NOTES ON SOME OF THE WADS TESTED WITH Risen3D

Last revised November 2021

================================
SECTION 1 - General points
================================

----- PLAYABILITY

Note that certain maps cannot be completed if started with -nomonsters 
from the console (e.g. Eternal MAPS 07, 26, 27). This is not an error 
but a general condition based on a map linking the killing of enemies to 
actions.

Note that with older or lower specified systems large maps' FPS (frames 
per second) can slow considerably (e.g. PAR E1M6).


----- HIRES TEXTURES

If you have downloaded hi-res textures then you my want to disable these 
when running pwads that have their own textures included.
Risen3D is designed to prevent any external textures replacing pwad 
custom textures so generally no action is required unless you want to 
prevent a mix of lo-res textures being used with hi-res textures where a 
pwad does not have a specific replacement.

Note for map authors: HI_START and HI_END markers are now supported.


----- MODELS

Basic Doom mode should always be used for TC's (total conversions) that 
have sprite replacements - e.g. Batman, Hacx, Strain, Osiris ... etc.

----- ADDONS

Addon map modifiers have been prepared that add enhancements and/or fix 
issues. They should be downloaded and installed from;

http://abbs.jbserver.com/downloads/maps/addons.exe


================================
SECTION 2 - Single level wads
================================

Note: the maps section only includes a few of the single map pwads 
tested. Countless maps have been tried.


----- ASH2ASH

Sector 434 is not tagged #69. This results in a small gap when the tank 
has filled with water at the ladder. UPDATE - This mapping error has 
been addressed in R3D2.2.26.


----- BCv10

This wad was intended to run with DoomsDay/jDoom and as such is best run 
with Dynamic Lights enabled in Risen3D. It has a number of rendering 
anomalies, notably the four crusher/cyberdemon area and the exit area. 
These are not Risen3D errors.


----- BELUGA

A long standing issue with the texture PSRAIL1 on line 1391 has been 
addressed as of R3Dv2.2.28. Risen3D may well be the only port to render 
this as intended.


----- BLOWUP

To climb the ladders in the slime tanks the player MUST be in walk mode 
only. Update ... Fixed as of R3Dv2.2.33. If there is already the file
blowup.map01 in the \gwa folder, delete it first for the fix to work.


----- CRATNEW

This map was designed to run with TNT.wad Iwad, although having very few 
tnt textures. If you have tnt.wad, place the -tnt switch on the command 
line of R3DLauncher. This wad can be played using doom2.wad iwad, just 
minus a few tnt textures, which will render black.


----- DODEAD

Graphic WILV07 does not render at correct position. This will not be a 
problem if addons have been installed (see Section 1).

E1M6 - Blue keycard not flagged EASY preventing exit of level on easy skill.


----- HEDROX

Ignore the Wad Error message at the start. They are just author errors which
will not be noticed in normal gameplay.


----- INWORLD

It is possible for the player to be stuck on the wrong side of a yellow 
key door - sector 237 - without yet obtaining the yellow key. This 
occurs if the player leaps from sector 126, as it is lowering, to sector 
215. If in this situation either restart the level or noclip through the 
yellow door.


----- MAINFRAME COMPLEX - Risen3D pwad by "Catsy"

http://www.gamers.org/pub/idgames/levels/doom2/Ports/m-o/mfc_v1.1.zip

Caution - this pwad used quite a number of 3D lines. As such is best 
played on a modern computer, especially if using models, hires textures 
and the like.


----- MEGAPHSE

100% secrets impossible to get as sector 284 is inaccessible.


----- PLCASTLE

1.Prior to R3Dv 2.2.10 this wad could not be completed, as the player 
was unable to open the red key door, since the player was positioned on 
line 1101. R3d now caters for this "zdoomism".
2. Don't remain on the platform where the red keycard is. Door sector 
221 will close and the player will be trapped.


----- SINEDIE

Although stated in sinedie.txt, it is no longer necessary for corpse 
fade to be set to zero.


----- UAC -DEAD

An R3D addon file has been made to make this wad fully playable via 
uac-dead_addon.wad in addons.exe. 
http://abbs.jbserver.com/downloads/maps/addons.exe


----- XENUS15D

This wad claims Boom to run but it clearly was not tested with boom. 
There are numerous lifts for example which are not tagged, both the 
sector and its triggering line(s). This map can be played using Risen3D.


================================
SECTION 3 - MEGAWADS
================================

For some links see R3D_Credits.txt

The following examples have all been tested but are only commented on 
if a problem was found.

Examples of pwads tested:
1Monster, 1024 Congestion, 1024 Claustophobia (1 and 2 ), 10sector, 
10secto2, 2002ado, 20dnhell,
32hnpain, Adonis, AllHell, Aoddoom (1 and 2), Artic_SE, Armadosia, AV, b2b, 
Batman, Cchest, Cchest2,
Cchest3, Cchest4, COD, Commando, Cydreams, D2Reload, DR2008 (v1 and 
2), Darken, Darken2, Darkcvnt, DOTB_RC3, DV, DV||,
Earth, Equinox, Epic, Epic2, Eviternity,Freedoom, htp-ltd, 
htp-raw, HACX, Herian, Herian2, Heroes, 
Heroes2, Hellcore (HC20 and hc092604 ),
Hf2, HG, HR, Hr2final, Icarus, Intercep 1 and 2, INF-Lutz, Jenesis2, Jptr_40, 
Marswar, Memento Mori 1\2, Mordeth,
NDCP (1 and 2), Newworld, Newwrld2, Osiris, PAR-Lutz, PC_CP, PG-Ltd, 
PG-RAW, Phobos, PRCP, Rebirth1, Remain1, Requiem,
Ruinbros, Rylayeh, Sacrament, SCGE, Scimitar, Scrchhet, Serenity, 
Scythe, Scythe2, SiD, SoD, STRAIN, STRG, Sunder, Talosian Incident,
Telekom (R3D Version), TVR!, tv1998, Twzone, Twzone2, UAC Ultra, 
Vile, Vilecore, VaeVictus, VaeVictus2, War_3, WoS


NOTE: HACX and STRAIN, must be treated in the same way as BATMAN 
(discussed below).


----- 10SECTO2

Map 07. There is a rendering glitch when the player is looking at the 
ceiling north from line 503. Caused by line 443 not being stitched to 
vertices 428 and 429.


----- 10SECTOR

Map 16. This map was tested with ZDOOM and has a locked door - sector 9 
- which is tagged but the associated lines, 2088 and 2089, were not, 
which meant that this was the only port it could be run with at the time 
the wad being released. Risen3D, however, supports this door type 
allowing the map to be completed.

Map 25. 1. Near the start area there are four beams spanning from 
each of four crates to an adjacent wall. These beams do not render 
exactly as intended although the error is not significant (a small 
square opening is apparent). The only solution would be to edit the map 
so that it's compatible with an OGL renderer. UPDATE ... Risen3D now 
caters for this.
2. Sector dropping problems can occur which will stop any 
further progress.The most common error of this type causes a problem 
under the wings of the exit craft. This, however, does not prevent the 
player being able to complete the map.

Map 31. Line 131 has a SR type\action 60 but is not tagged # 17 ( sector 
89 lift ) which means if the lift has risen and the player goes back to 
sectors 0\1, the player will not be able to proceed. Risen3D supports 
this common mapping error.

NOTE: Map 8 and Map 25 are not reliable in any port, not just Risen3D. 
when it comes to sector height change activation. This can mean that the 
map becomes unplayable in parts. If this happens (map looks badly wrong 
or becomes unplayable) then the only solution is to restart.
In the case of MAP08 it's best to save it before walking along the 
raised section to get the yellow card key. Sometimes (but only rarely) a 
sector that's required to drop following picking the key up fails to do 
so making the rest of the map unplayable.


----- 2002ADO

E3M6 - Small error at sector 164 caused by back side upper texture 
missing on line 778 .


----- 2002AD10

This is an updated Boom version with some new levels. The error 
mentioned above is also fixed. There are two levels which the included 
text file claims to be only for zdoom. These levels can be accessed 
normally in play as Risen3D supports the older zdoom MAPINFO lump, which 
this pwad uses.


----- 20DNHELL


map 20 - Player gets trapped in sector 64 if player moves from sector 83 
to 64.

map 22 - Line 121 has been given a back side but it is a one sided line 
causing a large render error. As of R3Dv2.2.10, this is not a problem.

map 28 - 1. The player finds the secret at sector 55 and is trapped if 
sector 54 raised while the player is still at sector 55.
- 2. The player finds the secret at sector 50 and is trapped if 
the player stays at sector 50 too long.

map 29 - If, after walking over either line 189 or 193, the player fails 
to quickly activate the switch at line 197, the level will not be able 
to be completed. Both lines 189/193 should have been set as WR, not W1, 
and sector 34 should not have been set as secret given it is integral to 
completing the level.


----- ADONIS

The scrolling sky issue is greatly improved if 
addons are installed (see Section 1).


----- ARCTIC_SE

map19 - Floor of sector 281 does not animate, due to the fact that
Flats SWATER1-SWATER4 are not between F_START and F_END markers.
Also, the "BFG shot" is translucent in R3D.
Not an issue if addons are installed. (see Section 1).


----- BAK2HELL

E3M3 - If the player's radius extends into sector 397 and activates the 
switch at line 1992, the player will be trapped in this area. Floor 
movement is blocked by the player. The switch should have been either a 
repeatable switch or the switch moved elsewhere.


----- BATMAN

In the Launcher disable hi-res textures and models. Textures will not be 
substituted (as the wad has its own replacements). Models will not be 
used as all sprites have been replaced. As such enabling models has no 
benefit and will only slow down load times and use resources unnecessarily.

Using the -nomonsters switch has no effect as a result of the authors
Knighfall mode. A Dehacked issue. As such, R3D emulates Doom vanilla.

The "teeth" on the floor of map32 are out of sync. Fixed if 
addons have been installed (see Section 1). 

The flash of blue when firing the "chaingun" is removed if addons
have been installed. (see Section 1).

Ammo use is now the same as Dehacked Doom2.exe if addons have been 
installed (see Section 1).

A hanging sprite - DoomED # 61, hangs at the wrong height. Instal addons 
to fix ( see section 1).

The bridge at the start of map24 now renders without gaps
if addons have been installed. ( see Section 1).

The smoke bombs do not explode on walls using Risen3D. Fixed if updating 
addons after 12.12.21. (see Section 1).

map 14 - Subsector to sector assignments for sector 76 cannot be fully 
resolved by the in-built nodes builder (not surprisingly if you look at 
the map). This leads to a flats height rendering error. Fortunately 
this is not particularly noticeable. Addressed as of R3Dv2.2.35.


----- CAVERNS OF DARKNESS (COD)

This wad was originally designed to be run with its own engine which was 
incompatible with Risen3D. Since the release of R3Dv2.2.0, however, it 
is now playable. Addons will need to have been installed (see Section 1).

Numerous map bugs have been fixed internally.

The COD engine has special line and sector types not supported by R3D. 
Line types 274/275 and Sector types 18/19. UPDATE : As of R3Dv2.2.33, 
sector types 18/19 and linetypes 274/275 are supported. 
UPDATE #2 : All COD monsters behave as in COD.EXE, and more mapping
errors fixed as of R3Dv2.2.35.

Map 03 - The player might fall down into a large dark area - sector 5 . 
The player is supposed to instantly die if in this sector ( sector type 
18 ). Either noclip out of this area or, more correctly, restart the 
level since you should have died anyway. Addressed as of R3D v2.2.33.

Map 09 - a) When at sector 671, nearby floor sectors will change skies. 
Risen3D only allows for only one sky to show in the players point of view.
b) The texture on linedef 6074 scrolls because linedef 10236 has 
the scroll wall linetype and the same tag. A mapping oversight.
Both addressed as of R3Dv2.2.33.


----- COMMUNITY CHEST

Map 29 - If the player does not have the yellow key and falls/teleports 
to sectors 1 or 63, the player dies as there is no escape. Whether this 
was the author's intend I know not. Ideally, door sector 769 should have 
been a non-key door.


----- COMMUNITY CHEST 2

Map 6 - Render error at sector 90. The author referenced the outer 
sidedefs to the wrong sector. Update - now renders as fixed with version 
2.2.08.

Map 8 - Author error. Line 317 should have been 1 sided and lines 
296\297 superimposed here - glow doesn't like it ! Fixed as of R3D v2.2.31.

Map 10 - Hom in ceiling in sector 39\56 area. Since this wad is a Boom 
level, linetype 261 should have been used. UPDATE - issue fixed as of 
R3Dv2.2.26.

Map 24 - 1.Teleport thing at sector 1585 is not flagged EASY. As a 
consequence easy skill players will get trapped at teleport sector 1581, 
where nearby is the "nose" and a secret sector.
2. 100% secrets not possible.
UPDATE ... the author has released a patch wad to address these 
issues. Link : http://dl.dropbox.com/u/6650582/cc2_m24f.zip


----- COMMUNITY CHEST 3

Map 10 - Sectors 142 and 411 are very narrow, yet the player can still 
squeeze through.

Map 16 - If at sector 558, the player will erroneously see the "sky 
transfer" sky. To fix with Risen3D just put tag number 24 at sector 584. 
UPDATE ... While this has been fixed with r3dv2.2.25, there is still 
this problem with sector 754. To fix, split line 3212 into 2 lines and 
tag the new line 47. Second issue fixed as of r3dv2.2.26.

Map 29 - The Mancubuses ( Mancubi ? ) and Demons do not teleport after 
crossing lines 6098 and 6091 respectively on EASY skill, since the 
teleport destination sprites at sectors 1145 and 1052 are not flagged 
EASY. If playing on EASY skill the player will not be able to kill all 
the monsters.

Map 31 -  Line 4889 is superimposed over line 7038 and line 9881 is 
superimposed over line 7042, preventing sectors 738/744 and 584/417 
from lowering. Thankfully, not a game breaker.


----- COMMUNITY CHEST 4

The included text file states that there are problems using Risen3D with 
this pwad, which is correct with r3dv2.2.15. All these issues have been 
addressed with Risen3D v2.2.16.


----- CONGESTION 1024 (1024.wad )

Map 15 - The rendering in the yellow key room can be improved greatly by 
changing the ceiling height of sectors 34, 100, 248 and 275 to 296, and sector
274 to 292 This will even improve rendering in other ports too. Also the red key at 
sector 226 doesn't lower. To fix change lines 1326, 1198, 1044, 1199 and 1328
to type 38. All achieved as of R3Dv2.2.33.


----- D2RELOAD

The issues regarding Risen3D, mentioned in the author's text document - 
D2RELOAD.TXT - have all been addressed.


----- DARKEN2

Map 09 - Render error at sector 499. Addressed via R3D_WADanalyse file.


----- DEUS VULT

This wad ships with 5 maps. Maps 1 to 4 constitute the entire game, NOT 
maps 1 to 5. Map 5 is an amalgam of all the maps 1 to 4.

If you find speed is a problem with map 5 then play the map 1 to 4 
sequence - the fact that these maps are smaller will help with this.

If starting with map 1 then on finishing map 4 exit at this point else 
map 05 will be started.

MAP 4 - T496 - Teleport Thing - is not flagged EASY. As such if the 
player is at any sector south of sectors 191 or 199, teleports at 
sectors 367 and 56 are useless. Either restart the level or noclip out.

Map 5 - Sidedefs 7346, 7347, 7349, 7352 and sidedefs 16693, 16696, 
16773, 16775 state the textures used as DUK10 and HEX09 respectively, 
which don't exist. As a consequence the texture MISSING is displayed on 
these sidedefs. The textures intended were ROCKHELL and A12 
respectively. See maps 1 and 3. This will not be a problem if addons 
have been installed (see Section 1).


----- DR2008 - DR2008v2

If using DR2008, then update to DR2008v2. An error in DR2008 means Map 2 
cannot be completed.


----- EPIC 2

The sprite TBLU* waterspout renders higher than intended. Risen3D takes 
the lowest pixel part of the sprite to render at floor level. This is 
not a Risen3D error.

The included skybox is not in Risen3D format. This will not be a problem 
if addons have been installed (see Section 1). Set Skyboxes to 2 in the 
Launcher and disable basic doom mode.


----- ETERNALL III

Map 03 - Only 10 of 11 secrets possible. Secret sector 551 cannot be 
reached since the player exits the level before reaching this sector.

Map 09 - Line 3581 (Exit gate facing top texture not rendered). Map 
error - author probably intended that an archway should be drawn but the 
method used is invalid.

Map 15 - If player activates line 3303 and comes back to sector 0 and 
lift sector 163 is in the down position, the player is trapped.

Map 24 - Line 3769 will teleport you to sector 105 - where you'll then 
be stuck. Line 421 in sec 105 only has a fence texture one side - so if 
teleported there it seems you're blocked in error. You're not. Line 421 
has the 'impassable' flag set. So this is a map error (can't even see 
any point to it). This only happens if backing over line 3769 so it may 
not happen. If it does just use noclip to escape.


----- EVITERNITY

This pwad is divided into six chapters. To select the chapters,
addons must be installed (see Section 1).


----- FREEDOOM

In general. freedoom1.wad and freedoom2.wad are intended to be run stand 
alone without iD Software's Doom or Doom2 IWADS. In Risen3D, however, 
this will not work as, in either case, they will be rejected by 
Risen3D's checking code which only recognises iD Software's proprietory 
IWADS.

If, however, you have the retail versions of Doom and/or Doom2 then 
freedom1.wad or freedoom2.wad can be run with Risen3D.

Since Risen3D needs the iD Software IWADS this gives the advantage that 
you can run the Freedoom wads with Risen3D's models including splashes, 
core and lighting effects.

In addition for users who have purchased iD Software's Doom and/or Doom2 
game then following the information below avoids any risk of overwriting 
iD Software's proprietory iwads.

IGNORE downloads from; 
http://savannah.nongnu.org/download/freedoom/freedoom-iwad/ultimate/freedoom-ultimate-latest.zip
and ; 
http://savannah.nongnu.org/download/freedoom/freedoom-iwad/freedoom-iwad-latest.zip


At the 28th October 2014 the latest releases are freedoom1.wad and 
freedoom2.wad

These can be downloaded from https://freedoom.github.io/download.html

To install freedoom;

1) in \Risen3D\R3DGames\ create a folder called FREEDOOM and then, in 
this, a folder called gwads.

2) Unzip the freedoom1.wad and/or freedoom2.wad into the newly created 
gwads folder.

3) In the Launcher you will now see a new FREEDOOM entry with 
freedoom1.wad and/or freedoom2.wad in the centre pane.

From this point selecting either will cause R3D to create a PWAD. 
freedoom1PWAD.wad needs to be renamed freedoomPWAD.wad. 
From this point either wad can be run.

The issue with freedoomPWAD E3M4 is a known Risen3D bug.


----- HC20

Map 05 - If the "sky" looks grey and not pitch black, lower the gamma setting to suit.
The cause is that the author did not use linetype 261 for the "sky" ceilings.


----- HACX

The "BFG shot" is translucent in R3D. 
Not an issue if addons are installed. (see Section 1).


----- HEDROX2

Map 01 - Small HOM on the uppers of lines 5502 and 5403 due to missing 
textures. Addressed as of R3dv2.2.27.


----- HELL TO PAY ( htp-ltd and htp-raw )

Using doom2.exe, the CWILV# graphics render on the stats screen. As a 
result, modern ports like Risen3D render then at the beginning of the 
level, making the "intermission" texts render at the start of the level 
rather than at the end, as the authors intended. This has been fixed by 
a MAPINFO lump in an addon file which also includes the level names in 
the automap. See section 1.



----- HERIAN

The walls scroll in map 13 at the start due to the author using a 
scrolling texture patch.
This will not be a problem if addons have been installed (see Section 1).
As of R3Dv2.2.31, this addon fix is now not necessary, but kept for
compatibility with older R3D versions.


----- HERIAN2

Map 27 - Sector 386's floor is rendered higher than the surrounding 
floor. To fix place the mid texture MBEAM2 on both sides of lines 1738, 
1683 and 1685 and give both sidedefs of line 1683 a Y offset of -336 and 
tag sector 386 number 57. Addressed via R3D_WADanalyse file.

MAP 29 - Can only be exited once the 3 Barons have been killed. 2 
appear in the final room but one can warp to the area with the elevated 
gantry. If this one is not killed then you can't exit the map as the 
final room's door closes for good (preventing any return to the 
gantry). This was probably an oversight on the map author's part. Make 
sure, therefore, that you kill the Baron in the gantry area before 
proceeding further.

This wad has partial support for Andy Baker's steath monsters.

NOTE: This map contains a MAPINFO lump which does not contain music 
entries. Hence no music will be played. This is deliberate as these maps 
have ambient sounds and they do not have the same impact when masked by 
music.

There is a resource pack available;

http://doomwadstation.com/dlw/zip/doom2/Herian_Res.zip

which adds music and changes sprites etc. If you want to use this for 
some obscure reason then just extract it to where your Herian2.wad is 
located in the R3DGames folder and put the command -file <name of 
unzipped resource wad> on the launcher's command line. If it is in a 
pwads folder (you can change it from gwads to pwads if necessary) then 
the -file command will not be needed.


----- HEROES


E1M1 - Lines 317, 653, 651 and 316 should have been double sided. HOM.

E1M2 - Skywall not working. Viewed from sector 132, the ceiling of 
sector 114 is visible when sector 130 is lowered. To fix change sector 
133's floor and ceiling height to 198.

E3M8 - Cannot complete this level on Easy. Yellow skullkey in sector 110 
is not flagged Easy so will not be spawned with easy skill.


----- HEROES2


Map 2 - Sector 334 is in error . The lines are facing inwards but should 
be facing out. Causing HOM.

Map 10 - Lines 566, 569, 570, 571, 568 and 567 facing the wrong way 
causing HOM.

Map 16 - Depending on how you play this level, you might not get to all 
the secrets, yet it is possible !

Map 19 - Render error on front side of lines 3021\3194. When this map 
was done players couldn't look up ! Can be reworked.

- Player can get trapped in sector 423 after opening the yellow 
skull column if not quick enough. Line 2802 should have had line 
action\special 1.

Map 23 - Linedef 567 has line action\special 103 S1 Door Open Stay but 
linedef 573 has line action\special 1 DR Door open wait close ( also 
monsters) which means the player will not be able to proceed from sector 
110 to sector 127 if monsters have used door sector 126.

- If player moves out of Exit area back to sector 251, player 
cannot return to exit area to exit level.

Map 29 - Linedef 682 needed a lower front texture - rock3 - resulting in 
a render error.

Map 31 - Flawed playability wise. The player will need to use jump to 
exit this level after obtaining blue skullkey.


----- HUNT

This is one of the Wolfendoom series by Las Rojas. (A) Map 3 has a gold 
key that is not flagged EASY and as a consequence only players on MEDIUM 
and HARD skills will only be able to access it. A mapping 
oversight/error. Fixed if addons have been installed. See section 1.
( B) There are also areas where Doom2 monsters are seen 
but should not be. This is a Risen3D error. UPDATE ... point (B) has 
been addressed as of R3Dv2.2.27


----- HT

Map 18 - If the player lingers too long in the room where the red 
keycard is, the door closes and the player is trapped. 
This is probably an author error.


----- INTERCEP

There are some Risen3D issues with maps 26 and 28, of which some can be 
fixed in an editor, and others fixed using boom features. Update ... 
fixed in R3Dv2.2.25.



----- INTERCEP2

Map 11 - Author errors with sectors 3854, 3507 and 3175.
Can only be fully fixed by editing the map.


----- JPTR_V40

E1M3 - from Sector 1, look through sector 15\12 to sector 22\21. ( Stand 
at either vertex 6 or 0) sector 22\21 appears and disappears. Sky 
occlusion problem.


----- LOSTEPIS

While this wad was made for zdoom\eternity there is now partial support 
for this. If addons have been installed the double barelled shotgun and 
the megasphere will be removed from the game and also the player will 
not be blocked by the "hooks".

The only other thing not supported by R3D is the vertical scrolling 
scene at the end of E5M8.

As of R3Dv2.2.35, warping to the secret level is now possible.

E5M6 - Player will have to eventually use jump to get the red skullkey.


----- MEMENTO MORI 2 (MM2.wad)

Map 9. Sector 318 does not show the sky in the ceiling after sector 234 
has risen. Fixed as of R3Dv2.2.26.

Map 20 - Teleport sectors 12 and 57 don't work on EASY skill as 
Teleport sprite on destination sector 13 is not flagged EASY.


----- MORDETH

Download the MORDETH FEB'97 DEUSF-Compatible version (it indicates that 
this is for Macintosh users). Ignore all instructions sent with the 
pwad and just place MORDETH.WAD, MDEUGRAP.WAD and MORDETH.DEH in a PWADS 
udir (e.g. r3dgames\mordeth\pwads). The Launcher will do the rest.



----- NDCP2


Map 16 . Thing 183 at sector 533 does not attack after opening the door 
sector 529 from sector 528's side. Same for imp at sector 553. This may 
be intentional, since the same occurs with glboom+ and gzdoom.


----- NEODOOM

While primarily authored for zdoom, this wad also includes dehacked and 
dd_defns lumps. As such has limited support in jDoom, and by extension, 
Risen3D.

Map 01. Does not load due to DD_DEFNS author error. This will not be a 
problem if addons have been installed (see Section 1).

Map 14. There is an invisible switch at lift sector 354 - author error.

Map 20. Line 437 should have been SR, as it is possible to be stuck in 
this area if the player activates the switch before killing the monsters 
in the pit.

Map 30. Player on exit warps to map 16. This will not be a problem if 
addons have been installed (see Section 1). Plus the correct end 
sequence/graphics/text will be displayed.


----- NEWWORLD2

This pwad contains the sprites PISFA0, SHT2I0, SHT2J0, BFGFA0, and 
BFGFB0, which causes problems with some of the HUD weapons models. 
Either run this wad in Basic Doom Mode or disable HUD weapons 
models in the launcher.


----- NERVE

The latest Addons.exe includes a MAPINFO lump to access the secret 
level, display correct level names and the exit text when completing map 08.



----- NIHILITY

E2M1, E2M3 - 100% kills impossible on Easy skill. Teleport thing at sector 71
not flagged easy.


----- OSIRIS

Treat the same as Batman.


----- PC_CP

The accompanying text file that comes with the wad states that this 
might not run with Risen3D. It does. This is just a Doom2 limit 
extending pwad.

Map 9. There is an issue with the sky at sectors 498-501. Catered for if 
addons have been installed (see Section 1).

Map 38. Mapping Errors. HOM's and cannot be completed in any port. 
UPDATE : An addon addresses this (see Section 1).

----- PERDITION'S GATE ( pg-ltd and pg-raw )

Using doom2.exe, the CWILV# graphics render on the stats screen. As a 
result, modern ports like Risen3D render then at the beginning of the 
level, making the "intermission" texts render at the start of the level 
rather than at the end, as the authors intended. This has been fixed by 
a MAPINFO lump in an addon file which also includes the level names in 
the automap. See section 1.

Maps 31 and 32 have render errors, that even software ports do not get right.
Catered for if addons have been installed (see Section 1).
 



----- PRCP

Map 27. Wallrunning is required at sectors 273 or 275 to reach the 
secret at sector 137. Wallrunning is not supported by Risen3D.


----- REQUIEM

Not all secret sectors can be reached in maps 12 and 21.

Map 31. This map now behaves the same as Doom2.exe.


----- SACRAMENT

There are two versions available - v1 and v1.1. V1.1 has an additional 
level and maybe bugfixes.


----- SCGE

This wad is full of R_TextureNumForName (texturename) not found #NOTEXT# 
substituted warnings. This may show itself as a yellow texture. A good 
example is at the start of map 5. This is because the texture used in 
the pwad is not mentioned in either texture1 or texture2 lump in the 
pwad. This will not be a problem if addons have been installed (see 
Section 1).


----- SCRCHHET

Now runs error free with Risen3D. May well be the only OpenGL port to do 
so. In some areas, the large cavern for example, Risen3D renders better 
that software ports, for which this was designed.


----- SERENITY

E3M3. Sector 118 should have had ceiling height of 450 to prevent "see 
through crates". Maybe this was intentional to give a clue to the "secret".
Addressed via R3D_WADanalyse file.


----- SCYTHE

Map 18. There is supposed to be a "chain" hanging from the crane in the 
docks. The author erroneously put the texture on the lower rather than 
on the upper sidedefs of the "chain" sector - sector 86 . The flat 
ceil5_2 is now used for the "chain". As of r18, a "chain" is now rendered.


----- SCYTHE2

Treat the same as Batman.

Map 2. Linedef 1023 should have had its back sidedef assigned to sector 154.

Map 5. HOM at sector 233. To fix for R3D, using DoomBuilder2, turn off 
merge geometry and snap to grid set to 1 ( DB1 turn off stitch vertices 
and snap to grid ). Then Cut lines 1958, 1946, 1957, 1948, 1959, 1947 
and 1960 and then Paste back into their former positions, and then 
rebuild the nodes. This has since been addressed as the HOM no longer 
exists.

Map 14. HOM at lower of lines 5781 due to missing lower texture on line 
5781. This has since been addressed as the HOM no longer exists.


----- SID ( Suspended in Dusk )

This wad uses many innovative software tricks. R3D might well be the 
only OGL port to render all of them correctly.

Map 2 - Linedef 219 should have been double sided with both front and 
back sidedefs referencing sector 17. Minor map error. UPDATE ... Fixed 
as of R3Dv 2.2.27.

----- STRG

This WAD contains both a MAPINFO and a DEHACKED lump. Risen3D gives 
priority to MAPINFO, but the MAPINFO lump does not have enter/exit
texts, as does the DEHACKED Lump. As a result, no enter/exit texts
are shown. This has been addressed via an addon. (see Section 1). 

----- SUNLUST 

There are some R3D issues that could not be fixed internally. They are ...

Map 15 - A middle texture issue with lines 4922, 5083, 5090, 5138 and 5185.
The issue can be fixed via an editor by "flipping" i.e. reversing the 
vector of those lines. Unknown as to why this fixes the issue.
Fixed as of R3Dv2.2.33.

Map 28 - An issue near sectors 2050 and 378. Fixed as of R3Dv2.2.33.

Map 30 - An issue with unnecessary lower textures within sectors 484,
799, 629 and 800. Deleting the unneeded textures fixes the issue.
Fixed as of R3Dv2.2.33.


----- TELEKOM R3D Version by "oldanimal"

http://www.oldanimal.freeweb.hu/zipped/tkom13_r3d.exe

This is mentioned here for 2 reasons.

1. This wad will not run due to incorrect packaging of the telecom 
distro. As such Risen3d exits with Script Error messages. To fix go to 
the folder that you installed Risen3D to and then look for 
\MD2\telecomold and just rename telecomold folder to telecom.


----- tv1998

Map 15 - Error at ceiling of sector 26. Sidedefs of sector 27 reference 
wrong sector - 25 - which have wrong heights. Update ... fixed in 
R3Dv2.2.25.


----- Wolfendoom maps by Las Rojas.

Many map errors fixed via R3D_*files and addons. See section 1 Addons.
SOD.wad, Noct.wad and Original.wad excluded. These ones used a modified
Boom engine executable, not compatible with R3D. These can be played
by using gzdoom with Nightfright's modifications ...
https://forum.zdoom.org/viewtopic.php?f=19&t=48518

Subject to future change.

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