http://www.chexquest.org/index.php?topic=5346.0
Chex Quest: The Lost Quest (Unofficial) Multiplayer Patch

Changes for r06:// Acts 19 quiz January 6, 2023

- E1M7: Reinstate the D_PEACE music after teleporting to E1M1 (r05 removed it by
  accident).

Changes for r05:// Acts 19 quiz September 11, 2023

  http://www.chexquest.org/index.php?topic=2263.0
  Changes from v21.0 to v21.1 that were implemented:

- E1M1: Remove excess 3D sector tags.

- E1M3: Remove excess 3D sector tags.

- E1M4: Remove excess 3D sector tags; raise the walkway to the Orange Key to be
  above the flem.

- E1M5: Remove excess 3D sector tags.

  Changes from v21.1 that were omitted for design reasons:

- E1M1: Remove the flem pillar that lowers a sector, and instead operate it by
  pressing a wall.

- E1M2: Remove the flem pillars.

- E1M3: The High Jump Boots were removed. The green force field deactivation
  switch was moved from the room the boots were needed for into the preceeding
  hall. The old room was converted into an optional secret room (unmarked as
  such) with new items.

- E1M6: Remove the flem pillars that lower a sector, and instead operate it with
  a walk-over linedef.

  New fixes and improvements:

- General: Fixed key pickup messages; add missing dbigfont, IFOG, and QUAD
  sprites; fix MISL Propulsor sprites facing the wrong direction (an old
  chex.wad bug); Flemegaus Loricatus no longer hits other Flemoids; BRIGHT
  states added and removed for appropriate actors.

- E1M#: Mark inaccessible linedefs as invisible to the map; remove deprecated
  Doom Builder 3D mode spawns; 8-player co-op starts; unpeg doors; misc. map
  cleanup.

- E1M1: Fix things not spawning in Deathmatch; fix the end boardwalk's 3D roof;
  remove key messages and bump sounds whenever players walk in front of key
  doors; adjust sector brightness near the ending lights; fix an exit sign's
  improper sector references; add (uncollectible) items to the end to better
  align with E1M2's start; add a Deathmatch start for no other reason than to
  prevent crashes if the game mode gets switched to Deathmatch; remove non-
  functional 0-height sectors.

- E1M2: Fix things not spawning in Deathmatch; fix non-functional sound blocking
  at the Breakfast secret; remove excess "Line Horizon" that wasn't fully
  formed; a secret area had two sectors marked as secret; add (uncollectible)
  items to the end to better align with E1M3's start; remove 0-height sectors.

- E1M3: Fix things not spawning in Deathmatch; clarify non-functional
  teleporters; fix a Flemegaus Commonus not teleporting; mark a stray linedef as
  "Impassible"; add (uncollectible) items to the end to better align with E1M4's
  start; remove 0-height sectors; more consistent textures.

- E1M4: Add missing TeleGlitter generator; clarify non-functional teleporters;
  fix softlock caused by floor not raising; move Flemoids that can't move
  because they're clipping past linedefs; fix improperly joined sectors that
  prematurely alerted Flemoids in another room; mark a room boundary as
  impassable; remove 0-height sectors.

- E1M5: Fix things not spawning in Deathmatch; add missing teleporter from the
  end of E1M4; make windows impassible; fix a cliff's improper sector
  references; add (uncollectible) items to the end to better align with E1M6's
  start.

- E1M6: Add missing TeleGlitter generators; fix things not spawning in
  Deathmatch; fix sectors tagged as moving that shouldn't be; add
  (uncollectible) items to the end to better align with E1M7's start.

- E1M7: Remove problematic room with extra Flemoid and line trigger; remove
  excess TeleGlitter generator; remove 0-height sectors.

Changes for r04:// 75 May 9, 2023

- Fixed the Cycloptis obituary string not identifying players.

Changes for r03:// 75 February 27, 2023

- E1M4: Fixed a softlock caused by the High Jump boots immediately deactivating
  when playing on 64-bit Linux OSs.

Changes for r02:// 75 May 25, 2016

- Fixed HOM in Hidden Backtracks
- Removed "Game Doom" from the slime pillars

Changes for r01:// 75 May 15, 2016

- E1M6: fixed one way door
- General: Fixed my stupid mistake with the exit sign texture

Changes for r00:// 75 May 15, 2016

- Removed "Save?" switches (they don't do anything in multiplayer), replaced
  them with vegetables
- Added exit signs to all exits
- Moved around / removed a few Loricatus to reduce the "Rocket Guys in the Dark"
  problem that Boingo mentioned

- E1M4: Made the jumping puzzle here a little easier, plus a teleporter to
  bypass the whole thing for other players

- E1M5: One lift was not marked repeatable

- E1M6: I noticed there were a few places where the traps were almost instant
  death, I tried to tone those down a bit
- E1M6: Added more ammo, added large zorcher so that you don't have to use the
  (more ammo hungry) Mega Zorcher on weaker flemoids
- E1M6: Made it so that if the first player that gets into the Cyber Flemoid
  boss fight gets slimed, other players can still get in and continue the map
- E1M6: I'm not sure how Arch129 intended for people to get the red key, I ended
  up doing some kind of crazy jump; the sector that needs to lower has a tag of
  1024 that doesn't seem to be referenced anywhere, I added a switch to lower
  these floors; let me know if I overlooked something and there actually is a
  way to get it without tricky straferun jumping
- E1M6: Added armor, I think this map really needs some kind of armor...
- E1M6: Added a shortcut to improve the flow a little

- E1M7: Added a teleporter so that other players can continue the Gorre fight if
  the first player to get in gets slimed
- E1M7: Removed a door so that you're not locked out of the start area after
  going into the elevator
- E1M7: Made the teleporter out of the gorre arena repeatable