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/vr/ - Retro Games

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>> No.1732139 [View]
File: 32 KB, 624x1652, cwilv.png [View same] [iqdb] [saucenao] [google]
1732139

http://temp-host.com/download.php?file=yg58mj

200 minutes of /vr/ release candidate. can i say release candidate yet or is it too soon?

packaging:

- renamed the wad to "200 minutes of /vr/" (200minvr.wad)
- text file written. please proofread :)
- all maps have at least 4 co-op starts (not tested)
- endoom screen generated from titlepic
- 3 demos for title screen loop added

map fixes:

- fixed as many unpegged doortracks as i could find. maps affected: 2,7,8,9,10,20,21,23,24,25,28,32,33
- overhalls (11): fix missing texture that appears on opening cacodemon closets by exit
- dead cargo (18): fixed missing texture by blue key, made sure you can't get said key without triggering trap
- demon hq (21): stop the fence bleeding into the floor at the start. fix missing texture and scrolling wall around exit.
- 200 mins of hell (26): fix pegging, realign texture on soulsphere secret lift
- 200 mins of going down (28): reverted cacodemon placement changes by request
- carousel (30): add extra triggers around firing platforms to fix exploit where you could get into position without triggering the barriers
- anachronism (33): enlarge archvile throne so the monster isn't stuck and can attack. unstick some monsters in final room.

known issues (that obviously i don't consider release-blockers):

- texture misalignments, i'm sorry but there are just far too many to bother with. no-one expects speedmaps to be perfect anyway :)
- visual glitches in vanilla (drawsegs overflow on two maps, various tutti-fruitti; but no known crashes)
- not all music is replaced and not all replacements are credited, but it can't be helped, i don't care about in-game music at all, sorry
- only one map has deathmatch starts, but hardly any of these maps would play well in DM anyway so...

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