[Community Sequel] [FINISHED] 40 Monsters Challenge

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9Rifleman
Posts: 64
Joined: Sun Dec 15, 2019 12:30 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: [Community Sequel] [FINISHED] 40 Monsters Challenge

Post by 9Rifleman »

So I think I found an issue. Whenever I exit MAP22 - Refined Tastes, I am taken to MAP23 - Occult Suite, one of mine. But it was originally intended to be MAP21 and the exit linedef would take you to 22, so now I always get back to MAP22 and stuck in a loop.

Otherwise really like the other maps so far, some things I have no idea how you guys did - the beams, the portal particle effect, Watchyourstep's lightning rods (felt very Unreal to me :)). Some maps were quite a challenge too.
Accensus
Posts: 2369
Joined: Thu Feb 11, 2016 9:59 am

Re: [Community Sequel] [FINISHED] 40 Monsters Challenge

Post by Accensus »

Thank you all for the feedback!

The map transfer issue is known at this point, but I'll be away for two more weeks so I won't be able to fix it immediately. At least it's not something game-breaking. Some of the maps were switched around because they fit progression better this way.

EDIT: Using Exit_Normal is recommended unless you need to intentionally go to a specific map.
Accensus
Posts: 2369
Joined: Thu Feb 11, 2016 9:59 am

Re: [Community Sequel] [FINISHED] 40 Monsters Challenge

Post by Accensus »

Sorry for the delay, folks. Was away for a while. I suppose releasing a project right before the holidays isn't the brightest idea. I have addressed the two issues that have been reported:
  • Fixed MAP01 having fences at the end but no collision.
  • Fixed MAP23's exit creating a loop.
Link's in the OP.
Accensus
Posts: 2369
Joined: Thu Feb 11, 2016 9:59 am

Re: [Community Sequel] [FINISHED] 40 Monsters Challenge

Post by Accensus »

Oh boy, time for another update.
  • - Fixed MAP25 not leading to MAP28.
For the record, the reason these weren't caught is because there was no extensive debugging right before release after the maps were shifted around. Using "nextmap" in the console worked fine so I had no reason to believe anything might have been borked.

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