>>2299071
Tabula Rasa map05, first attempt, 100% kills, 0 deaths. 39:03.
recorded on march 20th version, size 3246648, zip crc 86AC96BF, md5 3e7821dd9811755352649aba543c0dd3
http://temp-host.com/download.php?file=oc86ql
unfortunately to play this in prboom-plus requires extra options:
$ prboom-plus tabula_rasa.wad _tab5.lmp -force_boom_findnexthighestfloor
otherwise it will go out of sync around 33:00. sorry, i'm sure the wad will update and the demo permanently desync'ed soon anyway :)
comments:
- the lift you start on takes in my opinion just a little too long to lower
- all stepping stones inside sector 131 retain its damaging floor property
- boomism: on complevel 2 many of the bodies in the tubes surrounding the red key are pushed into the floor by doom's rather inaccurate collision detection for things on moving floors
- sector 523, on the way to the blue key, is triggerable by monsters and leaves a big missing texture when it closes, the surrounding linedefs should have their actions removed.
- there are two switches to lower sector 581, the blue key's platform. the second, which is revealed on approach to the first, is redundant, and also has missing upper textures
- sectors 242 and 495, and their activating linedefs, share the same tag - i doubt this is intentional
- sector 190 has four teleporter destinations in it. i can see what you're trying to do but teleporters do not work this way. only the lowest-numbered one will be used.
- line 4439 has no lower texture, the HOM is very visible when looking back the way you came, despite the darkness
- boomism: sector 701 is surrounded by too many lines to safely have raise-to-next-highest applied to it in complevel 2 (this is the reason for -force_boom_findnexthighestfloor above)
- how to get the exit open could be a little clearer, although maybe i was just being stupid
this is pretty much the best map in the wad, i think. the improvement in architecture/texturing over your earlier work is very noticable.