The idea was that if I got some good wadder to make a fun Dark World map, then some
other good wadders would want to make Dark World maps as well, and I've been bugging Alam and Logan to bug SSNTails to put it in SRB2 official so that doing so would be possible, as it is very simplistic and bugless (aside from problems which would've existed either way, such as enemys not losing their target
when it teleports across half the map and behind a thok barrier)...
But I did not expect a very lame conversion of GFZ which uses the Dark World for no apparent reason whatsoever... I was hoping for something more along the lines of an original singleplayer stage which has a couple rooms similer to Lightbulb Factory 2's "illusion room," which either force you to switch worlds to get out of danger (and out of that room) or to go a short way through the dark world to open something in the light world, then go back to the light world and find what was opened...
In any case, I've been helping... I provided a "DarkWorldTest" wad which demonstrated everything you can do with a Dark World map (from having a button and a cave only in the light world to having a cage full of enemys only in the dark world)... Which is where the teleporters, Crawla Commanders, and CEZ texturing ideas originally came from. ...DarkWorldGFZ1 sucked a lot more before I got my hands on it, trust me.
:? Ree-c, your linedef execs kinda suck, how they work and all... All three of those linedef executors could be on a single control sector.
But... um... Yeah...
Nice try, at least...