* 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 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.
Part of the Eureka cleanup involved fixing warnings having to do with
missing textures. Eureka was used to fix the missing textures by
replacing the "-" with "GRAY1'. Unfortunately fake floors and ceilings
resulted in false positive warning. Fixing the warnings broke the
intended rendering - the fake floor or fake ceiling is supposed to be
extended over what is now a gray hole. The solution is to revert the
missing texture fixes that have to do with fake floors and ceilings.
freedm.wad
DM02 Ceiling above the arrow.
DM20 Ceiling above the lights near door.
DM23 Ceiling above the light.
Ceiling above health bonuses.
DM25 Ceiling above polaric energy cannon.
DM26 Ceiling above DM spawns.
freedoom1.wad
E2M5 Floor with hatchling pop up near the start.
Floor with trilobite pop up near the end.
E2M7 Pillar surrounding the blue key.
Floor with monster pop up at the end.
E3M3 Ceiling in triangular room.
Floor with trilobite popup near triangular room.
Floor with pain lord pop ups upstairs from triangular room.
E4M1 Ceiling above yellow key.
E4M3 Floor slit in the ground outside (rendering trick?).
E4M4 Floor below the exit sign.
E4M6 Floor lights at the bottom.
Ceiling above teleporter.
Slit in blue floor (rendering trick?).
Ceiling light above the red key.
E4M7 Floor internal control sectors in nukage.
Floor below the exit sign.
E4M8 Floor below the exit sign.
Ceiling above the teleporter.
E4M9 Floor below the lights.
freedoom2.wad
MAP14 Floor for four outdoor monster pop ups.
MAP17 Floor with four internal control sectors in the middle.
Ceiling above logo in red floor room.
MAP18 Ceiling above the player spawn.
Ceiling above the end.
Transparent windows
Floor with monster pop ups outdoors.
MAP20 Ceiling above the light in corner.
MAP25 Floor with monster pop up outdoors.
In levels/e4m*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
E4M1 Reduce deathmatch starts from 11 to 10
Remove unused Strife tag #999
Add missing textures
E4M3 Reduce deathmatch starts from 12 to 10
Add missing textures
E4M4 Reduce deathmatch starts from 11 to 10
Add missing textures
E4M5 Reduce deathmatch starts from 11 to 10
Remove unused tag #8 from sector
Add missing textures
E4M6 Reduce deathmatch starts from 15 to 10
Add missing textures
E4M7 Reduce deathmatch starts from 17 to 10
Remove unused Strife tag #999
Remove unused tag #2 from sectors
Add missing textures
E4M8 Reduce deathmatch starts from 12 to 10
Remove transparent unused MIDGRATE texture on solid
Add missing textures
E4M9 Reduce deathmatch starts from 16 to 10
Remove unused tag #13 from sector
Change transparent MIDBRN1 textures on solid to METAL
Remove unused transparent BRNBIGC textures on solid
Add 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