E1M3
- Floaty health boosts near sector 74.
Map12
- Moved corpse 653 out of being exactly on the lift boundary.
- Miscellaneous texture alignment fixes.
- Many, many attempts to address #996.
Map14
- Moved armour boosts inside minigun secret door into the chamber itself.
Map15
- Thickened the lowering panel with the pump shotgun to prevent possible grabbing through the wall.
Map17
- Floaty shotgun on pillow.
Map18
- Floaty missiles around launcher.
- Floaty clip 100.
- Addressed #996 in the courtyards.
Map19
- Restored the original shape of the lower platforms and added the catwalk only as a narrow pipe.
Map21
- Disambiguated "sinky" ripsaw position.
- Deleted sectors representing the pillars around the soul sphere platform as there was no reason not to use 1-sided lines here.
Map27
- Floaty diagonal armour boosts around red key pillar.
* levels: more minor fixes.
E1M2
- Hide all outdoor inaccessible areas and monster warp closet lines.
- Fix some texture alignments in the blue key room.
E1M3
- Untag 1-sided walk trigger line 821.
- Make the western secret dead end room look less like id E1M3. (Not touching the specific powerups that are also from id just yet.)
E1M9
- Retexture the edges of that ragged hole in the wall revealing the tekwall underneath, now that the rounded-corners STARG textures no longer work like that.
- The stairs just beyond that corridor are also redone, to avoid that perfect line of ickwall bullet holes.
Map28
- The way out of the blood pits in the huge marble skull face courtyard is now much easier to find, rather than being a de facto secret.
* levels: minor fixes.
Map11
Replaced that fake door near the red skull with a drop tunnel.
Map12
A few random texture fixes, especially around the south end of sector 147.
* level: more fixes.
E1M3
- Minor item floating in one of the staircases.
E1M7
- Widened the item trenches in the northwest switch room to minimize the chance of a floating item.
- Narrowed the water trench in the southeast switch area to prevent someone from squeeze-gliding in.
E1M9
- Funny-shaped nukage bridge no longer has visible switches. Instead, that railing can be used from the outside anywhere along any of the long sides to lower it.
- Door on the north of that bridge was missing a doortrak.
E3M5
- Northeast giant blood pit had floating items in the new ledges. (Those bits are now also 100% pure meat instead of the rocky crust on top.)
E4M4
- Secret in the southwest is now the room instead of the doorway. Lighting adjusted accordingly.
E4M5
- There's an obscured lamp in the northwest that's supposed to look (in id) like a small lamp placed on top of the box. Freedoom's yellow lamp doesn't work for this, but Freedoom's candle sprite is perfect for the intended effect, so now it is that instead.
E4M6
- Various thin secrets.
E4M7
- Thing no. 580 was the wrong type and bled into the ceiling (see #941). The blocking version is now used instead.
E4M8
- The secrets by the starting area are now the rooms themselves instead of the doorways.
Map11
- Untagged the lizardbaby-triggered doorway as secret.
- All lizard baby sectors are now 72 units tall.
- Realigned the vines in the trilobite corridors overlooking the western atrium.
- Berserk red key secret room lengthened to guarantee having to step inside it.
- Red key is now at a different location, the platform now being a teleporter to it, allowing the location of the red key to be a single sector that can be flagged as a secret.
- Replaced the light source in the yellow skull room with something less likely to have already fallen over.
- Replaced the evil eyes with tech lamps since those aren't shootable.
- The trigger for releasing the pain bringers in the nukage fountain is once again a walk line.
Map16
- Every sector in the backpack secret was tagged as secret, leaving a total of 3 secrets one of which was skippably thin. The skippable is now untagged.
Map18
- It was possible to squeeze into the blue key pillar to trigger the ambush prematurely. The pillar is now the entire 64x64 platform.
* levels: more fixes.
E3M7
- Ambush-flagged and moved the pinkies in the lower small intestine so they stop trying to block the player from below either drop.
- Got rid of some orthogonal lines in the intestine to get rid of the fake contrast.
Map11
- Jump-proofed the decorative canal areas near the final arena.
- Some attempts to address #996.
Map14
- Removed the close-30-seconds door for the descending serpentipede monster closet because if they all bunch up like that while you have an SSG it's a boring wait afterwards. Have fun being hunted by them in the corridors!
- Addressed #996 in the south.
Map15
- Made the two lifts to the red armour secret visually consistent with each other.
- Some feeble attempts to address #996.
Map17
- Jump-proofed by Catoptromancy: numerous platforms raised above what should be jumpable in most sourceports that enable it by default.
- Added a backpack by the corpse near the start, as playing the map "right" and refraining from shooting until you get the tripod puts you in significant danger of running into a shellbox while at near full.
- The stairs inside the living room are flush up against the wall, so you don't waste time falling off and getting back on.
- The window texture now better matches the light falling on the floor.
- Moved Tree #73 and #37 as they were being invisible jump-blockers from below.
- Restored there being three chunks of rock for the blue key.
- Changed up a lot of textures in hopes of creating visually distinct areas.
- Added an extra secret in the start tunnel.
- Made the switch in the water go to 8+LAF fast instead of lowest because those weird sudden flat changes didn't look good.
- Shrank the pillars near the yellow key so you could move around all of them.
- Changed the torches inside the southern switch corridor to techlamps, and added new torches around the entrance to the eastern building.
- Changed the hanging corpse in the living room to another hanging corpse. (see #941)
- Made the couch look more like a couch. And one that's been in a war zone.
Map23
- Replaced the haphazard texture on the northern teleporter room and added some light sources.
- Improved the trim around sector 236 so the door doesn't go right into the curve.
- Used the correct CONS1 flat for sector 246 and shrank it accordingly.
- Addressed #996 in the south.
- Moved the (non-hanged) corpse in the starting secret out of the doorway. The way it hinted at the true nature of that wall was really neat but sadly doesn't play well with software renderer.
Map25
- Southern curved tunnel had a single orthogonal line that led to a misleading fake contrast.
- Some feeble attempts to address #996.
* Delete map17m.wad
* levels: restore old e2m1.
* levels: address E3M6 softlock.
see #998
* levels: minor fixes.
E1M3
- Nukage level in the bridge before the blue key was too log, resulting in not only a texture misalignment on the safety lift but also making a secret inaccessible.
- Fixed the tutti-frutti and misaligned terminals near sector 255.
E1M4
- Potential soft-lock if jumping out the window in the starting area. That outside area now has a one-way route back to the map start. (It is still totally inaccessible in vanilla and thus there are no new pickups or monsters there, and the door is "secret" on the map even though it doesn't actually award any secret to open it.)
Map09
- Moved the rocket launcher secret in the southeast to connect with the path leading up to it, preventing the need for an extremely precise jump to get in even when you know where it is.
* levels: change map01 secret sector tag.
The secret tag was on the door sector itself, which made it easy to accidentally jump over it via the raised platform in front of the door so it wouldn't be triggered properly until you were on your way out. The secret tag is now on the little corridor instead.
* levels: fix Map10 issues.
Map10
- Changed the line special in the western super shotgun secret to keep the door sector itself from also becoming a secret sector, while fixing the texture alignment inside the secret itself.
- Moved some shotgun shells to stop them from floating above the sectors directly below where they appear to be.
* 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
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.)
* 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.
For levels/e1m[13].wad I should've used AQRUST10 to replace AQTRIM03
instead of AQCONC03. With the fix the texture changes are:
E1M1 Near floor around 464, 1936
Near ceiling around 2400, -32
E1M3 Behind player spawns at -767, -258
In levels/e1m*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
E1M1 Replace transparent texture AQTRIM03 on walls with AQCONC03
E1M3 Replace transparent texture AQTRIM03 on walls with AQCONC03
Floor one unit higher than ceiling in a door
Delete unused tags
Replaced transparent texture in a secret room
E1M6 Deleted inner mismatched sector in outdoor water pond
Fix Missing textures
E1M7 Fix missing textures
E1M8 Fix missing textures
Delete unused tags
E1M9 Fix missing textures
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
He writes (in readme.txt):
>Notes: I love your work so I thought I could contribute. When I played
>through Ultimate Doom variation of FreeDoom I noticed that map E1M3 was
>largely unfinished. So I began to make my own vanilla version of it. I
>used only resources from shareware episode becase I wanted to be as
>close to the original as possible. The layout is similar and the level
>has an exit to E1M9. I don't know if you'll use it, that depends
>entirely on you. Enjoy!
DW: http://www.doomworld.com/vb/post/1141864 ,
http://www.doomworld.com/vb/post/1143935 (update)
Signed-off-by: RjY <rjy@users.sourceforge.net>