by NightFright » Sun Nov 10, 2013 4:56 pm
I am currently replaying this, using GZDoom instead of ZDoom this time. For some reason, those maps look worse with GL rendering... I guess it's because of the additional features of the port with advanced lighting etc which make the levels look more boring. Apparently, you are better off with a software renderer when playing this, also because the levels apparently are supposed to look as if they had been made back in 1994/1995. Hopefully, this also explains why there are still quite noticable texture misalignments, at least in the earlier levels I have played for the second time (until MAP13 or so).
Also, I STILL haven't quite figured out how to legally solve the puzzle with the raising triangle platform in MAP09 "The Gambit". :/ Not to speak of MAP30...
It looks like there are still some things to figure out with the current release according to the posts over at Doomworld forums. Maybe we'll see an improved v1.1 later this year just like with the first DTWiD (possibly then even with custom intro/intermission screens again?). I'll wait with my next playthrough until then. Don't get me wrong, this is really great stuff, and especially the secret levels are spectacular - but since I had already played the final beta before, I need a few more changes before I'll do another replay.