However, those files have been on idgames (and in the wild elsewhere too) for a very long time now. I suspect that very few people would actively seek out updated versions - especially if the updates were effectively invisible to many users. i.e. I think it might just cause a versioning issue where people might not be sure which version they had and, not that the files are a hot topic anywhere, but discussions about them could get confused.
So, I think, in this case, compat settings in GZDoom might be the way forward.
For what its worth, I did go in to the maps and have a quick look. I didn't spot any of the problems mentioned but I'm not saying that they didn't occur, merely that I didn't see them happening. (Personal setups could be different in some critical way.)
Map E3M4/MAP23 certainly looked fine to me (no flickering cacodemons).
E1M6/MAP13 also looked fine but that one doesn't surprise me. When making the map, the question I had in my head was "I wonder how long I can make a corridor in Doom". I did it and at the time (1994!) it seemed to work. However, problems have cropped up with it over the years (mostly enemies disappearing due to a limit that I forget the details of) and the old nodebuilders were known to be buggy too - and that certainly gave me headaches in many maps that should have been OK but the node build put invisible barriers in places that you had to meticulously crawl around the whole map to find just in case one had appeared during the nodebuild. In hindsight, I suppose I answered my question: shorter than the corridor I ended up making. At least as a single sector. It would be easy enough to divide it up into smaller sectors and also do something about the long view but that wasn't the point and at the time I just kept extending the corridor testing it and thinking "still working" until eventually I decided it was long enough (or I was bored) and I stopped.
Interestingly, I also noticed messages like this on some of the maps:
Again, these were not particularly apparent when the maps were made and no tools at the time had the robust error checking of modern mapping programs so I was completely unaware of them.
Code: Select all
E1M6 - Central Processing Sector 45 (tag 3) has no lines Sector 68 (tag 3) has no lines Sector 74 (tag 3) has no lines Sector 91 (tag 3) has no lines Sector 136 (tag 3) has no lines Sector 155 (tag 3) has no lines Sector 173 (tag 3) has no lines Sector 248 (tag 24) has no lines Sector 249 (tag 24) has no lines Sector 250 (tag 24) has no lines Sector 251 (tag 24) has no lines Sector 252 (tag 24) has no lines Sector 253 (tag 24) has no lines Sector 254 (tag 24) has no lines Sector 255 (tag 24) has no lines Sector 256 (tag 24) has no lines
But, TL:DR version - if it's not too much bother, and it does indeed fix the issues, then I think adding the maps to GZDoom's auto-fixing might be the way forward.
As an aside, brick, have you actually tried forcing GZDoom to build the nodes to see if it fixes the problem for you? If not, try typing gennodes 1 at the console and restarting your game to see if it helps. I'd do it myself but, like I said, I didn't see the problems.