>>302001059
it's not forever, it's just until the current level is finished. The reason is this: vrchat synchronizes late joiners to the state of a world by storing a buffer of previous triggers and replaying them when the new player arrives. Not all triggers need to be remembered (gunshots for example) but something like an enemy dying or a item being picked up is the kind of thing you want to buffer. If you didn't buffer these things, late players would pick up items that were already gone on other clients or shoot/be attacked by invisible enemies from other players perspective.

The problem is there's a limit on how many triggers you can replay before it just outright crashes the game and adding up all the enemies and pickups is easily enough pass that limit. To stop late joiners from crashing, the enemy deaths and spawns and picked up weapons etc are not added to the buffer, just the level start and end. If you're not in the world to see the enemy die or item get picked up, your client will never know. To hide this trick and keep players in sync, vrcdoom stops you from joining an in-progress map. Once the map ends you'll be in sync with everyone at the start of the next map (because everything in that new map will be alive and un-picked-up)