Author Topic: Release #4!  (Read 11791 times)

Offline The Slimeinator

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Re: Release #4!
« Reply #15 on: July 02, 2008, 01:39:12 PM »
Which teleporter?


I have managed to play through the level completely with absolutely no problems, so I cannot understand how one teleporter would not work.
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Re: Release #4!
« Reply #15 on: July 02, 2008, 01:39:12 PM »

Offline Manny Cav

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Re: Release #4!
« Reply #16 on: July 02, 2008, 02:10:29 PM »
It could be a Skulltag issue.
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Offline ChexCommander

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Re: Release #4!
« Reply #17 on: July 02, 2008, 02:28:40 PM »
Alright, a bug!

The other day, playin some TNCQ:G2 in coop...the teleporters only work once. and actually, the teleporter on level 29 didn't work at all, ending me and xbolts journey 2 levels short. :(
Yeah, Atari went through a teleporter on Level 2, I followed and the teleporter didn't work.  I had to do Co-op spy and watch Atari for the rest of the level.  However, I have played Levels 2 and 29, and they both work fine on GZDoom, so I agree with Manny.

Note: What's up with the Liquid Zorch Ammo on the Non-reachable crate on Level 2?

Note 2: You said before something about Level 34; There is no MAP34 in the current version, and I thought Doom only went up to Level 33, but I may be wrong.
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Offline xbolt

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Re: Release #4!
« Reply #18 on: July 02, 2008, 02:31:40 PM »
Which teleporter?


I have managed to play through the level completely with absolutely no problems, so I cannot understand how one teleporter would not work.

The first teleporter you go through after the start. I went through first, and then was telefragged. Then Atarian was shot down. We both appeared back at the start, and the teleporter no longer worked.

(That's the way it happened, right Atarian?)


Oh, and what about that level where the doors wouldn't open, and we had to scramble over the wall? That was level 16, I think... We opened the doors to the final area, but then we all died, and the doors wouldn't open again.
« Last Edit: July 02, 2008, 02:33:48 PM by xbolt »

Offline The Slimeinator

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Re: Release #4!
« Reply #19 on: July 02, 2008, 02:32:15 PM »
Note: What's up with the Liquid Zorch Ammo on the Non-reachable crate on Level 2?

Note 2: You said before something about Level 34; There is no MAP34 in the current version, and I thought Doom only went up to Level 33, but I may be wrong.

1. It's a super secret! <_< >_>

2. It only goes up to MAP32 in reality. BEHOLD THE POWER OF MAPINFO!!!! >:D
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Offline Atariangamer

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Re: Release #4!
« Reply #20 on: July 02, 2008, 02:33:31 PM »
O_o Doom only goes to 32, but a MAPINFO can make it go farther.

And the Liquid zorch is weird...IDK
Plus, the ramparts level...Is that not finished?

EDIT: dang, slime posted

and xbolt is right...but IDK how i died...thers only slime pool on the other side.
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Offline The Slimeinator

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Re: Release #4!
« Reply #21 on: July 02, 2008, 02:43:35 PM »
Plus, the ramparts level...Is that not finished?

If you mean MAP15, it is indeed done. You need to play it in OpenGL mode.
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Offline Atariangamer

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Re: Release #4!
« Reply #22 on: July 02, 2008, 03:00:24 PM »
I did...I saw the buildings with ?sputums on them and the 3d floor above the ground. only problem...I would think the bars would go down after we got in the room with the teleporter. They didn't, and we just battled the sputums till we ran out of ammo (the ammo was stuck on top of a box with no apparent way of getting it down). Then I just rushed at the bars, slipped through in the corner...to many '???'s. There were several red bars in the room, they did nothing, it seemed. plus...if you don't cheat, you can't get on the ground (so you said)...then why was there tons of ammo and health down there? (a glitch in the respawn where you die Doomflag sometimes stuck us on the ground instead of back on the tower like it usualy did)
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Offline The Slimeinator

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Re: Release #4!
« Reply #23 on: July 02, 2008, 03:10:19 PM »
You want a guide? You got it!

When you first spawn in the level, you will undoubtedly notice the large amount of Sputums that are trying to destroy you. When you first start out on the ramps, there are two paths you can take. One leads to the shelter of the huge building on the right. Instead, take a left and you will see the outline of a "square" made out of more ramps. In the center is another platform, holding a pair of boots. These are the High Jump Boots. Grab them and run back to the building. You will then have access to the top of the crate. On top of the crate is the Beam Zorcher, the Jet Boots, and a multitude of Phasing Zorch Packs. Once you grab the Jet Boots, you will be able to fly for the rest of the level. An intermission screen from MAP14 tells you that you need to zorch all of the Sputums to beat the level.
Sometimes you've got to go where everybody knows your name.

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Offline Atariangamer

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Re: Release #4!
« Reply #24 on: July 02, 2008, 03:12:05 PM »
Hmm...I don't think the intermission screen worked...(well, at least I didn't see it)

And I think someone grabbed the boots and then died...so, no more boots.
thats what happened...but how did I get through the bars?
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Offline The Slimeinator

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Re: Release #4!
« Reply #25 on: July 02, 2008, 03:13:01 PM »
You must zorch the Sputums to win the level.
Sometimes you've got to go where everybody knows your name.

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Offline Atariangamer

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Re: Release #4!
« Reply #26 on: July 02, 2008, 03:21:00 PM »
I know that now! But we did not zorch all the sputums...so how did it end!
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Offline The Slimeinator

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Re: Release #4!
« Reply #27 on: July 02, 2008, 03:42:33 PM »
Apparently there is a trick that I know not of.

In that case, I will erect a force field instead:

« Last Edit: July 02, 2008, 09:20:48 PM by The Slimeinator »
Sometimes you've got to go where everybody knows your name.

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Offline Atariangamer

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Re: Release #4!
« Reply #28 on: July 02, 2008, 10:16:24 PM »
A perfectly square one...(and thinking back, I slipped in between the bars in the corner back next to the boxes...that level seemed interesting, I shall visit it again.
Don't remember me as I was...I was an idiot.

Offline Manny Cav

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Re: Release #4!
« Reply #29 on: July 02, 2008, 10:23:24 PM »
Apparently there is a trick that I know not of.

In that case, I will erect a force field instead:


What? You don't want any sequence breaking in your mod? :D
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