Notes |
|
|
can you attach a minimal example wad? |
|
|
(0004366)
|
Ivan
|
2012-08-14 14:21
|
|
You can use it on any of the plutonia maps which have linedef exits and not switch type exits. |
|
|
(0004367)
|
Qent
|
2012-08-14 15:13
(edited on: 2012-08-14 15:19) |
|
test_exitslide.wad. In 1-life survival you can't reach the exit. In co-op just kill yourself.
BTW this also happens in 98d.
|
|
|
|
I wonder if it's possible to not removing the corpse and leaving the possibility of the interaction with lines/specials/etc...
btw, when you're alone and you'll die, do you exit the level or the 'Mission failed' blocks that? Because iirc 'Mission failed' doesn't remove the body. |
|
|
|
Well, this sounds like a design limitation of the whole survival system. Currently, if the last alive player dies while not having any lives left, the round is lost. Period. To fix this one would have to delay this check (which is just a waste of time in all maps without deathslides). How many maps use deathslides? |
|
|
(0004376)
|
Frits
|
2012-08-15 20:16
(edited on: 2012-08-15 20:19) |
|
Deathslides are possible in vanilla singleplayer as well. It's mostly a speedrun trick. The only map i can think of requiring a deathslide is a map in Scythe II.
Edit: I remember a youtube video of some map fraggle made that had several minutes of a corpse triggering various action and eventually winning the map. Unfortunately i can't find it at this time
|
|
|
(0008949)
|
Frits
|
2014-06-09 06:53
|
|
This can be closed as it seems to got silently fixed.
There is a big enough delay now between staying in your corpse and being moved to spectate for almost all corpse exits. |
|