Thanks for the feedback everyone!
Legend wrote:For the life of me I can't figure out how to get the last secret in e1m2. Any hints? I found the blue armor and chainsaw secrets. I found a little green button on the outside of the house but cannot seem to figure out what it does.
It's a bit more obscure than the others. You might try retracing your steps after pushing it.
Legend wrote:Footstep sounds would have been a nice touch.
I agree, and Chasm totally has them...but they tend to get annoying when they're used in mods, so I thought better of it.
Legend wrote:What the heck is the pistol supposed to be though?! I think a more traditional or old fashined pistol or revolver would have fit a little better.
I made it a weird futurey pistol to leave the time period in question. I like to think it takes place in an alternate history.
Version 4.0 is out, with a ton of fixes, courtesy of Skepticist being nice enough to playtest and give lots of feedback in email form.
- E1M5's starting island wasn't high enough to keep the devils from walking on the void. Fixed.
- E1M7's shootable switch is lower for people who prefer not to use mouselook.
- Shadow Beast wraiths used to inflate the monster count at the intermission screen, as did the unkillable skeletons, and the fake spiders in the E1M9 secret area. Fixed.
- E2M1 had a bookshelf in a secret sector that was also tagged as a secret sector, making 100% secrets impossible. Fixed.
- E2M2's final devil ambush doesn't work due to my own stupid oversight, resulting in either an underwhelming monster count, or none at all. Fixed.
- Misaligned texture fixed in E2M6.
- Hidden sectors in E3M2 tagged as hidden so they don't show on the map.
- E4M8 boss battle breaks sometimes, making the boss unkillable. Hopefully fixed.
Known Bugs That Still Exist
- Mutant Sphere makes 100% items impossible on the intermission, though the (g)zdoom hud still counts it. This is actually a zdoom issue that should be fixed in the latest devbuild.
- A couple sectors in E4M1 and E4M7 have
transparent sections for some reason. Skep said he fixed it by redrawing the sector, but I haven't been able to reproduce this one either way. Might be a bug in the current gzdoom build; definitely haven't seen it in zdoom.