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746 commits

Author SHA1 Message Date
Steven Elliott
f046b8f349
Eureka and rebuild nodes (#973)
* levels: Cleanup Eureka errors in two levels

freedoom1.wad
  E4M8  Fix missing texture on linedef #2304 near teleporter.

freedoom2.wad
  MAP07 Fix missing textures in monster closets.

* levels: rebuild nodes

Ran "make rebuild-nodes"
2023-05-15 06:56:52 -03:00
mc776
a2cc0c82f7
levels: redo Map09 warehouse area. (#972)
* levels: redo Map09 warehouse area.

I've complained about the texture alignment of the crates before. I tried to fix it up, but then I got to the smaller dark areas and realized the longest parts of the map were a great big case of terminal One-Sector Twisty Dark Maze Syndrome and gave it up in favour of trying to recapture the interesting ideas behind this area with a brand new implementation.

- A big warehouse area that has you take a specific path at first, but then opens up after you get the key.
- The key is on the east end, behind a big door, in a big square thing. (Not quite the key itself now, but necessary to reach the key.)
- The way back involves going through some narrower, darker areas to the north and south.
- There are four secrets around the darker areas. One berserk, one plasma, one rockets, and one armour+backpack from a guy who died tragically alone in a dark storage area.
- Fairly constant shooting.

The whole place feels a lot less like Doom Containment Area which is a nice accidental plus.

One small change outside of the warehouse: the monster closets by the hallway no longer open while you're in the warehouse area, but only while you're already walking down towards the exit. (I've also moved the fake door in the final room to line up with some textures better, and replaced the textures on the stray crates in that T-corridor, but those have no effect on gameplay.)

* levels: tweak new map09 warehouse.

Fixed a floaty cell on the forklift.

Broke up some of the monotony in the northernmost aisle. The dirty crate blocking the door is now mysteriously moved back up to the rack rather than disappeared entirely.

Also tweaked the textures in that first grey T-corridor: gave the sides something with a seam that at least kindasorta lines up with the near-door seams, and got rid of the dark lines on the diagonal crate.

* levels: fix map09 co-op softlock.

If the bars are raised and everybody in the warehouse dies before getting the yellow key, everybody will be stuck outside. A teleporter now opens up just outside the warehouse that warps into the main intake room.

* levels: more map09 tweaks.

Since that path has a hurtfloor *and* potentially leads to a megaarmour secret it makes no sense to put armour bonuses there, so they are health now. Also gave a stimpack because hurtfloor.

Restored plain grey to the compy T-corridor, but used the seamless grey for the surrounding columns so there aren't any weird broken line bits. The computers themselves have been moved around and sculpted a bit so they align and no panels (slots?) are twisted into inexplicably inaccessible right angles.

* levels: improve Map09 aesthetics.

Add a trim to the walkable area for a better transition to the tekwall sides.

Adjust some of the tekwall greeble.

Reduce some of the colour clashes in the room.

Fix some texture alignment issues in that cross-corridor linking the red key areas. (There were some stuttering repeats and large objects being cut off in the tekwalls)

* levels: fix tutti frutti in map09 red key room.

Inappropriate TEKWALL3 by the door.

Also adjusted the greebles around the door for some pretence at symmetry.

* levels: more map09 texture adjustments.

The first door didn't quite show the entire orange-to-green gradation.

The minigun pillar had a floor texture that wasn't from that room nor could be explained as part of the red rock. It is now red rock.

That grey T-corridor has had further adjustments. That grey nothing by the armour bonuses is now more terminal/rack; the curved panels have been straightened; the technogreeble across them has been given some more variety.

* levels: map09 consistency issues.

Marked the eastern warp closet as hidden from automap.

Was reminded that this warehouse area is part of a map called "Datacenter" with computers everywhere. An early attempt to intentionally misalign some textures to make everything look a little more janky for that "office space filled with ancient unsorted boxes of legal and accounting whatever that no one ever reads but we can't ever throw away" look that the original has was unsuccessful because of the scale of the main warehouse area, which in turn (combined with the size and prominence of this thing and its relative proximity to the major active areas of the facility) suggests there was stuff regularly going through here and there should be an ongoing digitization project going on with things coming in.

Which implied there should be at least one scanning station on the warehouse floor itself, cleared for relatively low-security items, just to even begin to attempt to mitigate the worst of the backlog.

It's placed right by the entrance to the security/administration area, which recontextualizes the boxes up there as some workers' passive-aggressive attempt at mitigating the constant surveillance of their job.

* levels: map09 fixes.

Last update actually *broke* the pinkie warp closet since SLADE misguessed again which sector should be which when adding details.

Replaced octaminator with more serpentipedes on top of the crates as the faster movement was getting the octaminator stuck.

Blursphere moved forwards a bit to keep the sprite from clipping into the wall.

* levels: move map09 yellow key.

Put it a little further back to prevent a potential bump-grab exploit.

Also changed the strobe lighting around the red key.

* levels: minor map09 fixes.

Southeastern trilobite would only be alerted if the player went all the way to try to uncover the southeastern secret. It is now right in the corner so it always gets LOS when the player hits the second teleport door switch.

Fixed some textures around the death pit escape.

Above said escape, the switch room crack was causing some slime trails and had to be moved around a bit.
2023-05-15 06:56:14 -03:00
Shinosarna
ca31eb31e4
Update e1m4.wad (#970)
Edits to E1M4 by me and m.
Removed superflouous doorway in first room, changed lobby in yellow key building, changed outdoor area to look nicer, other minor tweaks.
2023-05-13 21:26:40 -03:00
mc776
902d359476
levels: address some E2M4 issues. (#966)
Made the lines in the northeast waterfall windows impassable as it is possible to jump through at least the bottom ones in some sourceports.

Made the staircase leading from the first water area back to the start *much* more visible. (Seriously playing this in vanilla with the sun shining through the window IRL this was even harder to find than the red armour secret...)

Replaced nearly all the METAL step faces with AQPIPE09 because they were *really* hard to see in poor lighting conditions.

Changed those insta-walls into something that could plausibly snap shut like that.

Merged a lot of symmetrical detail sectors.
2023-05-06 21:56:16 -03:00
mc776
8c076fcba9
levels: minor Phase 2 fixes. (#964)
* levels: minor Phase 2 fixes.

Mostly for addressing #694.

Map05
Realigned grey hex textures around soulsphere switch. Now the odd one out is the door.

Map09
Fixed up the lighting in the start room.
Reflagged some secret doors as secret rather than hidden.
Consolidated the two W1 Floor to LAC triggers around the yellow key.
The red key rocket launcher sequence could potentially mess someone up who - given the hatchling closet, quite reasonably - avoids grabbing the rocket launcher. It seems needlessly convoluted, but it is a funny prank how the switch makes the red key disappear entirely for a bit. Instead of untangling this I'm just going to add some health bonuses around the rocket launcher so the player will eventually go there.
Tried to mitigate the worst of the various crimes against texture alignment in the crate maze, adding a light source in the process. It would take a *lot* of work to make it actually look good, a lot more than can be done in a batch bugfix PR.

Map10
Lower unpegged sector 70 (red door leading outside) door tracks.
Added matching midtexes to the insides of the fences around the lights by the door leading to the final corridor.
Line 839 (south-southeast red armour behind waterfall) flagged secret and the lines on the other side flagged hidden.

Map11
Realigned grey hexes in corridor around minigunner switch room.
Added an evil eye right in front of the shootwall secret.

Map12
Change line 330 midtex to the new MIDSPCSM with no offset.
Lower-unpegged line 4787 doortrack.

Map13
Sectors 243 no longer uses mismatching TLITE6_5 flat. (Sector 170 actually looks okay ingame.)
Realigned line 260.

Map15
Line 163 W1 changed to WR to prevent a potential softlock.
Aligned COMPSPAN on sector 561 to match surroundings.
Fixed some textures in the green corridor in the west overlooking the nukage. Also set those zombies in there to ambush since that seems to be the intention based on their placement, and made that big block thingy on the east end of that corridor a more normal-looking door.
Touched up greyhex near sector 491.
Flagged linedef 5293 secret.
Sectors 145 and 116 (rock fringe around nukage around red key platform) consolidated into one sector, made non-damaging, and without the invisible blocking lines.

Map16
Changed Line 1089 to SR instead of S1. (Switch that opens the secret to the east)
Realigned all the SUPPORT3s in that little painlord corridor while shrinking the "ribs" a bit; also widened the little exit atrium so the space between the lights is as wide as the door. (After looking at the others I am not going to widen any more corridors at this time.)
Grossly simplified the twisty yellow key corridor, and lowered the ceiling of the outside of the door so the yellow door stripe would fit properly. One doortrack needed to be given the DOORTRAK texture. The remaining "ribs" are recessed further inside the wall so they do not impede movement at all.
Lowered the ceiling above the other yellow marked door as well. The corridor around the corner has been expanded slightly.

Map22
Flagged line 830 secret.

Map23
Fixed candle placement on east end of zombieman corridor.
Consolidated some identical sectors around the big "AGM" floor and lowered the torch platforms so they wouldn't clip into the ceiling.
Raised the ceilings on the techpillars right after the first long lift. The walls in front of them now match their surroundings.
Removed lower unpegged from lines 2066, 2082, 2062, 2075. ("Door"tracks for the route across those pillars in the southeast - they're actually lifts not doors)
SSG secret fixed. (And marked.)

Map28
Lines 2326, 622 lagged secret.
Realigned lines 4594 and 4671.
Realigned scrolling textures around sector 517.
Touched up monster closet around sector 399, changing to to 8 about HAF fast and making the closet a bit taller so there'd be a better natural threshold between those areas. The doortracks were fine, if a bit complex.
Raised sector 474 ceiling to match marble brick seams.
Made sector 147 (cubes hanging over hot rocks) do damage and sectors 91 and 115 (teleport pads) not.

Map29
Swapped out the textures on the sides of the big green skull pad.

* levels: fix up map23 southeast secret textures.

I messed up the texture replacement around the green torch, the extreme sudden darkness ruined the blue AGM text, the pillar lift-doors needed a better division between the tekwall and red rock, and that huge swathe of DOORTRAK hurt to look at in vanilla.

* levels: map07 aesthetic fixes.

Replaced BIGDOOR1 on sector 50 as it was giving tutti-frutti.

Fixed the textures on the lifts in the green area beyond the outdoor area.

Miscellaneous texture alignment fixes and added some more thresholds between materials.
2023-05-06 17:23:28 -03:00
mc776
c9710118ee
levels: minor Phase 1 fixes. (#963)
* levels: minor Phase 1 fixes.

This should address all outstanding issues in #698 and then some.

E1M1
Simplified the corridor behind the west blue key entrance.
Removed the serpentipede inside the secret in easy skill, and unflagged it as ambush so you don't need to necessarily *find* the secret to get 100% kills.

E1M7
Addressed #698 by getting rid of the potential soft-lock crusher trap altogether.

E2M8
Addressed #698 by keeping two tripods at all skill levels but making the polaric available immediately, along with a soulsphere and red armour. In the polaric's place in the hard-to-reach room is a second soulsphere.
I've also made the (medium/hard) polaric room door look like a door to reflect its actual use.

E3M6
Addressed #698 by not just marking the illusory wall as a secret line but also the inside of the room not-on-map. Added a light source to the inside of the room but it wasn't really necessary.

E3M7
Addressed #698 by removing the crusher tags for both sector and line.
Also dded some sound blockers to the entrance to the colon.

E4M6
Addressed the texture alignment issues in #698.
As for the descending sector potential crash, that is (a) *literally impossible* to fix in SLADE; and (b) a far too complex sector touching many things to trust not to break all over again on the slightest future adjustment to map geometry. The intended resulting sector type isn't even a hurtfloor, so there's no gameplay effect with the change. I've added a trim around the edges to make it look half decent when it's descended with no texture change.

E4M8
Addressed #698 map line meta.
Added one more escape lift for a slime pit that was still missing one.
Added a SKAG.

* levels: remove testing e4m8 start.

yeah that was where the SKAG is.
2023-05-04 07:09:05 -03:00
Steven Elliott
ce772c0b7f
levels: Rebuild nodes and Eureka fixes (#956)
* levels: rebuild nodes (#846)

Ran "make rebuild-nodes"

* levels: Cleanup Eureka errors in three levels

Relatively minor Eureka fixes to prepare for 0.13.0.

freedoom1.wad
  E1M3 Fix missing texture outside bottom of map with AQMETL28
  E3M3 Fix missing texture at start with ROCKRED1

freedoom2.wad
  MAP11 Fix two stuck matribites in sector 190 by moving them
        Add deathmatch start to sector 39 for a total of four (minimum)
	Remove unused sector tags 18 and 24
2023-05-03 19:36:17 -03:00
mc776
7d75200549
levels: minor aesthetic changes that didn't make it into #949. (#953)
* levels: E2M3 texture issues.

A bunch of door track textures needed lower unpegged flags.

Lines 1179 and 1181 also given DOORTRAK instead of SUPPORT3 because every time I look at it I feel like the door should get snagged on those bumps. (Same with the blue key lift.)

The tekwall trim railings in the northeast have been raised to prevent accidentally walking onto them. I've also given them a texture that does not look like a misplaced door. The lowering wall monster/switch closet has also been touched up a bit.

* levels: fix up some Map04 appearances.

Changed the northernmost texture in the hatchling closet in the final room so it doesn't contrast so much that it looks like a secret.

Slightly moved two vertices on the exit flame to get rid of the fake contrast.

Fixed up the central hub aesthetics a bit:
- Aligned the pillar textures.
- Expanded the teleport destination pad, gave it some ceiling lighting, and surrounded it with a grate floor. Now it looks like an actual part of the bigger thing.
- Lowered the contrast between the lights and shadows.
- Got rid of the featureless silver above the doors, giving them tekgreen lights instead.

* levels: correct Map04 pillar texture.
2023-04-30 07:32:33 -03:00
mc776
ab6ddb2fc2
levels: more minor fixes. (#949)
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.)
2023-04-29 08:15:55 -03:00
mc776
d1f9ce5881
levels: revisit Map01 changes. (#927)
Removed the flat bleed hack in favour of some explicit bright lights at the bottom of the sign.

The gap in the giant doors is now back up to 32 units wide, but there's a visible chain behind them in some implied past attempt to either force them together or prevent them from opening. Either way, it's a midtex that clearly communicates the player shouldn't try to pass through. The slope is specifically chosen to allow the most view of the more detailed side.

The secret armour closet didn't leave any room for the door to slide through. There is now a track cutting through the inside of that room, and the "inside" edge of the door is peeking out a little.

Also finished the door on the outside. Not at all necessary for playing the map as-is, but just in case anyone in the future wanted to do a variant of this map that actually let you go out there...

The AGM logo over the waterfall in the courtyard was weirdly split up by the central orthogonal section's fake contrast so I've split the middle linedef to make a gentler curve.
2023-04-28 20:30:22 -03:00
mc776
473eb076a8
levels/music/dehacked: complete Armory migration; add stuff to E1M9. (#944)
* levels: E1M9 adjustments.

Central room monster closet doors are no longer upper unpegged.

Changed central room stairs to use a different texture because STEP4 was tutti-fruttiing again.

Added some aesthetic improvements: the subject matter of the recycling.

Replaced the lift with stairs leading to the rocket launcher to avoid the pinkie jump block.

Tried to use the same door texture for all doors that are only remotely opened.

Used a more see-through barrier for the corner guys in the middle room, after an incident where I spent way too long and eventually resorted to IDDT to find a single zombieman - interesting challenge but probably inappropriate given the way the rest of this map works.

Fixed a bunch of miscellaneous texture issues.

* levels: move Armory name+mus to E1M5; rename E1M9.

The spooky sountrack simply does not work for a shoot-'em-up level like that.

It works better for E1M9 now that there's actually something ominous implicitly lurking in there.

* dehacked: rename E1M9 and E1M5.

* dehacked: update E1M9/5 par times.

* delete misplaced dehacked.txt
2023-04-28 20:11:32 -03:00
mc776
5eae065784
levels: fix map12 softlock. (#928)
* levels: fix map12 softlock.

to replicate:
- warp to map12
- do NOT try to get the blue key yet
- get the storeroom berserk secret, then go get the plasma rifle in the east
- go back and try to get the blue key

expected:
- the blue key is now on a raised lift. use it to lower it and get the key.

actual:
- the blue key is now on a raised lift. you can't use it, because in vanilla the walk lines that open the trilobite closets, etc., block your use attempt.

This PR moves the relevant switches for the lifts - plural, to keep both ends consistent - to the sides so you can always hit them.

I've also fixed the bridge flat pattern (it's implied to be collapsed but there's no explanation for the gaps on the ends) and also some of the SUPPORT2 textures behind some of the lifts in that pre-key area, and made the bridge lift flats into something that looked a little bit more like intentional structures than a default grey flat.

* levels: fix map12 HOM.

There was a reason why those lifts were defined with so few linedefs.

Those huge spans of DOORTRAK still looked awful at low resolution though so I swapped them out for some hopefully vertical-looking bits of tekwall.
2023-04-22 11:27:58 -03:00
mc776
47780ca640
levels: bugfix: restore map27 lizardbaby on easy. (#931)
Addresses #930.
2023-04-22 11:26:49 -03:00
mc776
44c1d7e675
levels: revisit Map11. (#934) 2023-04-22 11:22:57 -03:00
mc776
974a42910e
buildcfg, levels: implement new flats. (#933)
#888 didn't actually add the new flats to the build instructions.

Now that they are usable, I've updated the Map26 crushers to use the bodies flat that I'd originally wanted instead of the skulls.
2023-04-22 11:21:29 -03:00
mc776
789287b301
levels: address map29 artificial difficulty. (#938)
If you pistol start this map, on the teleport into the tower you will be forced to get helplessly shredded by serpentipedes while you're switching to the polaric that's right at the destination. A second one has been added on the platform with the backpack that leads to the teleporter, and the current one has been flagged as multiplayer-only.

Right after this is the blue key, which cannot be retrieved without taking damage from the hurtfloor below. There's no reason to be anywhere near this pit after the blue key so the double telepads doesn't even make sense, except to warp the occasional spider into the starting room which just looks silly. To address all these issues, there is only one pad, right next to the rocket launcher switch, which lines are monster blockers, and the blue key platform is now *higher* than the ledge you reach it from so you can see it moving, retreat back into the tower, and go back to the RL platform and reach the telepad without touching the lava.

The medikit with the blue key has been moved into the main ground area in the northwest.

The jump from the wood tower onto the teleport to get into the stone tower is now surrounded by monster blocking lines.

Got rid of two things that seemed intended only to spite the player:
- the sub-shotgun in the green room, which would cause a weapon-switch just as you face the painlord at the top of the lift, is now just two packs of shells.
- all four doors of the minigunner shack are usable. (They are also equally lit, unlike previously when one of them was slightly darker and it wasn't the one that was usable.)

Added a radsuit and medikit to the back of the green building, so that exploring that area isn't merely unmitigatedly punished.

Added a visible light source to each of the indoor areas.
2023-04-22 11:18:42 -03:00
mc776
7e86777832
levels: build e4m1 nodes. (#940)
Addresses #939.
2023-04-14 21:00:02 -03:00
mc776
8f084e661c
levels: remove new map32 cage.
I was grossly overthinking the issue of needing to prevent the player from proactively maneuvering before the action begins. Someone who's played the start a couple times would be able to do that anyway.
2023-03-27 18:23:05 -07:00
mc776
d8bc8c69de
levels: misc. E3 minor fixes.
E3M1: Rearranged the two "spinal columns" inside the first entrance. The chamber is larger and the columns are not perfectly octagonal (both to align the textures and to get rid of the fake contrast) and one of them is significantly larger than the other.

E3M6: replacing the (not even working right, you could see the floor moving) flat bleed rising painlord with one that warps into that spot. Changed the textures inside the hatchling fireplace so you're seeing fire everywhere from the inside.

E3M7: Slapped some textures onto the otherwise flat bleeding temporary monster blocker. The difference is barely noticeable even if you're deliberately looking for it.
2023-03-27 17:44:38 -07:00
mc776
abcc1d2eb4
levels: remove Map02 exit sign flat bleed.
This is the same solution I've proposed to address #920 and was planning on posting this only after some resolution was reached about that, but others have confirmed this does look way cooler than the original exit sign so here we go.
2023-03-27 10:19:24 -07:00
mc776
1b14bb26bb
levels: remove flat bleed tricks in Map20+29.
Map20: Just added textures to the lava jump and made the sectors thinner. No one's going to see them outside of deathmatch without noclipping anyway.

Will just leave the hole in the red arena ceiling where it is - players don't look up anyway.

The little red button in the closed-off brown metal area also uses flat bleeding (which frankly I'd taken as precedent to let me do this with the other stuff at all).  Turns out it's perfectly visible with the light reduced to the surrounding area so I have done that (and also added some downwards movement of said button).

Map29: Moved the spectres out of LOS.
2023-03-27 10:13:04 -07:00
mc776
e6a17952cb
levels: remove all map26 flat bleeds. 2023-03-27 08:56:39 -07:00
mc776
cb2312400f
levels: remove flat bleed effect from map26 start. 2023-03-27 02:58:35 -07:00
mc776
18dea59b74
levels: address #916 for E2M9. 2023-03-25 18:29:23 -07:00
mc776
6ac0d0822a
levels: give a clip to prevent map32 softlock. 2023-03-25 16:04:15 -07:00
mc776
9442f65f27
levels: address #916 for Phase 2. 2023-03-25 15:48:43 -07:00
mc776
3c706aeda8
levels: address #916. 2023-03-25 14:38:38 -07:00
mc776
4da3b61c34
map26: reduce cell pickups.
The only big pack available now is on the "outdoor" revenant platform.

You still get a total of 280 in singleplayer, which is still way more than you need but at least not enough to kill every enemy with the plasma rifle alone.
2023-03-24 11:39:00 -07:00
mc776
32db0b1771
levels: tweak E1M5 start.
Addresses #916 by moving the entire starting corridor out of LOS with the monsters and moving all the player starts accordingly.

I've also recessed the doors in both those western corridors just to make them look a little more plausible.
2023-03-22 08:54:46 -07:00
mc776
648eb5da47
levels: yet even more minor fixes.
**E1M2**
Addressed #916. Instead of having those three goons face you differently on hard, you just get more enemies (also facing away from you) in that room.

**Map10**
Addressed #916. I'm doing these two maps just because they were already updated recently so we might as well go all the way.


**Map11**
Addressed #916.

Made the colour door stripes go all the way down, because we can't fucking look up in vanilla and the things are invisible when you're right up at the door in question.

Lowered the switches just beyond the red door to eye level.


**Map26**
The bridge switch was a bit hard to find. It's been moved to the panel next to the pantry.

At some point I'd somehow forgotten to deal with ceilings, resulting in misaligned and mismatched stuff everywhere. Hopefully it's all been dealt with now.

Added some details to the grey tunnel and made the green torch in the wood tunnel present in single/coop as a light source.
2023-03-21 00:40:39 -07:00
mc776
f540cd79a2
levels: more misc. fixes. (#912)
* levels: map02 tweaks.

The yellow door appears to open by splitting itself into 3 parts, then moving only the middle part leaving the sides behind. This is now fixed so that the entire door moves.

Touched up the texture alignment above the exit door and replaced the floor on top of the monitor thingy blocking direct fire from the serpentipedes in front of the yellow door.

The little drops into the water area near the start can be cheesed by staying in the lit areas behind the monster blocking lines. This seems to be unintended behaviour so I've added new blocking lines that are exactly the size of the player.

The big drop past the red and blue doors needs something to stop the pinkies from blocking the player's initial drop. They're all set to +ambush now.

The exit sign has been given the flat-bleed treatment as Map01 and Map26, but this time I've actually kept the lower floor within monster step height. (I'd fix it for Map01 but it turns out the monsters step around it without issue.)

* levels: more misc. fixes.

**Map03**
The green corridor had some texture alignment and mismatched flat issues; the switch door was overcomplicated for what it was doing and didn't even look better than just using a simple wall switch texture. The corridor itself had a shadow across the middle that had nothing casting it; it has been removed.

Gave the curved terminal wall light grey flats to not stick out as much.


**Map21**
The cage bars along the walls of the lava border corridor should be impassable.


**Map26**
It's possible if you're careful to grab the super shotgun without triggering the lowering panel, causing the player to be potentially lost without any further indication they should move towards the alcove. Since I want to keep this as a foreshadowing of what is possible with stealing the key from the necromancer, there's now also an armour bonus a little further in.

The rising pit was too easy to jump into before it was finished, ruining the effect. I've packed everything closer together and moved one of the hard spectres into the corner outside the pit. The northern bit of the room is also expanded to let the worms move that way.
2023-03-19 07:36:07 -03:00
mc776
65edbb522b
levels: E1M6 aesthetic touchups. (#909)
After seeing that screenshot with the building with that side entirely in featureless grey I had a Reaction and started this.

I've also made some impassable lines visible for the benefit of jumpers. Basically anything where the bottom of the window is less than 64 units from the floor is jumpable and needs to be indicated as impassable. The training centre theme suggested liberal use of thrown-heavy-object-proof chain link fence.

I'm sorry but there is no rational explanation for those featureless polished silver walls in the outside-adjacent parts of that giant nukage chamber/pool. They're algae-ridden cement now.

Rest of the map is great. Love how it gives the actual vibe of a huge athletic training centre without going into awkwardly specific detail. Besides the shaped columns on that big window wall (and maybe visibility of attackers in the courtyard) there should be no changes that can potentially affect gameplay.
2023-03-15 07:51:22 -03:00
mc776
5b207eadd5
levels: adjust map25 start puzzle. (#903)
* levels: adjust map25 start puzzle.

Attempt to address #902. Also simplifies the surrounding sectors by making the actual lift sector no longer share lines with the surrounding walls.

* levels: make map25 starting wrong switch optional.

Also let it be flipped back and forth uselessly.
2023-03-12 18:55:32 -03:00
mc776
25edfd5227
levels: minor e1m2 tweaks. (#901)
The newly revealed door had mismatching textures and the brick texture above it was visibly misaligned. (The latter wasn't new but is more visible with the door there)

I've also moved the computer banks in the blue key room to make the gaps between them and the room walls unequivocally narrower than the player's hitbox (they had been 32 before, which always made me wonder every time I came into this room if they were supposed to be squeezed through - the distraction got really tiring after a while).
2023-03-12 18:54:52 -03:00
Steven Elliott
2ddb2c1905
Eureka fixes and rebuild-nodes (#890)
* levels: bugfix: remove E1M2 wall midtex.

The level had a decorative door-the-player-had-come-in-from that was obscured by a wall texture.

Thanks to Smokey on Discord for pointing this out.

I've also removed the Doom Builder camera thing.

* levels: Cleanup Eureka errors in seven levels

Relatively minor Eureka fixes following the level changes at the start
of 2023

freedoom1.wad
  E1M2 Outside wall ceiling lower than floor. Raise ceiling to 100.
       Fix stuck shotgun zombies in hidden in triangular sector #319
       Fix unused transparent CGRATE1 texture on linedef #747 by
         clearing it
  E1M9 Remove unused back sidedef on lower side of door jamb sector
       #255 in the upper right hand corner of the map.
  E3M7 Sector #182 cleared unused tag #31
       Sector # 58 cleared unused tag #35

freedoom2.wad
  MAP14 Replaced missing textures with GRAY1 in monster closest upper
        left of map
  MAP16 Fix missing textures in inaccessible outside area with ASHWALL2
  MAP26 Delete unused tag #2 in sector #38
  MAP27 Replace four missing textures above four short red torches with
          MARBGRAY in the switch maze room
        Replace transparent texture AQTRIM03 with AQRUST10 on lower
          trim for door below the switch maze room

* levels: rebuild nodes

Ran "make rebuild-nodes"

---------

Co-authored-by: mc776 <24984517+mc776@users.noreply.github.com>
2023-03-11 20:09:43 -03:00
mc776
572eab9512
levels: improve Map27. (#892)
* levels: improve Map27.

It turns out DOGB01 had posted an improved version of the map on Discord back in April 2022 and it slipped past everyone. I've taken it and re-implemented the DM starts (and additional door lines to let people into the central room from the other direction) and fixed the lizard baby and candle rooms as before.

* levels: merge Map27 sectors.

The symmetrical aesthetic of this map lends itself to a *lot* of non-contiguous areas with the exact same floor and ceiling heights, flats and lights. I've gone and merged a whole bunch of these wherever I select a cluster and don't see "<multiple values>" in any field in SLADE.

I've also just plain deleted the corner pillar sectors in the rectangular pinkie closet in the far west because they just seemed to be regular pillars.

Also lowered the starting room exit big skull door textures a bit, as from the starting side the top skull was clipping into the wall and on the other side it was a little hard to see the bottom of the skull (and distinguish it visually from the wood panelling nearby).

Posting this as a separate commit just in case I broke anything important.

* levels: misc. Map27 fixes.

Room immediately north of the big cross room has these little cage things in the corners. The bar textures were not impassable and are made impassable now.

One of the columns in the final arena had inwards-facing linedefs causing rockets to disappear.

Deleted the sector representing the middle piece of the central pillar just south of the exit, as it's effectively indistinguishable from a set of one-sided linedefs (other than that it was making rockets disappear).

More sector minimizations.

Added one more torch to mark the lizardbaby secret, because frankly no one's going to think anything about a visibly misaligned texture on one of the easiest textures to accidentally visibly misalign.

* map27: make caver navigable.

The Palace of Red is a meticulously detailed map in which I always end up spending the most time staring at minute details in the ugliest and dimmest part of it, just because I keep getting lost because there aren't any landmarks and I can't see past a few feet.

Here's a bit of redecorating:
- level changes exaggerated between the various prongs
- sediment buildup added to edges of blood river
- two different kinds of rock, the main one being much darker to give the impression of darkness without making the area unnavigable
- increased lighting depending on proximity to existing torches and skylight
- candles added to yellow door
2023-03-10 20:00:13 -03:00
mc776
a3e6b35d2c
levels: improve Map26. (#894)
* levels: improve Map26.

Continuation of #893.

* levels: fix Map26 temple and lights.

The room is now symmetrical and it's the icon that's lit more than the altar behind it.

The cavern now has a visible light source to explain why it's not totally dark before the outer wall drops.

* map26: remove broken icon secret.

The sector is too thin for the "secret" to register for the game mechanics.
2023-03-10 19:58:40 -03:00
mc776
ae8da7e3be
levels: more fixes. (#886)
* Add files via upload

**Map01**
Swapped out the impassable line for narrowing the big door gap enough for it to actually clearly visibly block the player's movement.

Used the flat bleeding trick to get rid of that little spotlight under the exit sign. The distracting bottom light on the sign itself has also been removed.


**Map03**
Unflagged some invisible impassable lines in front of screens and switches in the first corridor since they weren't needed in the first place.

Changed floor/ceiling textures on the curvy screen corner so it wasn't blatantly conflicting with the tile pattern.

Added a railing onto the big nukage rooms.


**Map12**
Flyers in the far northwest room could not figure out how to get into the big arena if they're in the dead ends. The side doors can now be opened by them.

Fixed some misunpegged lowering platforms/item closets in the south.


**Map15**
Second attempt to fix the rising shipping elevator. No more moving bridge (at all - the new safety lifts are still there), both switches available again, everything actually takes some time and moves visibly now.

Tag 56 changed to the four lines on the border of the pit.

Moved the cells even deeper into the expanded secret room as parts of the hitbox were still sticking out on the other side of something.


**Map16**
Unaligned the MIDSPACE in the new back alley.


**Map21**
Added an implied ladder leading down into the starting room.

Fixed the plasma secret in the library. If you went inside the room and let it close behind you, there was no way out; the way you came is now given the same lift tag. The secret itself is marked with something better than just suspiciously secret-tagged linedefs on the automap. The library south wall is also no longer incorrectly tagged as not to show up on the map.

Fixed the misaligned, improperly pegged door side texture in the big wall that opens up to the north of the big lava pit.

The lift leading into that room overlooking the big lava pit can now be traversed both ways.

You can actually fall into the lava in (-948,1836) with no way out. Narrowed that section accordingly.


**Map23**
Reduced number of sectors and number of secret sectors (doorway into the actual secret also flagged as secret) in the southeastern secret.

Fixed lone floating rocket by the crate north of the G.


**Map25**
Northwest baron/chaingunner teleport ambush was double-triggered and one of them did the opposite of what it was supposed to do. That entire area has been redone as a creepy wooden shack, to get rid of the arbitrary anti-jump invisible blocking lines.

Also added a sector to make sure noises pass through to those two individual monsters.

Unstuck serpentipede # 444.

The exit room seemed a bit dark for that lava so I took the liberty of changing it to 5% and a hot (but solid) rock texture.

Overhauled the starting entrance to explain why you were stuck in a little cramped chamber that you could only exit by shooting something behind you.


**Map32**
Got rid of the double-sector red key lift, in favour of just the outside portion being the lift.

Fixed all the windows so you can't jump through them in GZDoom under normal circumstances. Added some decorative railings.

Marked the berserk secret so it can be found without checking the automap (and can no longer be found by checking the automap), but in that specifically annoying, obtuse way that everything else is intentionally done on this map.

(NOTE: these Map32 fixes are pending another major improvement to this map that rednakhla is working on and may be overridden by other decisions in their version. I'm just throwing this out there as a temporary fix as we do not appear to have a timeline for that version yet. If it is completed before this PR is merged I'm more than happy to add it here.)

* levels: fix map15 western secret lift bug.

Using the lift from the bottom would sometimes fail if there are monsters. This seems to be an unusual nodebuilding-related glitch.

Moving the bottom activation to a separate wall switch seems to get around this.

* levels: allow map15 supersecret armor in easy/med.

Easy also allows one of the medikits.

Before this change that room was completely empty outside of hard.

* levels: use new texture on map16.

* levels: map21 fixes.

The lava groove border could be jumped into as it was exactly 32 units wide. Reduced this all around to 24, and added a damagefloor there just in case.

One lava damage floor had 20% for no apparent reason where everywhere else the player would be expecting it to do 10. It now does 10.

Rearranged a bunch of stuff in the final corridor for the bricks to line up.

* levels: tutti-frutti on southern computers.

There's now a gap between the ceiling and floor computers. It looks less bad than either the tutti-frutti or lowering the main ceiling so that the wall textures are cropped off.

* levels: remove map26 obligatory damage.

It appears that the collapsing bridge may have been intentionally designed to be impossible to cross without jumping, requiring the use of the damagefloor route to progress. There is now a radiation suit just before the blue key door, and stimpacks along the damagefloor route are now replaced with a bunch of health bonuses and a stimpack on the other end of the teleport.

Some of the sectors in the early part of the map have been simplified and useless line triggers (W1 on one-sided, etc.) removed.

(A similar note applies to this as for Map32 in this PR, but I'm the one working on the bigger change this time.)
2023-03-10 07:31:30 -03:00
Shinosarna
28751f6d0a
Edit to E1M2 (phase 1) (#851)
* Update e1m2.wad

* Update e1m2.wad

Changed two encounters with Pinkies to not be closed arenas (the one when you get the blue key, and the one right before the end of the map)

* Update e1m2.wad

Visual edits by mc776. Also I added a new secret right before the end and made some visual tweaks to better indicate other secrets.

* Update e1m2.wad

Edits by mc776 and minor by me, changing the final outdoor area to be bigger and more interesting, changed the lift to the secret in sector 64, and fixed misalignment of step texture of linedef 428.
2023-03-02 07:31:34 -03:00
Steven Elliott
2f066d434b
levels: rebuild nodes (#846)
Ran "make rebuild-nodes"
2023-02-27 12:57:49 -03:00
mc776
98740b1307
levels: more misc. fixes and improvements. (#882)
* levels: more misc. fixes and improvements.

This one's a bit more ambitious than the other one, sorry.


**E2M8**
Missiles were disappearing into the outer walls. It's clearly not desired behaviour since they only disappear when fired at ground level targets - when you have plenty of space to dodge - and not when fired at you while you're on the ledge where it might have been handy. It also wasn't happening consistently. Flipping the linedefs didn't solve the problem so the sky above the slime has been lowered to compensate.

Some more ornamentation added to the corners of the slime to cover up the resulting sky oddities.


**E3M6**
The monster closet in the far west-southwest was having some render issues so I moved some vertices around.

The skull pole in the eastern blood room interrupted my flow so I moved it.

Added a bit of stuff to the exits. Both E3M7 and E3M9 start off with a pretty strong techbase/hell mix so the additions should reflect that.

Changed up the start. The back wall now has some skylights, the players start just in front of the door and instead of one serpentipede standing with its back to you completely oblivious it's standing around the corner waiting to ambush (along with 1-2 buddies)

Rocket launcher #53 (near the star thing, which has also been given a bit of a makeover) is now marked multi-only.

Fixed various texture issues and merged various identical sectors.

Added more health and a way out of the pit with the zigzag bridge.

Moved the bars around to make it a little more obviously impossible to squeeze through.

Marked the teleporter to the red door as needing a red key. (Not marking the door itself just for aesthetics.)


**E3M7**
Fixed up some texture alignments in the first fighting area and the lift leading into the intestine area.

Fixed up some texture alignments in the intestine area and some minor remodelling of the wooden exit gate out of it.

Added an anti-pinkie-block trench (see Map13, Map20 and Map29) in front of that first drop in the red spiral chamber.

Moved some stuff around in the intestine/stomach area to get rid of jarring fake contrast effects.

Made the teeth at the start of the digestive tract white.

Added more health and armour in the areas leading up to the spiral.

Added some skylights on that long marble corridor.

Moved everything in the spawn chambers so that the last weapon you autoswitch to is the shotgun. There is no skill level that places anything you can immediately melee right behind that first door so it's just "haha we gave you all this prep but you forgot to switch" as the player takes a bunch of fireballs while switching to a proper weapon.

Made the cyberdemon fight more interesting and chaotic. All four corners now (can eventually) open back up into the hall, and monsters warp into the hall and just outside the front door.


**Map06**
Continuing from #865.


**Map10**
Addressed #867 and #714.

Softlock if you could run into (-2696,736). Moved the tree and rock to allow passage out, and also added a medkit there as a little reward (or compensation if you get cornered in there) given how long it took for this to be reported.

Marked the blue door leading to the yellow key as needing the blue key.

With jump enabled you can easily grab the blue key early and skip the entire left twisty area of the map. I don't want to fence this area off because it looks and feels like shit that way, but the player should still have a reason to go the long route. Right now there's a rocket launcher and chaingun that way.

So I've made the following changes:
- Added a tiny step in the eastern corner of that ledge that lets you get up to that level without jumping.
- Changed thing #130 from a chaingun to an ammo box, but added another chaingun that's multi-only. You will still get a chaingun in this room in single, but you'll have to pry it out of someone's cold dead hands.
- Flagged RL #202 as multi only and adding 2 more rockets in that spot.
- Flagged shotgun #365 as multi only, and added another shotgun to (-3648,400).

The super shotgun secret #1 is also trivially easy to jump onto. I've moved the gun into a secret area that can only be opened if you specifically go down that waterfall.


**Map12**
Restored staircrate access to berserk pack #510.

Changed sector 740 into a door and tagged it 56 to match the other stuff that opens in that area.

Shrank sector 437 and neighbours to align the ceiling lights correctly. Also added an overhang.

Made the monsters in sector 575 teleport into the teleport sectors inside the accessible part of that sector.

Made chaingunner #515 visible by using chainlink instead of a tinted window. (how would it even shoot through the glass without leaving holes???) It is also an imp in easy and medium.

Fixed some texture alignments/matching in the northeast tower and stairs in that big western arena.


**Map13**
Added the rising-trench trick to keep the spectres from blocking the very first jump into the big slime pit.

Gave the top of the blue key pillar a more appropriate texture.


**Map14**
Addressed #867.

Secret sector #107 expanded to keep the player from picking up the chaingun inside it even when the secret is not made accessible.

Got rid of the cage trap for the yellow key, in favour of a baron (knight in easy) warping onto the pad when you hit the switch, which must be killed before you can leave. Reasons: the cage trap can be too easily ruined by a player or zombie, even accidentally; these kinds of traps are not good for replays because they disrespect player agency and punish efficient players with a longer dead time; the trap is impossible to guarantee without either an extremely contrived funnelling the player into the trigger line, or having multiple trigger lines thus running the risk of forcing the player to wait it out on two separate occasions. An additional shell box is provided with the yellow key.


**Map15**
Northwest secret involved a multi-sector lift that clearly goes out of sync. Added a new simple lift behind it instead, and fixed up various textures there.

Moved 333 and 334 a bit over so they couldn't be picked up from the other side of the wall by the switch.

Made overlapping enemies 295 and 255 alternatives that only appear in different skill levels.

Window overlooking blue computer switch now has chain link to mark it as impassable.

The rising red key platform (and all its various components) could be triggered twice, resulting in unwanted effects. The second of these switches is inside the pit and clearly designed to prevent a softlock in case the player reached that area before the switch was hit. The second switch has now been removed; the only path leading to the area is now only accessible if the first switch is hit. As this disables the lift function of the final bridge, safety lifts are added on both sides.


**Map16**
Broke up the linedefs in the outdoor visual so everything should be under 2048.

Added fences, railings, tall lamps, etc. to better mark where the player shouldn't be going.

There's this gap between two buildings that you can slowly squeeze into and find nothing at the end. It's clearly not meant to go through but it's not quite small enough to communicate that reliably, which keeps getting some players misled. I've expanded this area and made it end with the shittiest tiny little fenced-off alley I can do in that few linedefs. The stimpack is now back there.

Spruced up the blue key building a bit, and made that curvy gap actually navigable.

Widened the little steppy things on the edges of the thick box things because navingating that was really annoying.

Miscellaneous other breakings-up of monotonous surfaces.


**Map20**
Broke up a lot of >2048 linedefs.

P1 now starts in the middle, right on that pillar that looks like it'd be a great slightly-unusual starting teleport pad, instead of having an easily opened door right behind them with no explanation how they got there without noticing the shotgun guy. The blocking pillars now have a skull so you know the skull switches are related. Said switches are now part of the fence - it looks vastly better this way and fully jump-proofing this section was always a bit of a nonconcern.

The starting building outer catwalk tends to snag the player in vanilla if they run along the side (which now has a fence to demarcate it). As far as I can tell this is completely unavoidable, so the entire area has been widened to avoid accidental contact while avoiding getting caught in the more obvious geometry of the pillars.

There are three more shotgun guys behind the first door in multiplayer. That's four shotguns!

Windows in that first red building you have to get into are NO LONGER MARKED IMPASSABLE. OUR LONG NATIONAL NIGHTMARE IS OVER. I've also added thin deep invisible grooves in the lava that disappear on your first jump attempt, to keep the spectres from blocking you.

The switch granting access to the blue keycard room is now behind a cage and cannot be punched, getting around some mods that stop the fist from alerting monsters. The ceiling has also been raised slightly to address texture alignment.

The lift that you take into the big red building if you fail the jump now visually matches the one inside.

The blue keycard lift monster spawns are now staggered so you can't clear through all of them at once and stand around awkwardly to wait for the lift to finish. (If you didn't pistol start this map you might just clear out one wave, then stand awkwardly for a much shorter and non-deterministic time until the next.) There's also a lot more of them, just so you don't clear them out *too* quickly. The monsters will teleport into one of the next areas if they try to follow you out of the room.

Figured out why I've always ragequitted this map: there was NOTHING in the marble temple that would tell the player that the skull pillar in front of the cyberdemon is a usable lift. No vanilla-compatible switch texture works here aesthetically. So I just finished the implied temple and added an altar, in the middle of which is a clearly visible switch.

Added more health (of which there had been nearly none, even what I've added is stingy af compared to even Map21) and armour and replaced a multi-only (GOD WHY) soulsphere in the southeast with an also-singles medikit.

Made the square room less utterly dreadful by adding some sky.

Added a lift out of the damage sector in the end area.

Added some secrets.


**Map23**
The two doors in the G-shaped spiral corridor just to the east of the helipad are now single-use stay-open. The problem is that with all the corpses and archviles the closing doors were creating a lot of crushed corpses that were being raised as ghosts in vanilla. (Made even worse by the fast doors which could reduce the opportunity for more incoming monsters to block the descending door)


**Map27**
Spaced out the candle display in front of the devil icons on the east with the shellboxes, to prevent more floating-ledge movements. Honestly I think it looks better this way especially with the bigger Freedoom candle sprite.

Merged/deleted a few redundant sectors with no change to map geometry.


**Map28**
Fixed a misaligned marble skull face near (-4159,1348).


**Map29**
Starting room large devil icons now have staticky trim instead of appearing to tile. Each face is now only two linedefs instead of three, as the perfectly orthogonal middle lines were subject to the fake contrast and didn't look right.

Widened the shaft on the southwest arrow and the flagellum on the northeast sperm to let the serpentipedes move more freely.

Moved armour away from the yellow key platform, guaranteeing its availability from the ground.

Bottom room with spectres and archvile now blocks the spectres from getting right up below the ledge until you've crossed it. The rising platform in that room is also a bit more visible - with the same textures and dim lighting it was almost totally invisible in vanilla unless you already knew where it was.

* levels: improve map16 big view out onto the river.

The big warning stripes on the old railing were right at eye level.

Also the ambiguity whether that was concrete or asphalt or beach finally got to me so I needed to show where the concrete ended and the beach began. (This was originally going to be something more like [this](https://en.wikipedia.org/wiki/File:Riprap.jpg) but it ended up being way too visually noisy - that one big rock in the sand now is a remnant of that.)

* levels: fix tutti-fruitti on the topmost stair on the northeast corner of the big western arena.
2023-02-27 08:05:52 -03:00
mc776
eb068b5e1c
levels: overhaul E3M1 start. (#873)
First, the player had started off looking away from the serpentipede that could see them right away, which felt like I was being railroaded into a "David Madsen in the Dark Room" situation. It turns out that I can't quite move the start far back enough to get all players out of LOS without changing the map geometry, which leads to...

Second, the player starts on a teleporter pad *and* there's an implied trail behind them - which way had the player come? So to address that I've gotten rid of the tiny little pad and instead created this huge elaborate teleporter setup that could reasonably look like the destination from the interplanetary teleporter described at the end of Episode 2.

Also stashed a dead zombieman in the back, so the implied immediate backstory is that Karl warped into Horizon, saw a zombieman, killed it before it could attack or sound an alarm, then dragged the body into this crevice and tried to stay out of sight, before realizing he couldn't climb back out that way...
2023-02-19 19:39:22 -03:00
mc776
df7509a98e
levels: new e1m9 by Mortrixs19 with edits by me. (#874)
Continuation of #869.
2023-02-19 19:38:57 -03:00
mc776
3efe8a0e41
levels: fix various bugs. (#871)
* levels: fix various bugs.

Thanks to Goji!, Inuk and rednakhla on Discord for pointing these out.


E1M3: Northern lift simplified to address texture alignment problems.

E1M5: Door near (-205,1336) (leading out into open ceiling area with the big strip of lights down the middle) door tracks needed to be lower unpegged.

E1M9: Lift near (-2328,120) was split into 2 sectors, causing HOMs when they went out of sync. There's nothing that relies on this split (contrast the neat lighting stuff from Map22) so the lift is just merged into one sector.

E2M2: Shellbox near (-486,192) is right on the line between two stairs, causing it to rest on the bottom step which causes ports like GZDoom to have the sprite clip *very* visibly into the upper stair. Moved it slightly so it rests on the upper of those two stairs.

E2M3: Door leading to red key and "door" leading to soulsphere: former should be lower unpegged but latter should not, but were reversed. Two exit-door-textured doorframes also given more conventional DOORTRAK and lower unpegged treatment. The teleporter representing the hatch going down into the nukage is now fully repeatable.


Map07: Infinite height in vanilla would cause the spectres in the red key courtyard to trap the player on the entrance ledge from below in a way that could not be seen or diegetically explained. Those three spectres now warp in only after you cross the ledge. (Setting them to "ambush" would do nothing since you're in LOS with them from the top of the ledge.)

Map11: Lights above red keycard weren't aligned; moved that entire sector and added a few lines to round the corner. Removed a strobe effect on the exit teleporter to compensate for a GZDoom issue where the light would go to absolute zero during the blink.

Map12: Room to the south with the 2 stimpacks, ammo boxes, 2 chaingunners and berserk would sometimes cause some of the items to be "levitated" to the highest sectors they touch. Moved them away from said higher sectors - it looks a bit sloppier but this is a backroom not a storefront lol.

Map13: The easternmost archvile platform had the archvile stuck in the seam, preventing it from lowering in vanilla. (Worked fine in GZDoom) Moved it a little further in.

Map19: The combat slugs teleport in from a W1 teleporter which could sometimes be spent while one of the pinkies is blocking the destination, permanently preventing that slug from teleporting in. These are now WRs like the other teleporting enemies.

Map22: More W1 monster teleports that should be WR. Also filled in some missing textures in the multi-sector lift connecting the cavern to the hall in the southwest, which parts are clearly not meant to be seen moving separately but can - it still looks fucked up if you manage to desync them, but it's a diegetic fucked up now.

Map24: Another W1 spawn. This one is impossible to screw up in vanilla, but there are some mods that could end up spawning something there that could block the archviles from teleporting.

Map25: More W1 problems. The spawn source room now also has a small barrier to make sure each pinkie only goes to its own teleporter unless the initial teleport fails.

Map27: Lizardbaby dropping too far meant that the bracket was falling along with it in a visibly unnatural way.

Map29: Broke up all the long linedefs on the perimeter of the map to get around the invisible hitscan barrier bug: https://doomwiki.org/wiki/Hitscan_attacks_hit_invisible_barriers_in_large_open_areas
(Ideally this entire perimeter should be redone to break up the box in favour of more natural-looking formations, but that's a bit outside the scope of a fix like this.)


Also got rid of the Plutonia-style start/end teleports on the fixed Phase 2 maps, to address #867.

* maps: more fixes.

More floaty items and other things.

E1M9
- floater mid south stim by staircase
E1M7
- floater northwest clips near the tunnels
- floaters near switch by railings, now all on the railings
- duckproofed sector 439 barrier
E2M9
- floater thing #125 medikit on top of lift, now in middle of platform
- shotgun guy (thing #309) and the spectre behind it stuck in geometry.
- lines 430 and 761 both open the same door and are in the same room right next to each other. Since 761 is actually textured and positioned as a switch, the tag and special on 430 is removed.

* levels: flag e2m7 DM stuff as multi-only.

Marked the following based on eyeballing out what items are right next to DM spawns with no obvious alternate route to them: 487, 488; 203, 397; 499, 500, 501, 502; 482, 485; 491, 492, 493; 494; 496; 28, 486; 182; 54

* levels: more misc. fixes.

E1M6 W1 lines 2318 and 2321.

E3M5 Removed all monster block lines in that gross blood room and raised the blood floor to only 4 below the normal floors, but flagged more monsters in there as ambush to make up for it. Also fixed a lot of texture alignment issues in the top skin panels and lowered the ceiling, along with adding a new sector to address texture tiling issues in the northern teleporter room.

E4M1 fixed a mysterious HOM that was going on near the northern shadow line in the northern outdoor area. Merged a lot of sectors that were identical in their properties.

E4M7 entrance to sector 985 seems to be intended that the player run off the ledge into that room, then the pinkie near the ledge ambushes the player from behind. Instead, what sometimes happens is that the pinkie is alerted somehow, then obstructs the player (vanilla infinite height) from being able to get down there. That means of getting down into that room is now walled off, and instead you step onto that lift to bring it down from above. Neat side effect: any monsters still in the ring when you enter that room will follow you down there.

E4M5 linedefs 1724 and 1725 were facing the wrong way and couldn't be hit with projectiles.

Map25 Float thing 217. Moved that entire row further south to address floating item issues.

Map28 Float thing 464.

* levels: use inner room texture in E4M7 lift.

* levels: align side textures on that lift.

Didn't realize the little squares were sticking into the floor at the *bottom* of the lift as well.
2023-02-19 19:28:01 -03:00
Shinosarna
bd25568ef6
Edit to E1M1 (#852)
THIS IS A COLLAB EDIT. By me (shinobody) and mc776. Please credit both of us.
All changes in previous commits by me, all changes in this commit by mc775.
2023-02-14 11:19:35 -03:00
mc776
c3a729dc67
Merge branch 'freedoom:master' into map27dmstart 2022-12-17 09:12:34 -08:00
Xindage
c9fce91c13
Merge pull request #826 from selliott512/map20-more-ammo
levels: Extra ammo for MAP20
2022-12-16 23:41:21 -03:00
Xindage
48a4053167
Merge pull request #841 from selliott512/map22-no-tripod-tele-dest
levels: MAP22 no teleport destination for tripod
2022-12-16 23:41:03 -03:00
mc776
98072485cf
levels: one more fix to the grey room.
Moved the vetex on that one wall so the bullet hole wouldn't be cut off.
2022-12-15 10:19:39 -08:00
mc776
1a8f4aadb5
levels: more texture fixes; lower blue door. 2022-12-15 08:36:19 -08:00