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MAP05: Gameplay and compatibility fixes
- Remove the extraneous secret room accessible right from the start. - Increase the floor height of sector holding the red fake key, so it is better visible from the outside. - Entirely remove the dull rectangular sector that once surrounded the Doom logo. - Change the texture of the wall leading to the backpack secret. - Remove the teleport from the super-secret room (accessible from the backpack secret) that lead to the northern-most sector behind the bars, instead add a switch to the super-secret room to lower the three bars on the left of that sector. - The three bars on the right of that sector are now lowered when the switch lowering the fake red key and unveiling the real red key is activated. - Move the invisible secret switch revealing the rocket launcher secret to the switch at the northern end of the northern-most corridor (it is still hard enough to discover, after all). - The three eastern blue bars are now directly switchable (just as their western counterparts), remove switches from the walls on either sides. - Turn the sector surrounding the yellow key back into damaging lava (it is in a hell area after all), but leave it escapable. - Also, turn the sector surrounding the rocket launcher back into damaging nukage. - Replace the two Barons guarding the red key by Cacodemons. - Replace a stuck demon in the yellow key area by a Chaingunner. - Change linedef on lift into yellow/red key area to type 88. - Baptize the map "Waste Water Basin" in 'lumps/fraggle/freedoom.bex'. TODO: Thing placement!
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@ -186,7 +186,7 @@ HUSTR_1 = MAP01: Hydroelectric Plant
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HUSTR_2 = MAP02: Filtration Tunnels
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HUSTR_3 = MAP03: Crude Processing Center
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HUSTR_4 = MAP04: Containment Bay
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HUSTR_5 = MAP05
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HUSTR_5 = MAP05: Waste Water Basin
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HUSTR_6 = MAP06
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HUSTR_7 = MAP07: Outer Storage Warehouse
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HUSTR_8 = MAP08
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