SSNTails said:
Wow, I like how this uses a lot of features... although it seems like a few things aren't working in 1.09....
Hmm... When 1.09 comes out, remind me to optimize this for it, and what to optimize.
SSNTails said:
First off, "You have a FOF whose tag is 90 that has a ceiling height that is less than or equal to the floor height".
Is that a problem?
SSNTails said:
How are the traffic lights at the beginning supposed to funciton? Because I get these flashing blue rods that extend from the ceiling to the floor until the entire sequence completes, then I see a traffic light.
They're just supposed to plain ol' just light up. Or fake lighting up...
I have a linedef executor instantly warp colored FOFs up to the lights.
But I had what you're describing when I added that...
Apearently, the linedef executor does a certain linedef action first, as apposed to doing it all at once...
So, I experimented, and tried having the floor of the FOF warp up first.
That worked.
But, I take it you're viewing this in 1.09?
Guess that's another thing I'll have to fix when 1.09 comes out...
SSNTails said:
The room before the end, the one after the spinny funhouse tunnel, stays all pitch black when I step on the first white square... what's supposed to happen, and what features are you using?
When you step on it, another white square's supposed to appear.
You step on that one, another one appears, and so on.
I'm thinking of moving that square a bit ahead, because I've had a case where someone zoomed right over it not noticing it, and dying.
I'm using "Set Tagged Sector's Floor Height/Flat". No FOFs in that room!
But, if that also doesn't work in 1.09... Well, shoot. This map's causing a lot of trouble in 1.09, isn't it?
Spazzo said:
At the realyl hard part underwater when you have to jump platform to platoform, at the end. Theres just a wall. no finish, no nothing. What fo i do?
EDIT: never mind :D
Dear GOD, look at all those typos!
Slow down, spazz!
Maybe I should but a sign there... To signify that the wall must come down.
Y'know what? Perhaps I'll make those huge air pockets in the ceiling lower. So you can jump up into them...
Those springs are supposed to be hit at normal underwater walking speed, but I doubt people will get it if they're thokking through trying to get to the end in one breath...