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levels: minor fixes.
E1M1 - Easy-only south shotgun now moved to climbable crates. - The column-lowering switch now starts in the "1" position, done after what happened with line 1728 in E4M2. E4M2 - Closes #1109 by making the bridge to the one-way blue key route raisable repeatedly (but collapsible only once). While it is raised, the bridge is also usable as a safety lift, as the normal safety lift is inaccessible if you fall in on the north side. There is now only one teleporter onto that patio/boardwalk thingy, down where the radsuit was; the only way to get back to the blue key after a successful run is to raise the bridge again, crossing which a second time will (a) undo the raising floor in the next room and (b) not cause the bridge to collapse again, thus allowing free movement back and forth without touching any hurtfloor. - Adds some stairs out of the slime pit in between that switch and that bridge. - That raising floor is no longer crushing and if you're caught in it you can slip out back into the main slime area. This avoids the (extremely improbable but theoretically possible) situation where you can actually get softlocked by getting caught in there but not dying from the resulting damage. - Made the silver trim on the switch in line 2287 almost fully visible as it was already awkwardly peeking out slightly and all the obfuscation did at this point was risk it being missed. - The slow up elevator in the northwest is now activated by a switch *inside* the car, and made both switches repeatable. The old regular-lift use line is now a second move-down line, just in case you want to get back up there after someone's gone up in multiplayer and then rocketed themselves. - The slime pit with the bridge leading to those elevators now also has safety stairs and the bridge itself is a usable lift. - That first chunk of pre-raised bridge leading to the exit is now a usable safety lift. - "Not on map"'d a bunch of control sectors. - The lines on sector 592 were a flat-bleed trick and should not have had textures. - Line 1728 now starts in the 1 position rather than 2, because I ran three laps around this area thinking I had already hit this switch. - The big super-bright lift en route to the yellow key is now called down by using it directly. The remote switch simply raises it to the correct position so it can be called down. E4M9 - Closes #1110 by removing the forcefield as soon as the player jumps off the switch ledge into the slime pit. - Added safety lift to southeast nukage pit. - Reduced all green nukage damage to 10%. Map05 - Numerous attempts to fix #996. - The switch letting down the red key now also releases the trilobites, removing the need for those additional walk lines which were preventing the player from activating the switch at the usually permitted distance. - Massive makeover to the first courtyard. The orange walls are now only on the west and the insides are tan. - Darkened all outside areas so the distance fade does something. - Made all TANROCK5s STONE6 instead where it should be lit up by the "sunset" implied by the new STARG walls. - Got rid of a lot of the weird unnatural zig-zags in the river.
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