cc2_m24f.wad

This is a patch for Community Chest 2 that enables completion of MAP24: The
Mucus Flow by B.P.R.D. in Boom.  In the currently released version of the
megawad, linedef 9094, a switch that is vital to progressing through the map, is
surrounded by four scrolling texture linedefs, none of which have the PassThru 
flag set.  As a result, they will eat up any and all attempts to use the switch,
rendering the level impossible without cheating.  In this version of the map,
these lines have the PassThru flag set, meaning that the switch is now operable.
The nodes were rebuilt with BSP v5.1.

- Eric "The Green Herring" Baker -
- July 7, 2008 -

[UPDATE:]
I have modified this patched map to fix another such error that escaped my eyes.
Linedef 8862, another scrolling line without PassThru set, blocks you from
accessing a secret lift, preventing you from reaching two of the secrets.  This
has been corrected.  You will not be able to reach the three secrets placed on
top of crates you cannot climb on, but at least you can access the two other
ones in that area now.  The nodes were rebuilt with the same version of BSP as
before.  Special thanks to Death-Destiny for pointing it out.

- Eric "The Green Herring" Baker -
- September 22, 2008 -

[UPDATE 2:]
Almost three years later, I have made a third update to this patch.  This time
around, the three erroneous crate secrets have been removed; thus, 100% Secrets
is now possible.  Besides that, however, there are multiple new bugfixes, most
of them aimed at making the level look more polished.  The most striking bug
that was fixed was that one teleport landing spot did not appear on "I'm Too
Young to Die" or "Hey, Not Too Rough," meaning that you couldn't escape from the
nose secret.  Good heavens!  In addition, this update fixes several sky
rendering errors rising strictly from incorrect tags.  There shouldn't be any
more occurrences of the Doom II SKY3 texture in this level.  I also fixed one
spot where the scrollers were noticeably scrolling in the wrong direction, and a
missing texture error in another.  Finally, there was a door switch, near the
"broken" door, that had a linedef and a tag, but no sector associated with it; I
made it do the same thing as the switch on the other side of the door, as it
would make sense for the door to be "broken" on both sides. ;)

That said, there are still a few bugs in this level which are relatively minor,
and cannot be fixed without compromising compatibility with the demos already
recorded on the previous version.  They include the following:

* A severe rendering error in the floor of the "nose" secret in GLBoom+.  This
  is because of an unclosed sector, caused by one of the linedefs in sector 1594
  referencing the wrong sector, which will require the nodes to be rebuilt to
  fix.
* The teleporter in that same area has its triggers facing inwards, so you'll
  have to step /off/ of the pad to use it.  Again, this cannot be fixed without
  rebuilding the nodes.
* The last sector of the waterfall leading out of the thin tunnel in the
  southeast of the level is unclosed, because its southern linedef references
  the wrong sector.  This causes its wall texture to bleed through the floor of
  that sector.  Yet again, this cannot be fixed without rebuilding the nodes.
* A few small sectors in the final area of this level do not rise with the rest
  of the sectors in the area when the area is flooded.  This cannot be fixed
  without linking those sectors to the dummy sector used for the effect, which
  will require the nodes to be rebuilt.

In any case, this updated version is compatible with vdgg's max demos (HMP in
25:08 and UV in 55:34,) and the -nomonsters demos recorded by doomdaniel95
(1:19) and Hock (1:06).  Enjoy.  Special thanks to vdgg and hawkwind for the bug
reports!

- Eric "The Green Herring" Baker -
- August 18, 2011 -
