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>> No.2640105 [View]
File: 77 KB, 640x480, redkey.png [View same] [iqdb] [saucenao] [google]
2640105

>>2639586
>>2635685 here; I'm having a couple imps almost constantly getting stuck in their starting teleport room, seems the lines are still being disabled, as >>2637823 said.
Is it intentional that the Arachnotron now teleports to random locations? over three different runs I had it teleport into the lowered green armor area (where it was made easily killed by hitscan), the open space in the crate room (which was a nice surprise), and lastly stuck inbetween crates, unable to move.
After looking in doombuilder it seems there's a heap of one-use teleport linedefs in the monster spawn room, the arachnotron's are getting disabled somehow and its wandering into the other teleport spots. Also in Chocolate Doom I could see the second red key embedded in the wall, pic related.

Bugs aside, I don't think you need to worry about ammo being tight, all the former humans drop plenty of it and a berserk pack secret is given early on, I do feel like there's too much armor, the non-secret green armor is so close to the blue armor that I find myself never needing one or the other.

I really like the hell room now, you hear a crapload of monsters teleporting into the rest of the map, and the way out of the room is a lot more natural and no longer makes you do that awkward turn-around to go back to grab the items.

Really though it's a nice little map! The Arachnotron having a random teleport spot was neat, though unintentional. Happy accidents are great.

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