Arcane wrote:Sweet jesus, I loaded that wad in GZDoom last night and nearly had a heart attack at all the errors that popped up.

You must have a poor heart...
I'm currently updating it, and, for now, I didn't have to correct a bunch of bugs and errors.
Here is the content of the part of the text file dedicated to my edition:
[spoiler]I had to move the entry "F_END", wrongly placed (it was preventing to listen the musics and the sounds, and to display some textures and sprites...). I made also the housework in the entries (they are now sorted by category).
- e1m2: I had to add the sector 217 (yellow door) to prevent to go into the end room without the yellow key and to be trapped there.
All sectors with a "Exit" texture for the ground are moved on the editor grid to display it properly.
Texture sector 184 changed: now, there is a good reason to have all those differently lighted sectors.
Textures linedefs 813, 874, 887 & 893 changed
- e1m3: Offset added to linedef 368
Design of the sector 156 (trigger) changed
Effect sector 126 removed (the secret)
- e1m9: design general improved a little bit. Some changes also in the lightings. This map was so poor in term of design... It's still terribly poor, but less. LOL
- e1m5: Centered linedef 815 (trigger).
Removed "lower unpegged" linedefs 647 & 673
- e1m6: tagged the red door (sector 104) to be openable from inside the room (to allow a come back)[/spoiler]
I have still to study the second episode.
Don't forget that you have the bugged version in the zip file that I have uploaded on my site... It wasn't intended to be played by someone else than Graf!!!