zodiac-memfix1.wad
Filenames
zodiac-memfix1.wad
Size
25.50 MB
MD5
95ba534ce8d3ce36bae0a030cd666011
SHA-1
119f10002a894c0e1e70e2f2f573a04b598d1a84
SHA-256
d77f6ff6fc9ab19c4624ba21d73229c0a1139fee701b9965ad64e4a4ea58374a
WAD Type
PWAD
IWAD
Unknown
Engines
Boom
Lumps
929
Maps
MAP17, MAP22, MAP32, MAP28, MAP23, MAP21, MAP26, MAP27, MAP30, MAP29, MAP15, MAP13, MAP25, MAP24, MAP19, MAP16, MAP20, MAP18, MAP01, MAP02, MAP03, MAP05, MAP06, MAP04, MAP07, MAP08, MAP09, MAP10, MAP11, MAP12, MAP14, MAP31
Read Me
removed sprites/flats/sounds/graphics already present in doom2.wad fixed titlepic map01 - when a player enters the exit room and the door behind him closes, a teleporter opens nearby so that the other players can enter too. map02 - highly unlikely to happen, but if the exit gets stuck in the ceiling, you can lower it again. map03 - you can raise the monster pits by falling in them (clacking sound removed as it could be annoying). map04 - players shouldn't get stuck in the hellish room now. Moved teleport destinations in the yellow key room a bit, maybe it will solve the problem with stuck spectres. map05 - removed duplicate player starts. Added another teleport to the street since the unmarked one works only once. map06 - changed duplicate player start 3 to missing player start 4. After someone passes the red door and it closes, a teleporter opens nearby so that other players can get past it. The teleporter after another red door is now repeatable. Added a teleporter for curious people who jump out of the castle to see what's in the water (nothing). map07 - removed skill flags from the 3D mode start. Removed tag667 from sector 33, don't think it should be there? Rised the other tag667 sectors to make them rise to the correct height after all spiders are killed (but I think it's actually a problem with ZDaemon, not the map). Added emergency teleport for other players after the last yellow door. map08 - emergency teleport in the map08-like area. Added teleport to get out of the pl32-like area. (maybe a player without some keys gets there) map09 - there is absolutely no way it would ever happen to anyone but made sure that you can't close the blue/yellow bars forever anyway. Aside from this ridiculously minor thing, no bugs at all, YAY! \o/ map10 - you can't jump out of the level in the final area now. map11 - emergency teleport (lol I just wrote teleporn and lol'd) in the red brick area. map12 - doors in the tnt18(I think it was 18?)-like building are repeatable now. Replaced voodoo doll trap with just damaging floor trap since voodoo might be bad for coop. map13 - it's OK I think but I haven't played this map, only looked in the editor. Expect bugs. :\ map14 - you can't get stuck near the soulsphere secret now. The first lift can be activated again from below. Made the mastermind sector a bit larger to unstuck him, hope it works. map15 - looks OK but again, I haven't played it fully, only made it to the lion switch that opens some stuff in the main hall. map31 - voodoo trap is now damaging floor trap. Secret teleporter in the first room is now repeatable. Everything else looks ok but I haven't played it so...