From a828330d25e950933bc97ef5ba5630e2a2dca93a Mon Sep 17 00:00:00 2001 From: mc776 <24984517+mc776@users.noreply.github.com> Date: Thu, 3 Aug 2023 10:16:55 -0700 Subject: [PATCH] levels: more minor fixes. (#1040) * levels: fix e1m2 tutti frutti around exit door. Also took the liberty of fixing a longtime pet peeve I had about the really bright grey-white of the exit room steps clashing with the rest of the room for no apparent reason. (It looks less bad with Korp's new greys but we're not adding those yet...) * levels: fix floating candle on map22. It's fine until you actually use the secret, at which point it snaps to the top of the lowering platform. * levels: more minor fixes. Mostly for objects "floating" with a tiny bit of their hitbox rounded to be overlapping a higher adjacent floor. E1M8 Inside the pillars containing the painlords there are two that spawn gore (and a dead player) in lieu of painlords only on easy. These have now been edited so that in each pillar the gore appears whenever the painlord does not. (The player has also been changed to a gore actor.) Map03 Floaties by the first door switch. Map23 Central room with the barrels and combat slugs has several gore decorations that do not appear on hard, but do not block movement nor represent any living monsters that might appear there in hard. Flagged to appear in all skill levels (and also not be flagged ambush). Map25 1-pixel vertical misalignment on line 44. Map28 Floaty medikit(s?) near (-955,-435), moved away from the double teleport pad. Fixed the textures on that door now that the SLOPPY textures have been updated Moved stuff around the starting skull switch so you start with a screen full of skull again. Map29 Floaty shellbox 444. * levels: more minor fixes. Mostly to address #1043. Map09 - Moved the crates in front of the eastern teleport door to keep the player from potentially falling into the gap between the big crate and the main crate rack and softlocking. The small step-crates are now also properly aligned with the flat they use. Map14 - The entire lower floor of the big octagon room has been lowered to -56 from -48. This restores access to the alcove in front of the minigun secret, and also better aligns with the textures of several surrounding walls. - Merged the sectors of the yellow key cage teleporter pad so the lights would sync. Map15 - A room will lower two teleporters when you step in and two worms will warp in through those teleporters in hard, one in medium, none in easy. It looks bugged where the worms don't appear and absolutely nothing shows up, so pickups are revealed instead when they don't. Map18 - Added one more step crate to let the player directly access the necromancer soul sphere (and the health bonus tucked away in the corner) without retracing their route back to the upper ledge. Map25 - Got rid of that starting elevator once and for all. The only purpose in forcing that starting gunshot was to make that first room marginally more awful to pistol-start. Moved the shotgun and shells to the "outside" platforms to make up for it. - Widened the side windows facing the yellow key so the trilobites have room to move. - Shrunk down the exit line to make it completely impossible to trigger it while the painlord/necromancer standing there is alive. - Added more monster blockers to the RL warp-in ambush closet, as the worms would still sometimes warp in both on the same side. I've also made the destination sectors larger as that simplifies the underlying geometry a bit. - Flagged everything in the deathmatch arena multi-only. - Thing 445 (last monster before SSG in hard mode) is now a pain lord instead of an octaminator. * levels: more minor fixes. Map13 Exit teleport pad lines now block monsters. Map18 End soulsphere secret is now tagged as secret. Map19 The straferun armour trench setup could not possibly work without having the worms below block your movement sometimes. The trench is now fenced off and the platform accessible by bridge; the pinkies are now spectres outside of easy and hard gives you two more of them; they can only harm you by teleporting. * levels: readjust map28 skull. The vertical offset would no longer be needed after #1047; however the tiling is a bit off if we need to offset this horizontally due to the additional trim, so a new linedef was added. * levels: map26 minor fixes. The secret blue lift switch error message would indicate it's a "door" which despite being correct from an engine point of view doesn't reflect its actual function. The red armour secret is now player-shoot only, and the wall breach effect is instant. * levels: fix high jump platform texture alignment. --- levels/e1m2.wad | Bin 265858 -> 265858 bytes levels/e1m8.wad | Bin 113198 -> 113208 bytes levels/map03.wad | Bin 328542 -> 328542 bytes levels/map09.wad | Bin 267778 -> 267810 bytes levels/map13.wad | Bin 174762 -> 174762 bytes levels/map14.wad | Bin 154657 -> 154968 bytes levels/map15.wad | Bin 622707 -> 620692 bytes levels/map17.wad | Bin 130863 -> 130863 bytes levels/map18.wad | Bin 235238 -> 235623 bytes levels/map19.wad | Bin 248185 -> 252403 bytes levels/map22.wad | Bin 288008 -> 288008 bytes levels/map23.wad | Bin 388952 -> 388469 bytes levels/map25.wad | Bin 615526 -> 603432 bytes levels/map26.wad | Bin 267840 -> 268146 bytes levels/map28.wad | Bin 801905 -> 802073 bytes levels/map29.wad | Bin 137201 -> 137201 bytes 16 files changed, 0 insertions(+), 0 deletions(-) diff --git a/levels/e1m2.wad b/levels/e1m2.wad index e585fe0cd69b2fafa17a22dcea58f4914ca7157a..9199a6a39fd59be9166c5dd71497d22c8aa11320 100644 GIT binary patch delta 348 zcmZpgE6_AoU_(F;xj=4PAM9|S>mOj^pd+2ij&Muhzwo0I-8V}#hd z9q67UVZj&wgMA!b!X15lpmt907h%*CW?;Z7VY*F}QD6oxS%$=N!M$>;)Fwanch&j7@ j`k2NWGHd_`!-M|;3~oM9)tf4rTLc&*wwre`d$#}p!Svz(q(4$10j2GJYZ(J1rzag_lw#zYesM3O=%l4`(+yG?IoiJ*W8D7b7*p8_ zHpdV{O9qDR1^LXKoQx*Ze^oHg5Qm64yL$SV#v3whU;u#!{{yD)Zef<(eyEbUM1V11 KyLlJ0cMAX_IcR?X diff --git a/levels/e1m8.wad b/levels/e1m8.wad index 91c310ad76f1fd72f5cb6f002bce9daf3d000a33..f1d740af116c9d0a9b3a7439cd4b1bfb56fde05a 100644 GIT binary patch delta 222 zcmZ4Yg>AM;C4e28ND}oY73eQ&>LyV_@K7U}orGk@(NRAi==AxtuAIiL-!( z0m5xQ&$9hI3*+G}_2*a^7(zTe{oI2Y7;XXCCPoYlKAwKAF0O9DeC7-c|CTW@1be!G z`8@X+7&wF&7{XkGLR=$UgGD|tFvtM)1-pWDGcXu9Gcs)91oDGjokRSCf}i*>GF)(G zVDR&IaRn*ZGJ%od07xDp%}_FnQI??rXlanE7f^_S;mbTmhAC1E3{F1&&fdO`0RX%x BHk$wd delta 212 zcmdn-g>BszHqL->M;C4e28OzgoY73eGgw~yV_@KCU}WfEk@(NRAi==6xtuAIsreSm z_FF8BhqlxoVPRkh@$mF>4`yJv0A!mOF);Xe`nkHex&^bCGcf#H#=sEl=>q06-D6-1JoDn3ewHMpytfTu!R%I4|a79@ec~V<-^Eu!I^=<&)>xr wq+rzqMur0*d5APa)+|O@h6bReL9SjvAqIw5^B5VXNHH)t`S?3~`#J^y01v%1r~m)} diff --git a/levels/map03.wad b/levels/map03.wad index 2b56e67015a7881e04387c33f85e7dfd86b269aa..e8611b42bbebe2671626b00c4db9ac15460b7c77 100644 GIT binary patch delta 122 zcmccDCUUP$WJ4Njbi}_8j8P2t*cllj{@nnx*nzAAaIqC|u?bMI0>?h!{v6nALocwf!I~BM>tIG4u9=tSoc?0syykE5!f+ delta 122 zcmccDCUUP$WJ4Njbilt4j8P2t*cllD{@nnx*nzAAaIqC|u?bMI46u&-Kph!i9rxMU hfh>>?h!{v6nALocwf!I~BM>tIG4u9=tSoc?0sx|fD|G+> diff --git a/levels/map09.wad b/levels/map09.wad index 4393e8da3b27d28b3eac85e5a26620fa5d5260c9..e093b48dabe94cd37ad44514290c3da12255b79b 100644 GIT binary patch delta 31989 zcmYg(2YeL8`~K|gl|4crASLvp2Wdh0O5iAmq68ES9YHiGDpi8Ch(LDt06{^5l%YyM z#E6ujU;>IB3K$SHCPWJ-snniw3~;oyK3u7#Ii7a3v$n0&hB^j1lCAA3wIPl{jt