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Filenames
slayer-zdfix.wad
Size
487.63 KB
MD5
4e17ad40793830c0bf3d2fd0bb13aa56
SHA-1
5ded1005fcc15667096cbc73636bfc208d38e36f
WAD Type
PWAD
IWAD
UNKNOWN
Engine
UNKNOWN
Lumps
33
Maps
3
 
MAP01, MAP03, MAP06
Yay, my first fix for ZDaemon.

This is a tiny fix for slayer.wad by Richard Wiles (http://www.doomworld.com/idgames/index.php?file=levels/doom2/s-u/slayer.zip). It needs to be loaded AFTER slayer.wad.

issues fixed:

- The linedef action in map03 (line 125) that closes the area where are all player starts was simply removed. Players that joined later in the map were stuck in a wall. It's not like the linedef action removal makes the map much easier since there's usually at least one player in the starting area preventing the ceiling from lowering before the beginning is cleared from monsters anyway.

- Not sure if ZDoomguy was made shorter than his vanilla Doomguy counterpart in the name of budget cuts but it's possible to get stuck in the automap secret in map01 (sector 7) as well as in the rocket box secret in map06 (sector 60) in ZDoom-based ports. This doesn't happen in vanilla Doom and other source ports since the Doomguy's head bumps the ceiling and the elevator lowers. Both issues are fixed by lowering the ceiling in corresponding sectors by a mere 1 unit.


issues not fixed:

- For some reason the crusher that's supposed to blow up the barrels in map01 (sector 124) doesn't work in ZDaemon which results in 2 zombiemen being stuck under a door. It looks bad but I have no idea how to fix that and it luckily isn't gameplay-breaking anyway.

- Anything else I don't know about :)


Keyboard_Doomer, 7 August 2014
MAP01

MAP01

DM Spawns
0
Co-op Spawns
4
MAP03

MAP03

DM Spawns
0
Co-op Spawns
4
MAP06

MAP06

DM Spawns
0
Co-op Spawns
4
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