Talk:MAP13: Downtown (Doom II)

In the bottom-right corner of the map, is the building with the red-access door, and from that door, there is the yellow keycard on the very top of the left platform, and the elevator in the front, with imps shooting down from the various platform steps and the elevator.  According to the Walkthrough instructions, I'm supposed to ride the elevator up to the ceiling, and from there I can drop down onto the high platform where the yellow keycard is. Doesn't work - the elevator doesn't rise high enough for me to reach the yellow keycard. I can only reach the next lower platforms.  Is something not recorded in the walkthrough, or am I doing something wrong? 67.160.144.16 01:35, 30 March 2012 (UTC)


 * This is how I remember it: .    Ryan W 01:32, 31 March 2012 (UTC)


 * |Doom II level 13, Downtown: Keys (example 2) at 1:08 - Well, you're not playing it on Ultra-Violence with Fast Monsters, so you're not having to duck and weave, and shoot at odd angles. Do you think that it's possible that if I get knocked off the platform, of if I go out an in a lot before getting on the platform (by crossing the triggering sectors on the floor instead of being knocked off the platform), all subsequent times the platform rises, will not rise to full height, but will only rise to full height once? That's the only thing I can think of, and I've been waiting for someone to suggest it (having mentioned the issue on similar video clips), but no one seems to have encountered the issue. Do you think this is a programming issue, or the person who developed this level intended for the platform going to full height to be a one-time deal, and the goodies opposite of the yellow keycard as a distraction: i.e. make your choice, choose wisely.
 * 67.160.144.16 04:35, 6 April 2012 (UTC)
 * 
 * Going back to the other 'Tube'ers who replied to my inquiry, one said a "map error," the other suggests an error resulting from saving while the elevator was in motion. Obviously, I can just cheat without having to reload; I just want confirmation if this is a map error that should be recorded in the DoomWiki with the other errors, or is it my error (elevator only goes to full height once, and I have to get it right the first time)?
 * 67.160.144.16 04:50, 6 April 2012 (UTC)


 * An isolated elevator always cycles between the same two heights (in vanilla anyway). It is known that moving lifts can cause problems with savegames, though our current article doesn't provide much detail.  There have also been reports that Doom95 reacts to these "forgotten" parameters by crashing, when DOS would not.  All that said, if it happens *without* saving, then perhaps you have found a previously undiscovered overflow condition.  If so, you could prove it by making a demo and then asking the experts to look it over...    Ryan W 15:31, 6 April 2012 (UTC)


 * I've tested the issue with Doom2 1.666 and with a 1.9 exe from Ultimate Doom and have edited the engine bug article to report what I have found; it's still not very much content though. Vermil


 * Vermil, I found the edit you are referring to (Moving platform heights not preserved in saved games), however, I can not find the tree of pages that link to it, i.e. Doom engine> Technical aspects> Errors and bugs. BTW, DoomWiki appears to not like "Category:" as part of an internal link (as you can see). Is this engine save error isolated to Doom II Map 13, or has it been identified as occurring in other maps/episodes?
 * 67.160.144.16 23:20, 9 April 2012 (UTC)


 * If a savegame limitation causes this, then in theory it can occur on any lift. Obviously a tall, slow elevator makes it especially obvious.  I don't have a working video capture gadget, or I'd make a "demo"...


 * P.S.  Category:Errors and bugs   creates a link.    Ryan W 01:13, 10 April 2012 (UTC)


 * Added some more information. Also discovered that one can restart a frozen lift with the linetypes that make a platoform move up and down repeatedly and that once the proper movement from said linetypes have happened to a platform, it can't be stopped and then moved by lift linetypes as Doom must still think the up/down motion is in affect despite the stop linetype being active. Vermil