Hello, I have recently encountered a pretty strange issue while I was playing with my
HXRTC Project randomizer mod on
Community Chest 2 under latest release of GZDoom, currently at this moment 4.2.4a version...
After arriving to the big hellish marble area of
MAP07: To Hell and Back (North-East corner in GZDoom automap) for getting the Red Skull Key, and once the Mancubus and Arachnotron monster-types showdown is over, the teleporting-exit passage opens like expected, but the bridge that allows arriving you to the exit passage doesn't rise at all. What happened? I have never faced this on my past games with the CC2 megawad...
But curiously, and after making some tests, seems I've detected the reason why this happens. The use of the console cheat command
KILL MONSTERS effectively raises the aforementioned bridge to exit. So the problem must come from the Arachnotron-derivated monsters... then I enter into automap mode and use the
IDDT cheat twice for viewing all the map elements... and voilá! There are a couple of
Arachnorbs stucked in their teleport-ambush lair (hidden area at North of map) which seems the fast scroll floor hasn't taken them into the big marble area... Is this because they are floating monsters and scrollers don't affect them?
If answer is positive, is there any solution to apply for this? Now that I think, probably some other monster randomizers may get affected by this issue...
Thanks in advance for your attention!