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levels: reworked map03 from SgtCrispy
http://www.doomworld.com/vb/post/964722 [RjY: has a few bugs, waiting for fix from author] Signed-off-by: RjY <rjy@users.sourceforge.net>
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@ -369,7 +369,7 @@ D: Sprites
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F: sgtcrispy
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S: SgtCrispy
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E: sha_nigtha@yahoo.com
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D: Sounds
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D: Sounds, levels
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F: submerge
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S: Submerge
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@ -1 +1 @@
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thegreenherring/map03_fix.wad
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sgtcrispy/map03.wad
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map03_fix.wad
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This is a version of Freedoom MAP03 tweaked to fix some errors, including:
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1) One unclosed sector
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Sector 68 consisted solely of two one-sided linedefs outside the valid
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playing space to the sides of the doors to the blue key. It has been
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removed.
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2) Moving doortracks
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These were on the following linedefs:
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- 387, 728 (sides of the first door)
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- 466, 472 (door into secret sector 85)
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- 529, 530, 531, 532 (doors to the blue key, which were all /Upper/ Unpegged
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for some reason)
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- 1054, 1057, 1060, 1063 (doors activated by linedef 1383
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- 2021, 2026, 2054, 2055, 2056, 2057 (sides of the door immediately after
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the blue key-locked door; the
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DOORTRAKs were /Upper/ Unpegged)
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- 2788, 2789 (sides of the door to a secret switch opened with the gunfire
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switch; textures changed from DOORSTOP to DOORTRAK)
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- 2797, 2800 (sides of the door to secret sector 485; textures changed from
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DOORSTOP to DOORTRAK)
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3) Inaccessible secret
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The gunfire switch was only accessible if you had a super shotgun, but the
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only super shotgun in the whole map is in the secret accessible only with the
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switch revealed by the gunfire switch. The gunfire switch has been lowered,
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so that you can now shoot it with any hitscan weapon.
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4) Lack of multiplayer
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There were no deathmatch player starts on the map. I added four of them,
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shotguns and some shells provided for each position, and some doors in this
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spots that could not be opened from their other ends now can.
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5) Unmarked locked doors
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There are now better indicators of which keys are needed to open each door.
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6) Other odd stuff
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- The door into secret sector 85 was unmarked. It has now been marked by
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shifting the alignment on its front side two map units down.
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- The big crate near the gunfire switch (sector 234) had CRATE3 on the
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sides, but the sector was raised to the point where the top of the brown
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crate was clearly visible underneath it, sticking out of the floor. It
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has been altered to CRATELIT, with the texture alignment, flat, and floor
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height changed accordingly.
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- The yellow key-locked door was textured with BIGDOOR2 despite being only
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64 units wide. It has now been textured with SPCDOOR2 instead.
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- In some places, you climb onto the monitors, which could mess up movement
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around the yellow key. This is no longer possible.
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Hope I didn't miss anything!
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- Eric "The Green Herring" Baker -
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- eabaker@san.rr.com -
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- March 14, 2008 -
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