Commit graph

746 commits

Author SHA1 Message Date
Luiz Henrique Gasparin Jerônimo
c5de966c5d map05: move blue keycard backwards so it can’t be obtained early
Fixes #442
2019-09-04 20:13:36 -07:00
Mortrixs
6b8397dc0d levels: new c3m5
Thanks to Mortrixs and Erick for this new addition
2019-09-01 16:10:29 -07:00
Mike Swanson
880cbc3f31 test_levels: constrain the pain lord in its sector, c1m1
He moved around too much.
2019-09-01 16:03:55 -07:00
Mike Swanson
bc69e87207 test_levels: remove line special from E1M1
In MAP01, it reveals the boss brain.  In E1M1, does nothing.
2019-09-01 02:18:30 -07:00
Mike Swanson
d3cdc3e76c test_levels: base E1M1 off of MAP01
Makes a little bit more of a consistent testing experience.  As of
this commit, there are a lot of HOMs/missing textures thanks to
depending on stuff presently in Phase 2 but not 1, though we’ll be
changing that too.

Removed MAP02, which was Cato’s old testing map and unnecessary to
stick around.
2019-09-01 00:49:33 -07:00
Mike Swanson
5fd725a879 levels: rebuild nodes and run fix-map-names 2019-08-27 12:16:54 -07:00
Samuel Oliver
4fd75f415e map01 update 2019-08-13 20:13:12 -07:00
BeachThunder
184667f811 levels: create c3m5 (#551)
* levels: create c3m5

c3m5 now exists

* Update c3m5.wad

Brightened cavern, replaced SKAG with plasma rifle, several other small changes.
2019-02-18 12:35:34 -08:00
Erick Tenorio
24aa075502 levels: Update MAP08
Tweaks and fixes to current MAP08. 100% kills is possible
2019-01-01 17:19:18 -08:00
Samuel Oliver
1b57c6c14d map01: overhaul with new areas and ones based on the old e1m1 2018-12-02 03:30:13 -08:00
Erick Tenorio
cd6e7924d6 levels: C1M5 tweaks and fixes
-Fix drawseg overflow when facing east at the northwest outdoor area of
the map. This was done by partitioning the sector connecting the outdoor
area of the map. Other overflows were addressed by moving some lines
further inside the map.
-Various difficulty, item, and level tweaks.
-Rebuilt nodes and blockmap with ZokumBSP
2018-08-04 17:55:02 -07:00
Erick Tenorio
ec55fef39a levels: fix C1M2 rendering bug on GZDoom
Fixed software rendering bug on two sectors at the southeast part
of the map.
2018-08-01 02:22:40 -07:00
Erick Tenorio
4d38b15109 levels: Chapter 1 tweaks and fixes
Tweaks and fixes to the Chapter 1 maps. The following changes are:

-C1M1: Add line to block Imps near blue keycard. Adjust difficulty
settings on secret green armor and box of shotgun shells.
-C1M3: Minor difficulty tweaks. Fix tutti-frutti effect near the
end of the level.
-C1M4: Fix missing "SFALL" texture and tutti-frutti effects. Adjust
difficulty, primarily the amount of damage the toxic can do. 20% damage
toxic on the fourth level of the first chapter doesn't fit right.
-C1M6: Difficulty tweaks and edits to improve map flow. The way the
yellow keycard is retrieved has been changed in favor of a more
common "Open Door Stay (Fast)" action instead of the instant
floor raise trick to prevent confusion to less experienced players.
-C1M7: Difficulty tweaks. Fixed missing texture after grabbing red
keycard. Fixed tutti-frutti effect.
-C1M9: Implemented actual difficulty settings, as the map doesn't have
any. Added deathmatch spawns as this is the only map without any.
Added more items and other map edits.
-All: Rebuild nodes and blockmap with ZokumBSP
2018-08-01 02:22:40 -07:00
Erick Tenorio
66f2fda022
Tweak MAP32
-Removed unreachable and redundant secrets
-Difficulty tweaks
-Clean up some unneeded tags and lines
-Rebuild nodes and blockmap with ZokumBSP

Thread: https://www.doomworld.com/forum/topic/101409-map32-secrets/
2018-07-02 22:01:02 -05:00
Mike Swanson
bb2fef4f02 levels: rebuild nodes for maps that need them 2018-07-02 13:54:41 -07:00
Erick Tenorio
ea4b9e9cc8 Chapter 4 Update
Updated Chapter 4: Double Impact with the fixes included in the
hotfix. C4M7 was already updated for Freedoom with the fixes, but not
C4M4 and C4M8. Both were updated to be up to par with the
hotfix. C4M8's old edits to lowering the lifts won't be needed
anymore. C4M8 was also edited to be vanilla-compatible, removing some
details at one of the final rooms. Hopefully Vanilla won't crash
anymore.

The endpic for Chapter 4 has been updated to match with the current
Freedoom assets, bye bye that old Imp sprite and floor texture.
2018-07-02 13:52:41 -07:00
Kevin Caccamo
caa6f46a59 levels: replace FIRELAV2 textures
Replace static FIRELAV2 textures with FIRELAV3 in C3M2, C3M4, and
MAP32.

DM23 has static FIRELAV2 textures, but it makes sense because of the
way they are used.
2017-12-31 12:28:53 -08:00
Kevin Caccamo
d67171ebe8 c4m2: replace inappropriate slime fall textures
Get rid of slime fall textures that don't make sense, and replace them
with textures that match the textures on the other column.
2017-12-31 12:28:53 -08:00
Kevin Caccamo
a66ba0bba5 levels: replace all {S,W,B}FALL textures
Replace all {S,W,B}FALL textures in the levels with their animated
equivalents, and remove {S,W,B}FALL from textures.cfg.

The {S,W,B}FALL were leftovers from when Freedoom had the goal of
being Boom-compatible instead of vanilla-compatible.

Also, rebuild these levels' nodes and reject tables with ZenNode.
2017-12-31 12:28:53 -08:00
Mike Swanson
0411e49acd levels: rebuild nodes where necessary 2017-11-17 17:51:58 -08:00
Kevin Caccamo
509c289d53 levels: add fdtest_p3.wad to test_levels as MAP01
The old MAP01 is now MAP02
See this Doomworld forums thread for fdtest_p3.wad:
https://www.doomworld.com/forum/topic/92933-freedoom-general-test-map/#comment-1717640
2017-11-17 17:44:19 -08:00
Kevin Caccamo
ea319b9e02 Revert "levels: change test_levels.wad"
This reverts commit c7fc2102613d89f82f6ef9d67098893c248453c0.
2017-11-17 17:44:19 -08:00
Kevin Caccamo
b184bd64c0 levels: change test_levels.wad
- Remove dummy maps
- Add new MAP01 (fdtest_p3.wad)
https://www.doomworld.com/forum/topic/92933-freedoom-general-test-map/#comment-1717640
- Move old MAP01 to MAP02
2017-11-17 17:44:19 -08:00
Kevin Caccamo
191d24f29f levels: minor tweaks to MAP25
- Give player 160/320 cells near (X: -1920, 544).
- Fix switches that open the 6 pickups near (X: -800, Y: 1408).
2017-11-17 17:44:19 -08:00
Kevin Caccamo
8be19cff3a levels: C3M4 refresh RC5 by sgtcrispy
https://www.doomworld.com/forum/topic/95097-freedoom-phase-1-e3m4-refresh/
2017-09-25 07:51:11 -04:00
Kevin Caccamo
6cf6b63de5 levels: vanillafied and improved MAP28
MAP28 was vanillafied by riderr3, and improved/edited by Catoptromancy:
https://www.doomworld.com/forum/topic/93309-phase-2-maps-21-30-development-thread/?do=findComment&comment=1734562
http://www.geocities.ws/catodemos/freedoom/z0k/MAP28fd2_v2_c2.wad
2017-09-25 07:49:09 -04:00
Kevin Caccamo
edcd00f665 levels: fix all tutti-frutti bugs in MAP04 2017-09-24 01:59:07 -04:00
Kevin Caccamo
32ed835ec2 levels: vanillafied and improved MAP25
https://forum.zdoom.org/viewtopic.php?f=3&t=57684
- Rebalance monsters and weapons for pistol start (tested on ITYTD-HMP)
- Fix P_PlayerInSpecialSector issue in Sector #667
- Fix all(?) visplane overflows, and most drawseg overflows
- Make staircase near (X: -992, Y: -480) less of a hassle to climb
- Remove midtex from back side of line #4342 (X: -1504, Y: -928)
- Change shootable switches near (X: -800, Y: 1408) to regular switches
- Add shootable switch that opens bars in cave (X: -1344, Y: 448)
- Shorten room sequence at (X: 2208, Y: -2144) to four rooms
- Add "coffins" to key switches (X: 1088, Y: 992)
- Simplify sectors leading to exit (X: 1632, Y: 256)
- Replace blursphere in secret at (X: -992, Y: 120) with backpack
- Add small platform, and super shotgun at (X: 2464, Y: -2224)
2017-09-22 20:29:11 -04:00
Kevin Caccamo
42c5a9952d levels: Add vanillafied and improved MAP15
MAP15 was vanillafied by Catoptromancy, and improved by Graf Zahl.
https://www.doomworld.com/forum/topic/93288-phase-2-map12-map-20-plus-secret-maps-management-thread/?do=findComment&comment=1729343
See #483 as well
2017-09-22 20:06:20 -04:00
Kevin Caccamo
26ba0c81ac levels: fix inescapable area issue on c2m4
Lower the bars blocking the soulsphere secret from behind if the
player manages to jump over the bars. Also, change the tag and
triggers for lowering said bars.

Fixes #476.
2017-09-18 20:43:48 -04:00
Kevin Caccamo
a7e227d2de levels: fix C3M7 permastuck issue
I added two new teleports that allow the player to leave the blue key
area after picking up the yellow key and going back into the blue key
area.

Fixes #449.
2017-09-18 20:23:06 -04:00
Kevin Caccamo
bbb2c0b84a levels: tweak MAP01
- Move line that opens the heavy armor switch to a spot where it can be
activated more consistently
- Replace Boom translucent lines with scrolling lines
- Rebuild nodes and blockmap with ZokumBSP
2017-09-15 17:57:29 -04:00
Mike Swanson
f857bf0d55 levels: ZenNode WADs with invalid nodes 2017-08-06 11:07:44 -07:00
Nick Zatkovich
e0937304eb C4M2 fixes
Fixed pain sectors 192 and 185.
Fixes #451
2017-07-22 19:43:26 -07:00
Mike Swanson
9790e647bc Merge branch 'c1m7_several_fixes' of gh:rjy/freedoom 2017-07-16 22:58:31 -07:00
Catoptromancy
fca96c3f72 c4m2: Add teleport that opens after player leaves blue key area. 2017-07-13 16:28:56 -07:00
RjY
972ec5d9ad c1m7: ground stimpak, move avoidable secret
- Move a stimpack (thing 563) which only appears on lower skills eight
units east so that it does not float up above the nearby ledge.

- Move the bonuses ledge secret (opposite the blue key) from sector 202
to sector 225: touching the former could be missed, while the latter is
the entrance hole to the area, and cannot be avoided.
2017-03-19 17:46:16 +00:00
RjY
f17e4a895d c1m7: add/restore secrets and bullets/shells choice
- Mark the "hidden in plain sight" backpack/plasma room, and heavy
armor, as secrets (sectors 595, 196); I found these not being secret,
when a tiny box with a single plasma charge is so, underwhelming. And as
I recall the heavy armor used to be secret in previous map versions.

- Restore the "ammo choice" (sectors 156/157) which are supposed to both
rise up when you step onto one, leaving the other inaccessible. Now it
rises twice as far and can kill you, which is fun! (and avoids need to
add a control sector and rebuild nodes, which would bloat the diff!)
Choose bullets; there are enough shells on this map that missing a box
doesn't matter - although if you are fast enough you can still get both.
2017-03-19 15:27:41 +00:00
RjY
6619f9fa65 c1m7: ground bonuses, unstick sergeant
- Move 5 armor bonuses (things 688-692) eight units north, as otherwise
they catch on the ledge behind and float up into the air.

- Similarly move a sergeant (thing 684) eight units north, as otherwise
he is stuck in his spawn location, unable to move.
2017-03-19 15:27:41 +00:00
RjY
bbe5a03ddc c1m7: remove boom linedefs, fix inaccessible secret
- Remove Boom transfer height / X/Y scroll linedefs: lines 970/1345 ->
type/tag 0/0 (tags 20/24 eradicated); lines 4042/4225 -> type 0

- Replace S1 Boom raise ceiling to highest adjacent with S1 lower floor
to lowest adjacent: lines 2550/2553 -> type 23 (from 166), sector 436 ->
raise from -112 to -48, move sidedef upper textures to lower textures,
unset lower unpegging flag as appropriate (various lines 2547-2561).
2017-03-19 15:27:06 +00:00
RjY
e1d1337342 c1m7: fix unreachable spectre using lower floor to lowest
Revert to previous version then change type of line 655 from W1 lower to
highest adjacent floor, to W1 lower to lowest.

It's clear from examining the map that sector 247, the platform with the
two sergeants, is meant to lower as you hurl yourself across and grab
the red key in mid-flight, revealing the spectre in sector 246. However,
the linedef action incorrectly selected the _highest_ adjacent floor as
destination, selecting the height of sector 195, and not moving at all.

The previous fix for this took the sledgehammer approach and deleted the
whole thing, which I felt was a shame.
2017-03-19 15:24:26 +00:00
RjY
08ef6dbbdc Revert "c1m7: Remove sector, and the worm in it, that never opens up."
This reverts commit 04560970c5.
2017-03-19 15:24:26 +00:00
Catoptromancy
85dd14b34d c4m9: Easy skill rebalance, added soulsphere and extra shells. 2017-03-17 19:30:14 -07:00
Catoptromancy
f25ced7ead c2m9: Vanilla compatibility updates. 2017-03-17 19:27:42 -07:00
Catoptromancy
5fad72a71d map23: Allow for better backtracking
Configured a monster teleport at the exit to also be lowered by the
player.  Moved a berserk pack, and add a secret at the end.  Inside
the start area ambush, add a shotgun, a little more ammo, and a
backpack.
2017-03-16 14:55:55 -07:00
Catoptromancy
bafc1b2901 c2m5: Make vanilla compatible, simplified three switch hunts 2017-03-16 13:45:45 -07:00
RjY
4c6faaccff c4m7: flip teleporter, stabilize lift, restrain imps
- reverse the direction of the lines surrounding the secret teleporter
(sector 932), so they face outwards, and you teleport by stepping onto
the pad, as is conventional.

- change type of linedefs that lower the lift out of the blue key area
(sector 282) to reusable, otherwise you could only get back up twice
after jumping down (the lift was split into two single-use lines).

- prevent three imps (things 900,901,904) from waking up early, so they
do not leave the area via teleporter and make themselves a pain to track
down later: set their ambush flag, and surround the nearby door back to
the yellow key cage maze (sectors 489-491) with sound blocking lines.
2017-03-16 20:34:42 +00:00
Jayextee
49c53bc657 c3m1: Raised ceiling lights to prevent head bumping 2017-03-14 18:02:34 -07:00
Catoptromancy
c7054c408b c4m2: Several gameplay tweaks.
* Add a switch in the secret exit area to allow backtracking.
* Make ledges in secret route non-damaging and made pit below into 20%
  damage slime, allowing jumpers to risk death for a couple shells.
* 10 DM starts.
2017-03-13 02:36:58 -04:00
Catoptromancy
2304c7cf9e map17: Adjustments for easy/normal skill levels. 2017-03-13 02:36:32 -04:00