https://www.mediafire.com/file/difsqpkk ... q.wad/file
Replaces map31 and map32. Just a mixture of their final versions and pre-release Doom 2 versions with sliding doors like the original Wolfenstein (nevermind that in actual Wolfenstein it's really just an animation, not actually moving structure)
Code: Select all
:wolfdoro
playuntildone wolfdoro
nostopcutoff
end
:wolfdorc
playuntildone wolfdorc
nostopcutoff
end
[WolfDoor
Door 11
0 wolfdoro
1 wolfdorc
2 wolfdoro
3 wolfdorc
]
:wolfwall
Door 12
playuntildone wolfwall
nostopcutoff
end
Here's the latest Zandronum compatible version of DBP#48 AvPvTvJvHvS.
https://www.mediafire.com/file/5ntypmkt ... n.zip/file
The polyobj doors in nmap11 play their sndseq just fine in LZDoom or GZDoom but they're silent in Zandronum. It's the main sliding double doors and two secret doors. There's one other major door that all players hear loud and clear just fine because it uses ambientsound commands in a script instead of any sndseq.
Code: Select all
:spacdoro
playuntildone spacdoro
nostopcutoff
end
:spacdorc
playuntildone spacdorc
nostopcutoff
end
[SpacDoor
Door 69
0 spacdoro
1 spacdorc
2 spacdoro
3 spacdorc
]
:weapstsh
Door 70
playuntildone weapstsh
nostopcutoff
end