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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