NightFright, on 25 October 2016 - 09:53 PM, said:
My assumption: Hardcoded behavior. When finishing a secret level, the game assumes you don't want to return to the same level from which you came, but the next. I dunno how to solve this. Maybe with an exception added to the EDuke32 code? Or rather a fix to obey the nukebutton lo-tags instead of remembering where you came from and automatically skipping that map...
I have added this issue to my list.
*EDIT*
It is apparently indeed due to hardcoded behavior of the secret nukebutton, as noted here:
"If Duke3D believes we are on a secret level (because we last used a Secret Exit Nuke Button), it will treat exiting a level differently. Instead of doing what it normally would for any type of level exit, it will attempt to continue onward from the level which led us to the secret level. (technical: ud.level_number is set to ud.from_bonus, but, since we are advancing by one, there is no need to adjust for the base index difference). Now that Duke3D has returned to the normal level past the one it had stored, it no longer needs to remember that level and clears that storage. This also ensures that Duke3D will treat the new level as a normal level."
It's disturbing that nobody at Gearbox, including the old level designers, remembered this. Or they simply forgot maybe?
I assume this has been corrected as I have just completed the first episode in WT and after finishing Faces of Death it did return me to The Abyss (E1L5) and not E1L6 (Launch Facility). While this is more logical than warping you to E1L6, it still isn't the best solution as I can't imagine people wanting to play through The Abyss again after just completed it to get to Faces of Death...
Maybe it would have been better to put a Battlelord boss in the final room of Faces of Death instead of (again) a Mini Battlelord. This way one could end the first episode by just killing the Battlelord boss in Faces of Death.