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>> No.4261410 [View]
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4261410

>>4259629
FAO 300manager: here is another round of fixes. please merge them into your master copy.

- map12 (conception): unstick a spectre from the crate next to it
- map15 (the room out of shape): hide secret exit on automap, reduce lava damage to 10% to make it a little less unfair on the unsuspecting
- map17 (toomb): reduce potential for confusion by removing unnecessary backsectors and hiding two-sided lines that look like closed doors to make them look one-sided. this map has a lot of false doors that look openable but aren't, and i think in a map where the route to take is often non-obvious (requires looking behind false walls and such) it is kinder to blind players to reduce the number of red herrings.
- map19 (blood feud): prevent the rocket launcher platform from lowering all the way into the blood, where it looks rather awkward. there is now an imperceptible lip around the platform so that it stops a little way above the liquid surface. it looks a lot better this way i think.
- map20 (welcome to the park): fix the stone texture on the side of the yellow key switch because it was annoying me
- map24 (mt. heck): unstick the imp in the yellow key window. the author said it was intentionally held in place in the window to draw attention to the room there, but i don't think he intended it to be unable to attack. move it slightly so it can draw attention by throwing fire at the player.
- map28 (purgatori): make the teleporter in the nukage usable more than once. allow opening the blue door from the far side without a key, so the start of the map is still accessible despite which way you go round.
- map33 (warrenstein): unstick an arachnotron and allow it to move (a little) and more importantly fight back, by switching its place with a trooper on a wider part of the ledge.

https://a.uguu.se/Q6mktgNTMyBg_300minvrBETA_fixes2.wad
http://temp-host.com/download.php?file=nf89mb

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