As I understand it from
Graf's explanation, interpolation is meant to be switched off while teleporting. However, if a camera texture is in view, interpolation is not switched off and so parts of the map between the teleport origin and destination can be seen.
Graf Zahl wrote:
Normally view interpolation is turned off for teleporting. But as it so happens, this teleport occurs within view of a camera texture - so the camera texture intercepts the flag not to interpolate, resets it and causes the regular view to be interpolated normally - which is clearly unwanted.
Please report this at the ZDoom forum, I'd prefer if Randy could give some input, too, how to change this
Here is a part of a PM I sent to Graf with some details of the issue. I first noticed the bug back in 2007 but this is the first time that I was able to give Graf something concrete to look at.
Enjay wrote:Additional:
While I remember, you might be able to investigate something else while you are at it. A long time ago, I reported that when teleporting on a map, you could see other parts of the map briefly as you go from the teleport line to the destination. This is the map in question. Unfortunately, with most of the resources missing, the teleport seems to happen more quickly but I *think* the effect still happens. It only lasts a fraction of a second but I think it's there. With the full mod loaded, it is still very brief but it stays on screen long enough to definitely be visible.
I was able to catch the effect in this video, albeit that it only shows up for one frame in the compressed version:
http://www.aspectsweb.co.uk/enjay/graf/telep.mp4
and, in case you don't have video editing software to look at it, here are the three frames: before teleporting, during and after, screengrabbed from Windows Movie Maker with the above video loaded.

If you need the map too, I can PM you a link but, basically, that view with the yellow key in the middle shouldn't exist.