You
could actually run across this too in the PSX version, however, there it was harder because those columns are supposed to be smaller and a bit further away (see fenderc01 PSXTC for comparison). Of course, there it was worthless as well, considering straferunning to the blue key platform was the better choice.
Kaiser bug!

That wasn't like that in the original.
Well, it
is supposed to lead to a secret (a ridiculously easy to find secret, but a secret nonetheless), so I guess they had to partially obscure it somehow.
Xaser wrote:Question for Nuxius or other PSX-gurus: Should I leave these as-is for all the speedrunners or fix it? After all, you need to return to the teleport room anyway later on. To me, it's a bug, but so are a few other mapping 'oddities' in the originals, so should I stay or should I go? ;P
Yeah, I think it should be fixed; after all, you're not doing a PSXTC here.
Question, do you think I could have a hack at some of these PSX maps? I'm not really too keen on the way you fixed the access to the red teleporter in The Mansion; invisible walls suck. I have a bit better method in mind. There's also some other stuff that needs fixing that I can take care of, for example, in Twilight Descends, when you teleport to the BFG secret, you are temporarily stuck in the wall (you can break free though). I'll only mess with the PSX maps, not the other ones, BTW, so you know.
Xaser wrote:Eh, I figure going through the halls in a speedrun without the Super shotty is suicide -- it was for me, anyhow. Stupid pars...

Well, for me it wasn't.

The only thing that pissed me off in a speedrun of this map is that the secret in the blue key room that has the backpack and the teleporter that leads to the teleporter lift room doesn't activate the lifts for the teleporters. Thus you can't use it, even though it's a faster route (coming back from opening the secret room that contains the lift to the secret exit).