
Mea Culpa. Map 07.
The last couple of weeks has seen huge changes to this project as a whole. It has been really good to get some of these big issues cleared up.
Thanks for all the feedback and criticisms and encouragement. This level (and the project as a whole) is heaps better for it. Hopefully version 4 will be the final version of this map, at least for the time being.
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VERSION 4
Download: http://www.mediafire.com/?b66mwzpx1cb9o4m
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Changes in version 4:
-Fixed 'compat_useblocking' in MAPINFO so that the switches/lifts that didn't work for some people should now work for everybody. (Thanks Gez for this, n' sorry everyone and gggmork in particular for the broken level that resulted from this...)
-The start radio now has a huge flashing, strobing, glowing light so it should be much clearer to anyone wondering what to do at the start.
-fixed another potential level breaker. In order to progress at one point, you have to kill 8 arachnotrons (less on other difficulties), and killing these 8 allows level progression. If you happen to stand on one of the arach entry points for a sufficient time (15 seconds) you could break the level by preventing it teleporting in. But now this TeleportInSector (and the chaingun arach teleport following) is set on an infinite loop, so this cannot happen.
-Fixed several minor GLDefs issues (Thanks Gez again for pointing these out.)
-Several script issues fixed.
-Minor textural changes.
-Haven't made the start radio sequence skippable. Am still thinking about that.
Changes in version 3:
-FULLSCREEN HUD now works. (not just the alternate HUD) Thanks Killer2(at Doomworld) and SFJake (here) for pointing this out and Enjay and WildWeasel for giving a solution to the problem.
-The "Dark" voices now have a new quake-based text font.
-flashing red light next to the start radio. (Not very visible, but there is an arrow there now as well)
-ITYTD, HNTR and HMP have had a number of their fights made easier and more health added.
-minor scripting and textural changes.
Changes in version 2:
-Heavily modified the main crate to improve framerate, which should make that start area much better.
-LEVEL NOW HAS MOOSIC !!!
-Moved pinky that was stuck in wall (Thanks Mr Gazebo)
-added floor arrows to 2 places in the start room to hopefully make things more obvious.
-deleted a bunch of unnecessary linedefs around the level. (not heaps but some)
-Fixed the stuff that gggmork mentioned in the Doomworld thread. The switches in that main crate are no longer hittable through the outer walls, and that lift is no longer accessible once you hit the final switch in the crates.
-minor textural changes and alignments.
-minor scripting changes.
A huge map for ZDoom, the 7th now finished for the Mea Culpa project.
(Should run fine on GZDoom too, though this has not been thoroughly tested.)
I thought for this one I would do a public beta. Ultra Violence should provide a pretty solid challenge, all other difficulties implemented.
All feedback, thoughts, bug finding, constructive criticisms, FDA's etc would be really appreciated.
And with the amount of work that has gone into this, I hope someone actually enjoys it too.
Thanks guys.
AND NOW FOR OOODLES OF SCRREEEEEENIES !!1!










