Terribly sorry about the sudden absence from the internet. The morning after I released this latest Chaos Zone version, my computer "broke", for lack of a better explanation. Only now have I had the opportunity to access the internet from another source. Incidentally, I should be getting a new motherboard and CPU tomorrow, which should take care of my problems.
As soon as I get my PC back to working order I'll start fixing these bugs that have been reported. During my time away from the computer I have also been planning out some new ideas, mainly involving the inclusion of special stages at long last, and a beefed up version of Arid Ruins.
I'd also like to address some of the comments posted here. FLB seems to be scouring my level pack for bugs, I've had a good number of reports from him in the past and it seems to be a continuing trend. To start off, those redwalls are in newly designed areas and are due to brain farts. They will of course be taken care of.
Any NiGHTS star things you encounter are leftover from when I used them as placeholders, there are in fact actual emblems for each level, I've tested each one and they work properly. I thought I removed all of bad ones, but a few might have sneaked back in when I restored backups, which happened very frequently due to Zennode destroying some maps.
Any barriers that seem pointless are probably there to prevent the renderer from drawing too far, which results in the HOM effect in software.
Some breakable walls are not immediately evident in the pack because when I built them there were not many textures available in the main wad to signify that a wall is breakable. In most cases I used other methods to draw attention to those areas. Those walls will be retextured where I see fit.
Mystic already covered this one, but the OpenGL renderer error seen on the CEZ banners also can be seen in a lot of other places. Grass borders, for instance. Or basically almost any place where a middle texture is used. This has been happening for years and will continue to happen until the OpenGL renderer stops sucking.
As for the boss teleporters, CZ64, thanks for bringing that to my attention. That too was due to a brain fart. Though I don't like the idea of officially supporting co-op in this level pack, I understand that it is a popular mode of play, and those will be fixed as soon as is possible.
Finally, I've been told that the boss levels are a bit boring, what with no badniks or anything special in them. This will be remedied as well, I have plans for them.