Many of these found thanks to Inuk's new floating-item-bug script!
E1M1
- Replaced the health boosts in the exit to the upper cave with a trail leading into the cave, to let the player know right away that this is not a decorative area. (It's not even counted as a secret!)
E1M7
- Shells no. 174 was floating on that bit of wire connecting the two computer banks around it.
E2M7
- Floaty armour boosts 57 and 62.
E2M9
- Floaty anti-nukage supplies 102 and 132. Moved 133 as well just in case.
E3M3
- Floaty candle in sector 232. All moved for symmetry.
E3M8
- Replaced one hanging gore actor. See #941.
- Made the panel behind that replaced gore actor a marble face.
E4M2
- Armour boosts on east side of bridge were close enough to be subject to the floating bug, stopped only by the impassable line.
E4M9
- Light no. 117 submerged illusion pit was smaller than the light hitbox and the wrong shape.
- Floaty serpentipede no. 236.
* levels: minor fixes to E3M7-9.
See #999.
E3M7 still had some orthogonal lines that looked misleadingly like secret doors, which would needlessly exacerbate how obscure the actual secret is. I haven't bothered touching the texture alignment since the repetition on the same texture being used over such a huge area is going to be pretty bad anyway.
* levels: rip+tear more lines from e3m7 huge guts.
There should be basically no fake contrast in that area at all now.
Also added a light texture to explain why the doorway is lit up like that.
* levels: minor fixes to E1M1 and Map28.
E1M1
Added a light source to the exit switch room.
Made the COMPUTE4 line only 3 screens wide and filled the empty space with vent speaker thingies.
Map28
Realigned SKSPINE2 on Sector 359.
Both latter fixes motivated by #995.
E1M3
Changed the front entrance into an outdoor train platform. The train is visible from the window behind the blue door as well.
Added some escapes from some slime pits.
E1M7
Jump-proofed rocket launcher secret, the switch behind the bars in the northeast, and the two teleporters that are opened up by approaching the switch in the southeast. Duck-proofed that one rusty bar blocking the way to the northeast area. (If you're playing a mod that lets you duck less than 12 units it's not proof against that.)
E2M1
Pending final replacement of this map, here's a hacky solution to address #864 involving a door trigger and a hidden multiplayer-only barrel. In singleplayer the path beyond the other side of the gap is now blocked by a wall of rubble. At least this should better signpost that the player is not expected to go that way.
E3M7
Made the final door before the painlord stairs stay-open to let the player backtrack later if they want.
E3M8
Got rid of the sound pipes in favour of merging some sectors, fixing the gargoyle textures in the process. Raised the windows into the "snake pit" slightly to line up with the brick texture.
Map16
Addressed #591. The same trigger that "presses the button" now lowers the wall up ahead, revealing an exit portal a second or so after the bossbrain exit would normally activated.
Map17, Map18, Map31
Addressed #867.
Map30
Addressed my comment in #640 by making the platform right in front of the face a secret, so the player can 100% the map. (Not doing anything for E3M8 because you don't get a stats screen for it anyway.) Also dimmed the arena below 255 so depth can be better visible. (Some map geometry has been slightly altered to avoid orthogonal lines where the fake contrast would look bad.)
In levels/e3m*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
E3M2 Remove unused texture on an animated switch
E3M3 Split stuck easy medium worm into two worms
Move a few stuck zombies apart
Fix Medusa by changing WOOD1 to WOOD8
Remove crusher linedef that did nothing
Fix transparent wall by changing MIDGRATE to METAL
Fix transparent wall by changing AQTRIM03 to AQRUST10
Fix Missing textures
E3M4 Fix ceiling below floor
Delete doom cameras (#32000)
Fix Medusa secret area with GSTGARG
Fix Medusa red sound tunnel with ROCKRED2
E3M5 Separated two pairs of stuck monsters
Delete two DM starts to get down to ten
E3M6 Fix mismatched sector by deleting extra linedef
E3M7 Clear flag 25 on linedef behind player start
Remove trilobite in the void
Clear hovering Medusa texture in green walled lava pit
Fix Medusa exit sign
Clear unused tag in on linedef
Clear unused tags in sectors
E3M8 Set impassable on all outside walls
E3M9 Clear unknown sector type 72
Clear unknown linedef type 181 multiple places
Clear unknown linedef type 160 in small triangular sector
Fix Medusa by changing SKSPINE2 to SKSNAKE2
Delete doom camera (#32000)
Clear unused tags in sectors
A generic term like this isn’t really suitable for trademark, nor
likely to ever be disputed. The community and the engine both heavily
bias toward “episode” and indeed most other games do.
Closes: #682
The map it points to appears to have been truncated (suspicious length
of exactly 49152 bytes, wad directory pointer points to 60413 - 11261
bytes past the end of the file, see also [1] - the map appears lost)
[1] http://www.doomworld.com/vb/freedoom/16596-e3m8-broken/
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>