firefight). Took many days.
As you say - many bugs:
You cant open the door onto the lake of ooze in PrBoom
You cant jump onto 2 boxes in hidden room off lake of ooze in PrBoom
You cant open that switch for the final section as you mentioned
above.
In all these cases, I temporarily invoked IDCLIP, and just walking a
fraction forward and pressing opened door/switch/was on top of box.

It is a brilliant level.
I do wish that all the bugs were fixed
(But then I do wish all major WADs had a clean up, even the ID
Software ones, so that there are no complaints by node compilers, no
faults on SideDefs, LineDefs, all secrets reachable, no problems with
keys (e.g. TNT MAP31, yellow key missing), 4 startpoints for
CoOperative, all enemies teleport in etc).
It should be such that most WADs, if at all possible, should be
playable with most ports. Those WADs that intentionally rely on some
feature should be explicitly mentioned (e.g. Momento Mori WADs secrets
- some are only reachable if the WAD is played cooperatively). 

MAP30 proved easier than I thought. It is just a case of dashing for
all Satyr switches, then keycards, then keycard switches in the right
order to minimise running. And since I still had some left-over
invulnerability that was okay. Roughly 

Centre Satyr switch
Left Satyr switch
Centre keycard
Right Satyr switch
Right keycard
Left Keycard
Left Keycard switch
Centre Keycard switch
Right Keycard switch

>>(i) Reasonably near the start, there are 4 alcoves with radiations
>>suits. Grabbing one of these and heading into a green ooze niche where
>>2 imps emerged from, there is a Commander Keen in the dark. Does
>>killing him do anything?
>
>No. There's another one somewhere else, but even if you kill both, there
>are no doors with the magic 666 tag in the map.
>
>I heard a story that the wad compiler wanted to remove the Keens, but
>the map's author wouldn't let him..(!)
>
>>(ii) in the NW of the map, where the train is located there is a long
>>tunnel and going down this is a BFG at the far end and a stick.
>>The roof always collapses if attempting to grab the BFG.
>>Is it possible?
>
>No, I believe it is intentionally a trap.

Hrrmmm, I will battle on then.  Thanks.
I like the looks of MAP29 of CC3. MAP29 of CC2 was a tad easy.

Mind you I have been temporarily sidetracked with Claustrophobia 1024.
Totally brilliant and awesome quality. On MAP07.
So far, no damage. But I have had to work very hard.
Most of the thanks needs to go the Green Herring for proofing the
levels. 

Thanks

Stephen Howe
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NNTP-Posting-Date: Mon, 22 Jun 2009 07:51:53 -0500
From: Stephen Howe <sjhoweATdialDOTpipexDOTcom>
Newsgroups: alt.games.doom
Subject: Re: Community Chest 3, MAP12 - Black Rain
Date: Mon, 22 Jun 2009 13:51:53 +0100
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