Talk:Raising sectors change to orphaned sector type

Visplanes are dynamically generated rendering structures. Are you sure you don't want to use "sector" here? While it's true that visplanes associated with the walkway will continue to display sludge when the bug is triggered, that is because the type & texture of the underlying sectors fails to change, not because of any rendering-specific bug. 71.58.109.233 23:20, 4 October 2007 (UTC)

It seems that this is a mapping error and doesn't really need a full article to itself. I'd argue merging with the article for the level that it's referring to (also: MAP12 is the factory, not MAP13, so it's unclear which level is being refered to). Fraggle 00:36, 5 October 2007 (UTC)


 * Probably the "blood" area with the radiation suit on MAP12.   Ryan W 02:02, 5 October 2007 (UTC)

If nothing else, this is not a good title for the article, whereas it is hardly specific to one map (for example, it also occurs in the yellow key room of Doom E2M2), and whereas the initial situation has nothing to do with visplanes (which would require a difference in sector properties as explained here). I was under the impression that it was a well-known quirk of certain linedef types (e.g. type 59) and therefore, while it could be written up as an "oddity", it is certainly not in the same class as, say, Savegame buffer overflow. Ryan W 02:02, 5 October 2007 (UTC)

Not an engine bug
This could be considered a quirk with the level, but it's not the engine's fault. When the sector first starts raising for this action, it changes it's flat to the highest adjacent one. If you don't walk on them in order (say, stepping on the middle one first), then the flat will not change, because the highest adjacent sector in that case will be the blood. I think this article should be removed, becuase as far as I know, it's not fixable.