Talk:Glitchy Fun on Doom II Lvl 32

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Revision as of 12:17, 11 June 2006 by Flynn Taggart (talk | contribs)

This article has already been deleted once, under the name "Glitches in Map 16 of DOOM II".  According to persons more technically informed than myself, it is a combination of the long wall error and one or two node builder bugs, all of which are already documented here in the appropriate places.    Ryan W 18:07, 9 June 2006 (UTC)

  • Delete.    Ryan W 18:07, 9 June 2006 (UTC)
  • Delete for the same reasons as Ryan.

Why delete it? It's a wierd and strange event in Doom II! -Flynn Taggart 00:09, 10 June 2006 (UTC)

So are wallrunning, Mancubus fireball clipping, and the blockmap bug.  Do you want a separate article about each place in the game where they might occur?  That would be a long list.
I admit that the sound effect part is new to me.  Can those sounds be heard in the same place outside any level?  Are you saying that they don't happen even in the original Linux sources?  (That would be interesting, since we've always assumed that id's sound-related changes only involved the libraries).
Even if the extra sounds are due to math errors or overflow, one probably cannot make a vanilla map where they can be heard during normal play (due to the hard limit on map size), in which case the underlying problem is really incompatibility between the rendering engine and IDCLEV, I think.    Ryan W 19:48, 10 June 2006 (UTC)

I'm fairly certain, as I commented on the already-deleted article's talk page, that this is normal behavior when you clip out into the void near where the Doom engine's coordinates wrap around to the other side of the map. Bloodshedder 21:58, 10 June 2006 (UTC)

I'm sorry about the n00bish look to the page, but I had proof of this and I really wanted to make it known, also I was hurrying and I mistook Lvl 15 for lvl 16. And also, the level in the title on this page should be 16