The Cronus Camp for Wayward Boys | No Failure Runs | Part 3
It had occurred to me a while back that perhaps this map is actually rather terrible, a first taste of the things I would encounter in the third episode. I could acquire the key to reach the map exit almost immediately, but if I were to attempt exiting immediately, I'd get hit with a staring eye trap that teleports me to an area which eventually runs my health down and kills me. I don't even think the trap is ever used again in later maps, it was just a cheap one off player kill trap that only serves as a GOTCHA! for first timers.
Aside from that major complaint, I got nothing else. I'm upset that the rats somehow count as kills if they spot you and turn eldritch, but I handwave it away as a coding limitations thing. That and stunning both counts as "kills", since technically speaking the original entity that inhabit the spawn code died, and something else is respawned after. I wonder if adapting ZScript could've prevented this, but that would be quite an undertaking for what I imagine is an exploration of a different kettle of fish.
Also, Dormatory. I wasn't sure if you meant Dormitory there, ImpieTwo. Pardon me if it is not.
Mods Used:
The Cronus Camp for Wayward Boys: https://forum.zdoom.org/viewtopic.php?f=19&t=68322
Good ol' HUD: https://forum.zdoom.org/viewtopic.php?f=46&t=54123
Nash's Gore: https://forum.zdoom.org/viewtopic.php?f=45&t=11545