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
endHere'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