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levels: various QOL fixes.
Generally there should be nothing *necessary to finish a level* that requires any of: - straferunning; - extremely sensitive timing that could softlock you if you're on keyboard, lagging in multiplayer or have motor issues; - checking only for a sound cue that something has happened; - remembering how to distinguish two visually nearly identical areas; or - backtracking to a previous area on the map that you had previously been given no reason to revisit. I haven't caught all of them by any stretch of the imagination but it's a start. Also some regular minor fixes. E1M9 - Fixed some textures around the big blue-trimmed lift and removed an extraneous use line that triggered a faraway lift for no reason. - The red key bridge lowerable section is now textured differently from the rest of the bridge. E3M5 - Teleporter platform to get back up to the catwalk from the northeastern blood maze is now clearly marked as having a switch, as it is a mandatory progression rather than a secret. E4M8 - Got rid of some fake contrasts on the noodles at the start. - Added a radsuit for the northwest switch. While it is possible to avoid damage even without straferun, unless you've got a tic counter display and can time it to the damage interval this is basically RNG. - The water flat on top of the lowering wall in the east was very, very noticeable. The switch is now stepped on instead of hit. (Not too sure if the secret isn't *too* obscure now...) - Removed asymmetrical doortrak on the slime bridge on the southeastern piston switch. - The linedefs of said slime bridge pit are flipped so a deathmatch opponent trying to grab the berserk in there is not magically immune to rocket blasts. (see #996) - Realigned the four pistons by the gate to the starship. They also reveal moving parts when activated - not nearly as good as the crushers on the original DI, but better than nothing. - Made the southern walls use PLAT1 to make it more obvious that those walls will lower later (with the added bonus that they match the four pistons). - The southern light bronze area now has a strip to guide the player towards the switch in case they lose track of their direction while fighting monsters and forget to explore inside that area, as well as to better distinguish it from the southeast. - The gate threshold to the southern light bronze area now matches that of the pre-opened southeast. - There is now actually a threshold where you can tell where the starport ends and the ship begins. - The two light bronze areas are a bit too similar-looking. Added a few health boosts so the player can spot/be attacked by them and know this is an unexplored area. Map11 - The lift going down into the yellow key room requires a switch that is out of sight from the lift itself, which is not clearly marked as a lift to begin with. The only real way to realize what's going on if you don't already know about the lift is to locate the sound and immediately turn to investigate before the lift comes back up. I thought this was annoying when I first did my big overhaul of this map, but ultimately left the basic mechanism alone out of an abundance of caution; however, with the recent discussion of accessibility in the proposed changes to the documentation I'm revisiting this. That upper switch now lowers a wall to reveal the lift which is triggered by a walk line. - The lower far switch on that same lift was actually literally *impossible* to make on keyboard and no straferun (and no vanilla wallbounce exploit), even if I change it to a regular lift instead of fast. This is completely unacceptable for something necessary to progression (rather than an obscure secret). The lower switches are now permanent repeatable floor-lowerers, while the line crossing from the lift into the lower chamber is a permanent repeatable floor-raiser, with the line crossing into the lift from above being a simple lift line. - Retextured the stairs out of the water in the eastern branch so it's not an unreadable mess of criss-crossing grey lines. - Realigned the new skull switch texture in the skull room. Map19 - One of the stealth worms was stuck in a burning barrel. - Removed monster block flag on line 2083. - Unmerged and remerged a few identical sectors to better match the intended sound travel. - Flagged line 281 as a monster blocker. This allows the player to always be able to make the jump onto that bottom stair without being blocked by the octaminator. - That octaminator is now a pain bringer in easy mode. The far end of that platform path is well outside the maximum vertical autoaim range in vanilla, which means that to actually hit the octaminator without up/down aiming you'd have to be on one of the later platforms - i.e., confined to a relatively narrow area with no cover *against an opponent that has seeker missiles*. The best way to solve this is to charge towards the octaminator as fast and as soon as possible with the SSG, minigun, or ripsaw+prayer to RNGsus that you'll get a good painlock. This is not the kind of tactic the sort of person who *needs* to play on easy will think to do, or could do while also being ready to sidestep if the octaminator fires at the wrong time. - 347 and 249 are now also monster blockers, and the worms in that slime pit have been moved to the platform just behind the combat slug since they're awakened early on and that's where you'll first encounter them anyway. - Replaced the teleport pad in the vertical platforming sequence with a lift, to minimize disorientation and going the wrong way. (In retrospect I probably could have just made the teleport destination face the pit you came in from, but the lift worked aesthetically better anyway.) - A good chunk of that entire platforming area has been moved 8 units to the west so that things would align with the flat grid. - Lines 307 and 309 are now also monster blockers. The worm that would be trapped between them is now moved further down the route and marked ambush. Map20 - Removed the useless, misleading skull switch texture on the bars at the start. - The door leading into the blue key arena needs no blue key; the door leading out needs a blue key. Both are marked with blue-light trim. Removed the blue lights on the first one. - The lowering wall leading to the teleporter now uses a pipe texture. - The door leading out of the giant quadruped arena now has a bright flickering light. - Yellow key is another case of effectively-randomly-mandatory damage. Added a path. - Same with the lava tunnel on the red key route. Map25 - The silver lift near the river and shack is now activated by SW1GSTON switch right on the wall at eye level, rather than counterintuitively and invisibly recessed into additional sectors. - The painlord ambush lift is now accessible after the encounter. A small health refill has been added there for easy and medium.
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