Warning: Contains the (nigh tactless) opinion of the poster only.
Sometimes "bug puzzles" can be clever, but of course dated in this kind of case. For the sake of argument:
If you build your map around undocumented "features" that the player
must know about and be able to use to complete your map, you probably deserve to have your project left in the dust. What does a player do who has never heard of wallrunning or thingrunning? Run for the door a few times in a vain attempt to get to it in time, probably give up eventually. Maybe in a rare case stumble upon the solution, and possibly figure out why it worked like it did.
Imagine a map requiring the
humungous blast velocity bug unintentionally left in r2145, to cross a large gap? Obviously that map would be impossible now, as the bug was fixed. So: If something was an engine bug, why should the developer of an
improived engine go out of their way to reintroduce it? If the map works "correctly" in vanilla, play it in vanilla.
Things like infinite actor height, no Z-checking for blasts, etc. are not such a big deal. Those don't really affect the mechanics much. I'm a little surprised wallrunning is even in compat options, as it warns: "It is not recommended to use this option unless some map absolutely requires it. As it depends on a bug it has serious side effects on the movement code and makes any fast movement become erratic." In such a case, I personally consider the map to be glitchy, and I'm going to pass on that option and go play another map instead...
Maybe it's just me, but I'm very careful to use things that are deliberate features. Then if something goes wrong, it's more likely I can get help.
TLDR Version: No need to thrash the engine further to reintroduce something that was a
glitch to begin with. If the map
must have that glitch to work, run vanilla if you're that obsessive about playing it!
Warning: Contains the (nigh tactless) opinion of the poster only.
Sometimes "bug puzzles" can be clever, but of course dated in this kind of case. For the sake of argument:
If you build your map around undocumented "features" that the player [i]must know about and be able to use to complete your map[/i], you probably deserve to have your project left in the dust. What does a player do who has never heard of wallrunning or thingrunning? Run for the door a few times in a vain attempt to get to it in time, probably give up eventually. Maybe in a rare case stumble upon the solution, and possibly figure out why it worked like it did.
Imagine a map requiring the [url=http://forum.zdoom.org/viewtopic.php?f=7&t=24963]humungous blast velocity bug[/url] unintentionally left in r2145, to cross a large gap? Obviously that map would be impossible now, as the bug was fixed. So: If something was an engine bug, why should the developer of an [i]improived engine[/i] go out of their way to reintroduce it? If the map works "correctly" in vanilla, play it in vanilla.
Things like infinite actor height, no Z-checking for blasts, etc. are not such a big deal. Those don't really affect the mechanics much. I'm a little surprised wallrunning is even in compat options, as it warns: "It is not recommended to use this option unless some map absolutely requires it. As it depends on a bug it has serious side effects on the movement code and makes any fast movement become erratic." In such a case, I personally consider the map to be glitchy, and I'm going to pass on that option and go play another map instead...
Maybe it's just me, but I'm very careful to use things that are deliberate features. Then if something goes wrong, it's more likely I can get help. ;)
TLDR Version: No need to thrash the engine further to reintroduce something that was a [i]glitch to begin with[/i]. If the map [i]must[/i] have that glitch to work, run vanilla if you're that obsessive about playing it!