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.
-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
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
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.
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.
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.
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)
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.
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.
- 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
- 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.
- 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.
- 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.
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.
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.
- 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.
* 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.